Files
Client/Library/dxx8/samples/Multimedia/VBSamples/Direct3D/VertexShader/vertexshader.frm
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

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VERSION 5.00
Begin VB.Form Form1
Caption = "Vertex Blend"
ClientHeight = 4485
ClientLeft = 60
ClientTop = 345
ClientWidth = 5640
Icon = "vertexshader.frx":0000
LinkTopic = "Form1"
ScaleHeight = 299
ScaleMode = 3 'Pixel
ScaleWidth = 376
StartUpPosition = 3 'Windows Default
End
Attribute VB_Name = "Form1"
Attribute VB_GlobalNameSpace = False
Attribute VB_Creatable = False
Attribute VB_PredeclaredId = True
Attribute VB_Exposed = False
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'
' Copyright (C) 1999-2001 Microsoft Corporation. All Rights Reserved.
'
' File: VertexShader.frm
' Content: Example code showing how to use vertex shaders in D3D.
'
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Option Explicit
' Scene
Dim m_VB As Direct3DVertexBuffer8
Dim m_IB As Direct3DIndexBuffer8
Dim m_NumVertices As Long
Dim m_NumIndices As Long
Dim m_Shader As Long
Dim m_Size As Long
' Transforms
Dim m_matPosition As D3DMATRIX
Dim m_matView As D3DMATRIX
Dim m_matProj As D3DMATRIX
'Navigation
Dim m_bKey(256) As Boolean
Dim m_fSpeed As Single
Dim m_fAngularSpeed As Single
Dim m_vVelocity As D3DVECTOR
Dim m_vAngularVelocity As D3DVECTOR
'Shader
Dim m_Decl(3) As Long
Dim m_ShaderArray() As Long
Dim m_bInit As Boolean ' Indicates that d3d has been initialized
Dim m_bMinimized As Boolean ' Indicates that display window is minimized
'-----------------------------------------------------------------------------
' Name: Form_Load()
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_Load()
Me.Show
DoEvents
'setup defaults
Init
' Initialize D3D
' Note: D3DUtil_Init will attempt to use D3D Hardware acceleartion.
' If it is not available it attempt to use the Software Reference Rasterizer.
' If all fail it will display a message box indicating so.
'
m_bInit = D3DUtil_Init(Me.hwnd, True, 0, 0, D3DDEVTYPE_HAL, Me)
If Not (m_bInit) Then End
' Create new D3D vertexbuffer objects and vertex shader
InitDeviceObjects
' Sets the state for those objects and the current D3D device
RestoreDeviceObjects
' Start our timer
DXUtil_Timer TIMER_start
' Run the simulation forever
' See Form_Keydown for exit processing
Do While True
' Increment the simulation
FrameMove
' Render one image of the simulation
If Render Then
' Present the image to the screen
D3DUtil_PresentAll g_focushwnd
End If
' Allow for events to get processed
DoEvents
Loop
End Sub
'-----------------------------------------------------------------------------
' Name: Form_Unload()
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_Unload(Cancel As Integer)
DeleteDeviceObjects
End
End Sub
'-----------------------------------------------------------------------------
' Name: Init()
' Desc: Sets attributes for the app.
'-----------------------------------------------------------------------------
Sub Init()
Me.Caption = "VertexShader"
Set m_IB = Nothing
Set m_VB = Nothing
m_Size = 32
m_NumIndices = (m_Size - 1) * (m_Size - 1) * 6
m_NumVertices = m_Size * m_Size
m_Shader = 0
m_fSpeed = 5
m_fAngularSpeed = 1
m_vVelocity = vec3(0, 0, 0)
m_vAngularVelocity = vec3(0, 0, 0)
' Setup the view matrix
Dim veye As D3DVECTOR, vat As D3DVECTOR, vUp As D3DVECTOR
veye = vec3(2, 3, 3)
vat = vec3(0, 0, 0)
vUp = vec3(0, 1, 0)
D3DXMatrixLookAtRH m_matView, veye, vat, vUp
' Set the position matrix
Dim det As Single
D3DXMatrixInverse m_matPosition, det, m_matView
End Sub
'-----------------------------------------------------------------------------
' Name: FrameMove()
' Desc: Called once per frame, the call is the entry point for animating
' the scene.
'-----------------------------------------------------------------------------
Sub FrameMove()
Dim fSecsPerFrame As Single
Dim fTime As Single
Dim det As Single
fSecsPerFrame = DXUtil_Timer(TIMER_GETELLAPSEDTIME)
fTime = DXUtil_Timer(TIMER_GETAPPTIME)
' Process keyboard input
Dim vT As D3DVECTOR, vR As D3DVECTOR
vT = vec3(0, 0, 0)
vR = vec3(0, 0, 0)
If (m_bKey(vbKeyA) Or m_bKey(vbKeyNumpad1) Or m_bKey(vbKeyLeft)) Then vT.x = vT.x - 1 ' Slide Left
If (m_bKey(vbKeyD) Or m_bKey(vbKeyNumpad3) Or m_bKey(vbKeyRight)) Then vT.x = vT.x + 1 ' Slide Right
If (m_bKey(vbKeyDown)) Then vT.y = vT.y - 1 ' Slide Down
If (m_bKey(vbKeyUp)) Then vT.y = vT.y + 1 ' Slide Up
If (m_bKey(vbKeyW)) Then vT.z = vT.z - 2 ' Move Forward
If (m_bKey(vbKeyS)) Then vT.z = vT.z + 2 ' Move Backward
If (m_bKey(vbKeyNumpad8)) Then vR.x = vR.x - 1 ' Pitch Down
If (m_bKey(vbKeyNumpad2)) Then vR.x = vR.x + 1 ' Pitch Up
If (m_bKey(vbKeyE) Or m_bKey(vbKeyNumpad6)) Then vR.y = vR.y - 1 ' Turn Right
If (m_bKey(vbKeyQ) Or m_bKey(vbKeyNumpad4)) Then vR.y = vR.y + 1 ' Turn Left
If (m_bKey(vbKeyNumpad9)) Then vR.z = vR.z - 2 ' Roll CW
If (m_bKey(vbKeyNumpad7)) Then vR.z = vR.z + 2 ' Roll CCW
m_vVelocity.x = m_vVelocity.x * 0.9 + vT.x * 0.1
m_vVelocity.y = m_vVelocity.y * 0.9 + vT.y * 0.1
m_vVelocity.z = m_vVelocity.z * 0.9 + vT.z * 0.1
m_vAngularVelocity.x = m_vAngularVelocity.x * 0.9 + vR.x * 0.1
m_vAngularVelocity.y = m_vAngularVelocity.x * 0.9 + vR.y * 0.1
m_vAngularVelocity.z = m_vAngularVelocity.x * 0.9 + vR.z * 0.1
' Update position and view matricies
Dim matT As D3DMATRIX, matR As D3DMATRIX, qR As D3DQUATERNION
D3DXVec3Scale vT, m_vVelocity, fSecsPerFrame * m_fSpeed
D3DXVec3Scale vR, m_vAngularVelocity, fSecsPerFrame * m_fAngularSpeed
D3DXMatrixTranslation matT, vT.x, vT.y, vT.z
D3DXMatrixMultiply m_matPosition, matT, m_matPosition
D3DXQuaternionRotationYawPitchRoll qR, vR.y, vR.x, vR.z
D3DXMatrixRotationQuaternion matR, qR
D3DXMatrixMultiply m_matPosition, matR, m_matPosition
D3DXMatrixInverse m_matView, det, m_matPosition
g_dev.SetTransform D3DTS_VIEW, m_matView
' Set up the vertex shader constants
Dim mat As D3DMATRIX
Dim vA As D3DVECTOR4, vD As D3DVECTOR4
Dim vSin As D3DVECTOR4, vCos As D3DVECTOR4
D3DXMatrixMultiply mat, m_matView, m_matProj
D3DXMatrixTranspose mat, mat
vA = vec4(Sin(fTime) * 15, 0, 0.5, 1)
vD = vec4(g_pi, 1 / (2 * g_pi), 2 * g_pi, 0.05)
' Taylor series coefficients for sin and cos
vSin = vec4(1, -1 / 6, 1 / 120, -1 / 5040)
vCos = vec4(1, -1 / 2, 1 / 24, -1 / 720)
g_dev.SetVertexShaderConstant 0, mat, 4
g_dev.SetVertexShaderConstant 4, vA, 1
g_dev.SetVertexShaderConstant 7, vD, 1
g_dev.SetVertexShaderConstant 10, vSin, 1
g_dev.SetVertexShaderConstant 11, vCos, 1
End Sub
'-----------------------------------------------------------------------------
' Name: Render()
' Desc: Called once per frame, the call is the entry point for 3d
' rendering. This function sets up render states, clears the
' viewport, and renders the scene.
'-----------------------------------------------------------------------------
Function Render() As Boolean
Dim v2 As D3DVECTOR2
Dim hr As Long
Render = False
'See what state the device is in.
hr = g_dev.TestCooperativeLevel
If hr = D3DERR_DEVICENOTRESET Then
g_dev.Reset g_d3dpp
RestoreDeviceObjects
End If
'dont bother rendering if we are not ready yet
If hr <> 0 Then Exit Function
Render = True
'Clear the scene
D3DUtil_ClearAll &HFF&
With g_dev
' Begin the scene
.BeginScene
.SetVertexShader m_Shader
.SetStreamSource 0, m_VB, Len(v2)
.SetIndices m_IB, 0
.DrawIndexedPrimitive D3DPT_TRIANGLELIST, 0, m_NumVertices, _
0, m_NumIndices / 3
' End the scene.
.EndScene
End With
End Function
'-----------------------------------------------------------------------------
' Name: RestoreDeviceObjects()
' Desc: Initialize scene objects.
'-----------------------------------------------------------------------------
Sub InitDeviceObjects()
Dim Indices() As Integer 'Integer are 4 bytes wide in VB
Dim Vertices() As D3DVECTOR2
Dim v As D3DVECTOR2, x As Integer, y As Integer, i As Integer
' Fill in our index array with triangles indices to make a grid
ReDim Indices(m_NumIndices)
For y = 1 To m_Size - 1
For x = 1 To m_Size - 1
Indices(i) = (y - 1) * m_Size + (x - 1): i = i + 1
Indices(i) = (y - 0) * m_Size + (x - 1): i = i + 1
Indices(i) = (y - 1) * m_Size + (x - 0): i = i + 1
Indices(i) = (y - 1) * m_Size + (x - 0): i = i + 1
Indices(i) = (y - 0) * m_Size + (x - 1): i = i + 1
Indices(i) = (y - 0) * m_Size + (x - 0): i = i + 1
Next
Next
' Create index buffer and copy the VB array into it
Set m_IB = g_dev.CreateIndexBuffer(m_NumIndices * 2, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED)
D3DIndexBuffer8SetData m_IB, 0, m_NumIndices * 2, 0, Indices(0)
i = 0
'Fill our vertex array with the coordinates of our grid
ReDim Vertices(m_NumVertices)
For y = 0 To m_Size - 1
For x = 0 To m_Size - 1
Vertices(i) = vec2(((CSng(x) / CSng(m_Size - 1)) - 0.5) * g_pi, _
((CSng(y) / CSng(m_Size - 1)) - 0.5) * g_pi)
i = i + 1
Next
Next
' Create a vertex buffer and copy our vertex array into it
Set m_VB = g_dev.CreateVertexBuffer(m_NumVertices * Len(v), 0, 0, D3DPOOL_MANAGED)
D3DVertexBuffer8SetData m_VB, 0, m_NumVertices * Len(v), 0, Vertices(0)
' Create vertex shader
Dim strVertexShaderPath As String
Dim VShaderCode As D3DXBuffer
m_Decl(0) = D3DVSD_STREAM(0)
m_Decl(1) = D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT2)
m_Decl(2) = D3DVSD_END()
' Find the vertex shader file
strVertexShaderPath = FindMediaDir("ripple.vsh") + "ripple.vsh"
'Assemble the vertex shader from the file
Set VShaderCode = g_d3dx.AssembleShaderFromFile(strVertexShaderPath, 0, "", Nothing)
'Move VShader code into an array
ReDim m_ShaderArray(VShaderCode.GetBufferSize() / 4)
g_d3dx.BufferGetData VShaderCode, 0, 1, VShaderCode.GetBufferSize(), m_ShaderArray(0)
Set VShaderCode = Nothing
End Sub
'-----------------------------------------------------------------------------
' Name: RestoreDeviceObjects()
' Desc: Initialize scene objects.
'-----------------------------------------------------------------------------
Sub RestoreDeviceObjects()
Dim bufferdesc As D3DSURFACE_DESC
g_dev.GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO).GetDesc bufferdesc
' Set up right handed projection matrix
Dim fAspectRatio As Single
fAspectRatio = bufferdesc.width / bufferdesc.height
D3DXMatrixPerspectiveFovRH m_matProj, 60 * g_pi / 180, fAspectRatio, 0.1, 100
g_dev.SetTransform D3DTS_PROJECTION, m_matProj
' Setup render states
g_dev.SetRenderState D3DRS_LIGHTING, 0 'FALSE
g_dev.SetRenderState D3DRS_CULLMODE, D3DCULL_NONE
' Create the vertex shader
' NOTE returns value in m_Shader
g_dev.CreateVertexShader m_Decl(0), m_ShaderArray(0), m_Shader, 0
End Sub
'-----------------------------------------------------------------------------
' Name: InvalidateDeviceObjects()
' Desc:
'-----------------------------------------------------------------------------
Sub InvalidateDeviceObjects()
On Local Error Resume Next
g_dev.DeleteVertexShader m_Shader
End Sub
'-----------------------------------------------------------------------------
' Name: DeleteDeviceObjects()
' Desc: Called when the app is exitting, or the device is being changed,
' this function deletes any device dependant objects.
'-----------------------------------------------------------------------------
Sub DeleteDeviceObjects()
Set m_IB = Nothing
Set m_VB = Nothing
InvalidateDeviceObjects
m_bInit = False
End Sub
'-----------------------------------------------------------------------------
' Name: FinalCleanup()
' Desc: Called before the app exits, this function gives the app the chance
' to cleanup after itself.
'-----------------------------------------------------------------------------
Sub FinalCleanup()
End Sub
'-----------------------------------------------------------------------------
' Name: ConfirmDevice()
' Desc: Called during device intialization, this code checks the device
' for some minimum set of capabilities
'-----------------------------------------------------------------------------
Function VerifyDevice(Behavior As Long, format As CONST_D3DFORMAT) As Boolean
If (Behavior <> D3DCREATE_SOFTWARE_VERTEXPROCESSING) Then
If (g_d3dCaps.VertexShaderVersion < D3DVS_VERSION(1, 0)) Then Exit Function
End If
VerifyDevice = True
End Function
'-----------------------------------------------------------------------------
' Name: Form_KeyDown()
' Desc: Process key messages for exit and change device
'-----------------------------------------------------------------------------
Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
Dim hr As Long
m_bKey(KeyCode) = True
Select Case KeyCode
Case vbKeyEscape
Unload Me
Case vbKeyF2
' Pause the timer
DXUtil_Timer TIMER_STOP
' Bring up the device selection dialog
' we pass in the form so the selection process
' can make calls into InitDeviceObjects
' and RestoreDeviceObjects
frmSelectDevice.SelectDevice Me
' Restart the timer
DXUtil_Timer TIMER_start
Case vbKeyReturn
' Check for Alt-Enter if not pressed exit
If Shift <> 4 Then Exit Sub
' If we are windowed go fullscreen
' If we are fullscreen returned to windowed
If g_d3dpp.Windowed Then
hr = D3DUtil_ResetFullscreen
Else
hr = D3DUtil_ResetWindowed
End If
If hr = D3DERR_DEVICELOST Then
DeleteDeviceObjects
m_bInit = D3DUtil_Init(Me.hwnd, True, 0, 0, D3DDEVTYPE_HAL, Me)
If Not (m_bInit) Then End
InitDeviceObjects
End If
' Call Restore after ever mode change
' because calling reset looses state that needs to
' be reinitialized
RestoreDeviceObjects
End Select
End Sub
'-----------------------------------------------------------------------------
' Name: Form_Resize()
' Desc: hadle resizing of the D3D backbuffer
'-----------------------------------------------------------------------------
Private Sub Form_Resize()
' If D3D is not initialized then exit
If Not m_bInit Then Exit Sub
' If we are in a minimized state stop the timer and exit
If Me.WindowState = vbMinimized Then
DXUtil_Timer TIMER_STOP
m_bMinimized = True
Exit Sub
' If we just went from a minimized state to maximized
' restart the timer
Else
If m_bMinimized = True Then
DXUtil_Timer TIMER_start
m_bMinimized = False
End If
End If
' Dont let the window get too small
If Me.ScaleWidth < 10 Then
Me.width = Screen.TwipsPerPixelX * 10
Exit Sub
End If
If Me.ScaleHeight < 10 Then
Me.height = Screen.TwipsPerPixelY * 10
Exit Sub
End If
'reset and resize our D3D backbuffer to the size of the window
D3DUtil_ResizeWindowed Me.hwnd
'All state get losts after a reset so we need to reinitialze it here
RestoreDeviceObjects
End Sub
'-----------------------------------------------------------------------------
' Name: Picture1_KeyUp
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_KeyUp(KeyCode As Integer, Shift As Integer)
m_bKey(KeyCode) = False
End Sub