This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
commit 3bf9df6b27
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// TerrainBlend.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "resource.h"
#include "mathlib/mathlib.h"
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "tier1/strtools.h"
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text
HWND g_hWnd;
// Foward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int g_nCapture = 0;
bool g_bFocus = false;
int g_ScreenWidth, g_ScreenHeight;
D3DPRESENT_PARAMETERS d3dpp;
IDirect3D8 *g_pDirect3D;
IDirect3DDevice8 *g_pDevice;
POINT GetWindowCenter()
{
RECT rc;
GetWindowRect(g_hWnd, &rc);
POINT ret;
ret.x = (rc.left + rc.right) / 2;
ret.y = (rc.top + rc.bottom) / 2;
return ret;
}
void CallAppRender( bool bInvalidRect )
{
static DWORD lastTime = 0;
static POINT lastMousePos = {0xFFFF, 0xFFFF};
// Sample time and mouse position and tell the app to render.
DWORD curTime = GetTickCount();
float frametime = (curTime - lastTime) / 1000.0f;
if( frametime > 0.1f )
frametime = 0.1f;
lastTime = curTime;
// Get the cursor delta.
POINT curMousePos;
GetCursorPos(&curMousePos);
int deltaX, deltaY;
if( lastMousePos.x == 0xFFFF )
{
deltaX = deltaY = 0;
}
else
{
deltaX = curMousePos.x - lastMousePos.x;
deltaY = curMousePos.y - lastMousePos.y;
}
// Recenter the cursor.
if( g_nCapture )
{
lastMousePos = GetWindowCenter();
SetCursorPos( lastMousePos.x, lastMousePos.y );
}
else
{
lastMousePos = curMousePos;
}
AppRender( frametime, (float)deltaX, (float)deltaY, bInvalidRect );
}
SpewRetval_t D3DAppSpewFunc( SpewType_t spewType, char const *pMsg )
{
switch (spewType)
{
case SPEW_ERROR:
MessageBox(NULL, pMsg, "FATAL ERROR", MB_OK);
return SPEW_ABORT;
default:
OutputDebugString(pMsg);
#ifdef _DEBUG
return spewType == SPEW_ASSERT ? SPEW_DEBUGGER : SPEW_CONTINUE;
#else
return SPEW_CONTINUE;
#endif
}
}
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
CommandLine()->CreateCmdLine( Plat_GetCommandLine() );
// TODO: Place code here.
SpewOutputFunc( D3DAppSpewFunc );
MathLib_Init( true, true, true, 2.2f, 2.2f, 0.0f, 2.0f );
MSG msg;
HACCEL hAccelTable;
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
strcpy( szWindowClass, "d3dapp" );
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_TERRAINBLEND);
InvalidateRect( g_hWnd, NULL, FALSE );
// Main message loop:
while(1)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if(msg.message == WM_QUIT)
break;
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
if(msg.message == WM_QUIT)
break;
CallAppRender( false );
}
AppExit();
return msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage is only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_TERRAINBLEND);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
void ShutdownD3D()
{
if( g_pDevice )
{
g_pDevice->Release();
g_pDevice = NULL;
}
if( g_pDirect3D )
{
g_pDirect3D->Release();
g_pDirect3D = NULL;
}
}
void InitD3D()
{
ShutdownD3D();
RECT rcClient;
GetClientRect( g_hWnd, &rcClient );
g_ScreenWidth = rcClient.right - rcClient.left;
g_ScreenHeight = rcClient.bottom - rcClient.top;
// Initialize D3D.
g_pDirect3D = Direct3DCreate8( D3D_SDK_VERSION );
// Get the current desktop display mode, so we can set up a back
// buffer of the same format
D3DDISPLAYMODE d3ddm;
g_pDirect3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm );
// Set up the structure used to create the D3DDevice
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
HRESULT hr = g_pDirect3D->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&g_pDevice);
if( FAILED(hr) )
{
Sys_Error( "CreateDevice failed (%s)", DXGetErrorString8(hr) );
}
g_pDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
}
void DoResize()
{
AppPreResize();
InitD3D();
AppPostResize();
CallAppRender( true );
}
//
// FUNCTION: InitInstance(HANDLE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // Store instance handle in our global variable
int x = Sys_FindArgInt( "-x", 0 );
int y = Sys_FindArgInt( "-y", 0 );
int w = Sys_FindArgInt( "-width", CW_USEDEFAULT );
int h = Sys_FindArgInt( "-height", CW_USEDEFAULT );
DWORD dwFlags = WS_OVERLAPPEDWINDOW;
// Get the 'work area' so we don't overlap the taskbar on the top or left.
RECT rcWorkArea;
SystemParametersInfo( SPI_GETWORKAREA, 0, &rcWorkArea, 0 );
// If they don't specify anything, maximize the window.
if( x == 0 && y == 0 && w == CW_USEDEFAULT && h == CW_USEDEFAULT )
{
x = rcWorkArea.left;
y = rcWorkArea.top;
w = rcWorkArea.right - rcWorkArea.left;
h = rcWorkArea.bottom - rcWorkArea.top;
dwFlags |= WS_MAXIMIZE;
}
else
{
x += rcWorkArea.left;
y += rcWorkArea.top;
}
g_hWnd = CreateWindow(
szWindowClass,
szTitle,
dwFlags, // window style
x, // x
y, // y
w, // width
h, // height
NULL,
NULL,
hInstance,
NULL);
if (!g_hWnd)
{
return FALSE;
}
ShowWindow(g_hWnd, nCmdShow);
UpdateWindow(g_hWnd);
InitD3D();
AppInit();
// Reinitialize D3D. For some reason, D3D point primitives are way too large
// unless we do this.
DoResize();
return TRUE;
}
//
// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
if( g_pDevice )
CallAppRender( true );
}
break;
case WM_KEYDOWN:
{
AppKey( (int)wParam, lParam&0xFFFF );
}
break;
case WM_KEYUP:
{
AppKey( (int)wParam, 0 );
}
break;
case WM_CHAR:
{
AppChar( (int)wParam );
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_LBUTTONDOWN:
{
ShowCursor( FALSE );
SetCapture( g_hWnd );
g_nCapture++;
}
break;
case WM_LBUTTONUP:
{
ShowCursor( TRUE );
ReleaseCapture( );
g_nCapture--;
}
break;
case WM_RBUTTONDOWN:
{
ShowCursor( FALSE );
SetCapture( g_hWnd );
g_nCapture++;
}
break;
case WM_RBUTTONUP:
{
ShowCursor( TRUE );
ReleaseCapture( );
g_nCapture--;
}
break;
case WM_SIZE:
{
if( g_pDevice )
DoResize();
}
break;
case WM_SETFOCUS:
{
g_bFocus = true;
}
break;
case WM_KILLFOCUS:
{
g_bFocus = false;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
bool Sys_Error(const char *pMsg, ...)
{
char msg[4096];
va_list marker;
va_start( marker, pMsg );
V_vsprintf_safe( msg, pMsg, marker );
va_end( marker );
MessageBox( NULL, msg, "Error!", MB_OK );
exit(1);
return true;
}
void Sys_Quit()
{
PostQuitMessage( 0 );
}
void Sys_SetWindowText( char const *pMsg, ... )
{
va_list marker;
char msg[4096];
va_start(marker, pMsg);
V_vsprintf_safe(msg, pMsg, marker);
va_end(marker);
SetWindowText( g_hWnd, msg );
}
bool Sys_GetKeyState( int key )
{
int keyTranslations[][2] =
{
{APPKEY_LBUTTON, VK_LBUTTON},
{APPKEY_RBUTTON, VK_RBUTTON},
{APPKEY_SPACE, VK_SPACE}
};
int nKeyTranslations = sizeof(keyTranslations) / sizeof(keyTranslations[0]);
for( int i=0; i < nKeyTranslations; i++ )
{
if( key == keyTranslations[i][0] )
{
key = keyTranslations[i][1];
break;
}
}
return !!( GetAsyncKeyState( key ) & 0x8000 );
}
void Sys_Sleep( int ms )
{
Sleep( (DWORD)ms );
}
bool Sys_HasFocus()
{
return g_bFocus;
}
char const* Sys_FindArg( char const *pArg, char const *pDefault )
{
for( int i=0; i < __argc; i++ )
{
if( stricmp( __argv[i], pArg ) == 0 )
return (i+1) < __argc ? __argv[i+1] : "";
}
return pDefault;
}
int Sys_FindArgInt( char const *pArg, int defaultVal )
{
char const *pVal = Sys_FindArg( pArg, NULL );
if( pVal )
return atoi( pVal );
else
return defaultVal;
}
int Sys_ScreenWidth()
{
return g_ScreenWidth;
}
int Sys_ScreenHeight()
{
return g_ScreenHeight;
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef D3DAPP_H
#define D3DAPP_H
#ifdef _WIN32
#pragma once
#endif
#include <d3d8.h>
// Globals for the app to access. These are valid whenever the app is called.
extern IDirect3D8 *g_pDirect3D;
extern IDirect3DDevice8 *g_pDevice;
// Special keys.
#define APPKEY_LBUTTON -1
#define APPKEY_RBUTTON -2
#define APPKEY_SPACE -3
// ------------------------------------------------------------------------------------ //
// Functions for the app to provide.
// ------------------------------------------------------------------------------------ //
void AppInit();
// Called to update or render the view as often as possible. If bInvalidRect is true,
// then you should always render, so the window's contents are valid.
void AppRender( float frametime, float mouseDeltaX, float mouseDeltaY, bool bInvalidRect );
// Release any D3D objects you have here - a resize will happen.
void AppPreResize();
void AppPostResize();
void AppExit( );
void AppKey( int key, int down );
void AppChar( int key );
// ------------------------------------------------------------------------------------ //
// Functions the app can call.
// ------------------------------------------------------------------------------------ //
// Show an error dialog and quit.
bool Sys_Error(const char *pMsg, ...);
// Shutdown the app. AppExit() will be called.
void Sys_Quit();
void Sys_SetWindowText( char const *pMsg, ... );
// Key can be an ASCII key code or an APPKEY_ define.
bool Sys_GetKeyState( int key );
void Sys_Sleep( int ms );
// Does the app have the focus?
bool Sys_HasFocus();
char const* Sys_FindArg( char const *pArg, char const *pDefault=NULL );
int Sys_FindArgInt( char const *pArg, int defaultVal = -1 );
int Sys_ScreenWidth();
int Sys_ScreenHeight();
#endif // D3DAPP_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by TERRAINBLEND.RC
//
#define IDR_MAINFRAME 128
#define IDD_TERRAINBLEND_DIALOG 102
#define IDD_ABOUTBOX 103
#define IDS_APP_TITLE 103
#define IDM_ABOUT 104
#define IDM_EXIT 105
#define IDS_HELLO 106
#define IDI_TERRAINBLEND 107
#define IDI_SMALL 108
#define IDC_TERRAINBLEND 109
#define IDC_MYICON 2
#define IDC_STATIC -1
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 129
#define _APS_NEXT_COMMAND_VALUE 32771
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "d3dapp.h"
#include "d3dx8math.h"
#include "mathlib/mathlib.h"
#include "ScratchPad3D.h"
#include "tier1/strtools.h"
#define SPColorExpand( c ) (c).m_vColor.x, (c).m_vColor.y, (c).m_vColor.z, (c).m_flAlpha
class VertPosDiffuse
{
public:
inline void Init(Vector const &vPos, float r, float g, float b, float a)
{
m_Pos = vPos;
SetDiffuse( r, g, b, a );
}
inline void SetDiffuse( float r, float g, float b, float a )
{
m_Diffuse[0] = (unsigned char)(b * 255.9f);
m_Diffuse[1] = (unsigned char)(g * 255.9f);
m_Diffuse[2] = (unsigned char)(r * 255.9f);
m_Diffuse[3] = (unsigned char)(a * 255.9f);
}
inline void SetDiffuse( Vector const &vColor )
{
SetDiffuse( vColor.x, vColor.y, vColor.z, 1 );
}
inline void SetTexCoords( const Vector2D &tCoords )
{
m_tCoords = tCoords;
}
static inline DWORD GetFVF() {return D3DFVF_DIFFUSE | D3DFVF_XYZ | D3DFVF_TEX1;}
Vector m_Pos;
unsigned char m_Diffuse[4];
Vector2D m_tCoords;
};
class PosController
{
public:
Vector m_vPos;
QAngle m_vAngles;
};
int g_nLines, g_nPolygons;
PosController g_ViewController;
Vector g_IdentityBasis[3] = {Vector(1,0,0), Vector(0,1,0), Vector(0,0,1)};
Vector g_ViewerPos;
Vector g_ViewerBasis[3];
VMatrix g_mModelView;
CScratchPad3D *g_pScratchPad = NULL;
FILETIME g_LastWriteTime;
char g_Filename[256];
// ------------------------------------------------------------------------------------------ //
// Helper functions.
// ------------------------------------------------------------------------------------------ //
inline float FClamp(float val, float min, float max)
{
return (val < min) ? min : (val > max ? max : val);
}
inline float FMin(float val1, float val2)
{
return (val1 < val2) ? val1 : val2;
}
inline float FMax(float val1, float val2)
{
return (val1 > val2) ? val1 : val2;
}
inline float CosDegrees(float angle)
{
return (float)cos(DEG2RAD(angle));
}
inline float SinDegrees(float angle)
{
return (float)sin(DEG2RAD(angle));
}
inline float FRand(float a, float b)
{
return a + (b - a) * ((float)rand() / VALVE_RAND_MAX);
}
void CheckResult( HRESULT hr )
{
if ( FAILED( hr ) )
{
Assert( 0 );
}
}
void DrawLine2(const Vector &vFrom, const Vector &vTo, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2)
{
VertPosDiffuse verts[2];
verts[0].Init( vFrom, r1, g1, b1, 1 );
verts[1].Init( vTo, r2, g2, b2, 1 );
CheckResult ( g_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE ) );
CheckResult( g_pDevice->SetTexture( 0, NULL ) );
CheckResult( g_pDevice->DrawPrimitiveUP( D3DPT_LINELIST, 1, verts, sizeof(verts[0]) ) );
++g_nLines;
}
void DrawLine(const Vector &vFrom, const Vector &vTo, float r, float g, float b, float a)
{
DrawLine2(vFrom, vTo, r,g,b,a, r,g,b,a);
}
// zAngle's range is [-90,90].
// When zAngle is 0, the position is in the middle of the sphere (vertically).
// When zAngle is 90, the position is at the top of the sphere.
// When zAngle is -90, the position is at the bottom of the sphere.
Vector CalcSphereVecAngles(float xyAngle, float zAngle, float fRadius)
{
Vector vec;
vec.x = CosDegrees(xyAngle) * CosDegrees(zAngle);
vec.y = SinDegrees(xyAngle) * CosDegrees(zAngle);
vec.z = SinDegrees(zAngle);
return vec * fRadius;
}
// Figure out the rotation to look from vEye to vDest.
void SetupLookAt( const Vector &vEye, const Vector &vDest, Vector basis[3] )
{
basis[0] = (vDest - vEye); // Forward.
VectorNormalize( basis[0] );
basis[2].Init(0.0f, 0.0f, 1.0f); // Up.
basis[1] = basis[2].Cross(basis[0]); // Left.
VectorNormalize( basis[1] );
basis[2] = basis[0].Cross(basis[1]); // Regenerate up.
VectorNormalize( basis[2] );
}
D3DMATRIX* VEngineToTempD3DMatrix( VMatrix const &mat )
{
static VMatrix ret;
ret = mat.Transpose();
return (D3DMATRIX*)&ret;
}
void UpdateView(float mouseDeltaX, float mouseDeltaY)
{
VMatrix mRot;
PosController *pController;
pController = &g_ViewController;
// WorldCraft-like interface..
if( Sys_HasFocus() )
{
Vector vForward, vUp, vRight;
AngleVectors( pController->m_vAngles, &vForward, &vRight, &vUp );
static float fAngleScale = 0.4f;
static float fDistScale = 0.5f;
if( Sys_GetKeyState( APPKEY_LBUTTON ) )
{
if( Sys_GetKeyState( APPKEY_RBUTTON ) )
{
// Ok, move forward and backwards.
pController->m_vPos += vForward * -mouseDeltaY * fDistScale;
pController->m_vPos += vRight * mouseDeltaX * fDistScale;
}
else
{
pController->m_vAngles.y += -mouseDeltaX * fAngleScale;
pController->m_vAngles.x += mouseDeltaY * fAngleScale;
}
}
else if( Sys_GetKeyState( APPKEY_RBUTTON ) )
{
pController->m_vPos += vUp * -mouseDeltaY * fDistScale;
pController->m_vPos += vRight * mouseDeltaX * fDistScale;
}
}
// Set the projection matrix to 90 degrees.
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, Sys_ScreenWidth() / (float)Sys_ScreenHeight(), 1.0f, 10000.0f );
g_pDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// This matrix converts from D3D coordinates (X=right, Y=up, Z=forward)
// to VEngine coordinates (X=forward, Y=left, Z=up).
VMatrix mD3DToVEngine(
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
g_ViewerPos = pController->m_vPos;
mRot = SetupMatrixAngles( pController->m_vAngles );
g_mModelView = ~mD3DToVEngine * mRot.Transpose3x3() * SetupMatrixTranslation(-g_ViewerPos);
CheckResult( g_pDevice->SetTransform( D3DTS_VIEW, VEngineToTempD3DMatrix(g_mModelView) ) );
// World matrix is identity..
VMatrix mIdentity = SetupMatrixIdentity();
CheckResult( g_pDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)&mIdentity ) );
}
// ------------------------------------------------------------------------------------------ //
// ScratchPad3D command implementation.
// ------------------------------------------------------------------------------------------ //
void CommandRender_Point( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice )
{
CScratchPad3D::CCommand_Point *pCmd = (CScratchPad3D::CCommand_Point*)pInCmd;
g_pDevice->SetRenderState( D3DRS_POINTSIZE, *((DWORD*)&pCmd->m_flPointSize) );
VertPosDiffuse vert;
vert.Init( pCmd->m_Vert.m_vPos, SPColorExpand(pCmd->m_Vert.m_vColor) );
g_pDevice->DrawPrimitiveUP( D3DPT_POINTLIST, 1, &vert, sizeof(vert) );
}
VertPosDiffuse g_LineBatchVerts[1024];
int g_nLineBatchVerts = 0;
void CommandRender_LinesStart( IDirect3DDevice8 *pDevice )
{
// Set states for line drawing.
CheckResult( g_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ) );
CheckResult( g_pDevice->SetTexture( 0, NULL ) );
}
void CommandRender_LinesStop( IDirect3DDevice8 *pDevice )
{
CheckResult( g_pDevice->DrawPrimitiveUP( D3DPT_LINELIST, g_nLineBatchVerts / 2, g_LineBatchVerts, sizeof(g_LineBatchVerts[0]) ) );
g_nLines += g_nLineBatchVerts / 2;
g_nLineBatchVerts = 0;
}
void CommandRender_Line( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice )
{
CScratchPad3D::CCommand_Line *pCmd = (CScratchPad3D::CCommand_Line*)pInCmd;
// Flush out the line cache?
if ( g_nLineBatchVerts == sizeof( g_LineBatchVerts ) / sizeof( g_LineBatchVerts[0] ) )
{
CommandRender_LinesStop( pDevice );
}
g_LineBatchVerts[g_nLineBatchVerts].m_Pos = pCmd->m_Verts[0].m_vPos;
g_LineBatchVerts[g_nLineBatchVerts].SetDiffuse( SPColorExpand( pCmd->m_Verts[0].m_vColor ) );
++g_nLineBatchVerts;
g_LineBatchVerts[g_nLineBatchVerts].m_Pos = pCmd->m_Verts[1].m_vPos;
g_LineBatchVerts[g_nLineBatchVerts].SetDiffuse( SPColorExpand( pCmd->m_Verts[1].m_vColor ) );
++g_nLineBatchVerts;
}
void CommandRender_Polygon( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice )
{
VertPosDiffuse verts[65];
CScratchPad3D::CCommand_Polygon *pCmd = (CScratchPad3D::CCommand_Polygon*)pInCmd;
int nVerts = min( 64, pCmd->m_Verts.Size() );
for( int i=0; i < nVerts; i++ )
{
verts[i].m_Pos[0] = pCmd->m_Verts[i].m_vPos.x;
verts[i].m_Pos[1] = pCmd->m_Verts[i].m_vPos.y;
verts[i].m_Pos[2] = pCmd->m_Verts[i].m_vPos.z;
verts[i].SetDiffuse( SPColorExpand( pCmd->m_Verts[i].m_vColor ) );
}
// Draw wireframe manually since D3D draws internal edges of the triangle fan.
DWORD dwFillMode;
g_pDevice->GetRenderState( D3DRS_FILLMODE, &dwFillMode );
if( dwFillMode == D3DFILL_WIREFRAME )
{
if( nVerts >= 2 )
{
g_pDevice->DrawPrimitiveUP( D3DPT_LINESTRIP, nVerts-1, verts, sizeof(verts[0]) );
verts[nVerts] = verts[0];
g_pDevice->DrawPrimitiveUP( D3DPT_LINESTRIP, 1, &verts[nVerts-1], sizeof(verts[0]) );
}
}
else
{
CheckResult( g_pDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, nVerts - 2, verts, sizeof(verts[0]) ) );
}
++g_nPolygons;
}
void CommandRender_Matrix( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice )
{
CScratchPad3D::CCommand_Matrix *pCmd = (CScratchPad3D::CCommand_Matrix*)pInCmd;
VMatrix mTransposed = pCmd->m_mMatrix.Transpose();
CheckResult( g_pDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)mTransposed.m ) );
}
void CommandRender_RenderState( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice )
{
CScratchPad3D::CCommand_RenderState *pCmd = (CScratchPad3D::CCommand_RenderState*)pInCmd;
switch( pCmd->m_State )
{
case IScratchPad3D::RS_FillMode:
{
if( pCmd->m_Val == IScratchPad3D::FillMode_Wireframe )
g_pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
else
g_pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
}
break;
case IScratchPad3D::RS_ZRead:
{
g_pDevice->SetRenderState( D3DRS_ZENABLE, pCmd->m_Val );
}
break;
case IScratchPad3D::RS_ZBias:
{
g_pDevice->SetRenderState( D3DRS_ZBIAS, pCmd->m_Val );
}
break;
}
}
class CCachedTextData : public CScratchPad3D::ICachedRenderData
{
public:
CCachedTextData()
{
m_pTexture = NULL;
}
~CCachedTextData()
{
if ( m_pTexture )
m_pTexture->Release();
}
virtual void Release()
{
delete this;
}
IDirect3DTexture8 *m_pTexture;
int m_BitmapWidth;
int m_BitmapHeight;
int m_nChars;
};
void GenerateTextGreyscaleBitmap(
const char *pText,
CUtlVector<unsigned char> &bitmap,
int *pWidth,
int *pHeight )
{
*pWidth = *pHeight = 0;
// Create a bitmap, font, and HDC.
HDC hDC = CreateCompatibleDC( NULL );
Assert( hDC );
HFONT hFont = ::CreateFontA(
18, // font height
0, 0, 0,
FW_MEDIUM,
false,
false,
false,
ANSI_CHARSET,
OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS,
ANTIALIASED_QUALITY,
DEFAULT_PITCH | FF_DONTCARE,
"Arial" );
Assert( hDC );
if ( !hFont )
{
DeleteDC( hDC );
return;
}
// Create a bitmap. Allow for width of 512. Hopefully, that can fit all the text we need.
int bigImageWidth = 512;
int bigImageHeight = 64;
BITMAPINFOHEADER bmi;
memset( &bmi, 0, sizeof( bmi ) );
bmi.biSize = sizeof(BITMAPINFOHEADER);
bmi.biWidth = bigImageWidth;
bmi.biHeight = -bigImageHeight;
bmi.biBitCount = 24;
bmi.biPlanes = 1;
bmi.biCompression = BI_RGB;
void *pBits = NULL;
HBITMAP hBitmap = CreateDIBSection( hDC,
(BITMAPINFO*)&bmi, DIB_RGB_COLORS, (void**)&pBits, NULL, 0 );
Assert( hBitmap && pBits );
if ( !hBitmap )
{
DeleteObject( hFont );
DeleteDC( hDC );
return;
}
// Select the font and bitmap into the DC.
HFONT hOldFont = (HFONT)SelectObject( hDC, hFont );
HBITMAP hOldBitmap = (HBITMAP)SelectObject( hDC, hBitmap );
// Draw the text into the DC.
SIZE size;
int textLen = strlen( pText );
GetTextExtentPoint32( hDC, pText, textLen, &size );
TextOut( hDC, 0, 0, pText, textLen );
// Now copy the bits out.
const unsigned char *pSrcBase = (const unsigned char*)pBits;
*pWidth = size.cx;
*pHeight = size.cy;
bitmap.SetSize( size.cy * size.cx );
for ( int y=0; y < size.cy; y++ )
{
for ( int x=0; x < size.cx; x++ )
{
const unsigned char *pSrc = &pSrcBase[ (y*bigImageWidth+x) * 3 ];
unsigned char *pDest = &bitmap[y * size.cx + x];
int avg = (pSrc[0] + pSrc[1] + pSrc[2]) / 3;
*pDest = 0xFF - (unsigned char)avg;
}
}
// Unselect the objects from the DC and cleanup everything.
SelectObject( hDC, hOldFont );
DeleteObject( hFont );
SelectObject( hDC, hOldBitmap );
DeleteObject( hBitmap );
DeleteDC( hDC );
}
IDirect3DTexture8* MakeD3DTextureFromBitmap(
CUtlVector<unsigned char> &bitmap,
int width,
int height,
bool bSolidBackground )
{
IDirect3DTexture8 *pRet = NULL;
HRESULT hr = g_pDevice->CreateTexture(
width,
height,
1,
0,
D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED,
&pRet );
if ( !pRet || FAILED( hr ) )
return NULL;
// Lock the texture and fill it up.
D3DLOCKED_RECT lockedRect;
hr = pRet->LockRect( 0, &lockedRect, NULL, 0 );
if ( FAILED( hr ) )
{
Assert( false );
pRet->Release();
return NULL;
}
// Now fill it up.
unsigned char *pDestData = (unsigned char*)lockedRect.pBits;
for ( int y=0; y < height; y++ )
{
for ( int x=0; x < width; x++ )
{
unsigned char *pDestPixel = &pDestData[ (y*lockedRect.Pitch + x*4) ];
unsigned char cSrcColor = bitmap[y*width+x];
if ( bSolidBackground )
{
pDestPixel[3] = 0xFF;
pDestPixel[0] = pDestPixel[1] = pDestPixel[2] = cSrcColor;
}
else
{
pDestPixel[0] = pDestPixel[1] = pDestPixel[2] = pDestPixel[3] = 0xFF;
pDestPixel[3] = cSrcColor;
}
}
}
pRet->UnlockRect( 0 );
return pRet;
}
void CommandRender_Text( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice )
{
CScratchPad3D::CCommand_Text *pCmd = (CScratchPad3D::CCommand_Text*)pInCmd;
CTextParams *pParams = &pCmd->m_TextParams;
// First, see if we've already generated the texture for this string.
CCachedTextData *pCached = (CCachedTextData*)pCmd->m_pCachedRenderData;
if ( !pCached )
{
// Generate a bitmap for this text string.
CUtlVector<unsigned char> bitmap;
int width, height;
GenerateTextGreyscaleBitmap( pCmd->m_String.Base(), bitmap, &width, &height );
// Convert the bitmap into a D3D texture.
pCached = new CCachedTextData;
pCached->m_pTexture = MakeD3DTextureFromBitmap( bitmap, width, height, pParams->m_bSolidBackground );
pCached->m_BitmapWidth = width;
pCached->m_BitmapHeight = height;
pCached->m_nChars = strlen( pCmd->m_String.Base() );
// Cache it.
pCmd->m_pCachedRenderData = pCached;
}
// Figure out its orientation vectors.
Vector vForward, vRight, vUp;
AngleVectors( pParams->m_vAngles, &vForward, &vRight, &vUp );
// Backface removal?
bool bFlip = true;
if ( vForward.Dot( g_ViewerPos - pParams->m_vPos ) < 0 )
{
if ( pParams->m_bTwoSided )
bFlip = false;
else
return;
}
// This is really kludgy, but it's the best info we have here.
float flTotalWidth = pParams->m_flLetterWidth * pCached->m_nChars;
float flAvgCharWidth = (float)flTotalWidth / pCached->m_nChars;
float flTotalHeight = flAvgCharWidth * 3;
Vector vShift( 0, 0, 0 );
if ( pParams->m_bCentered )
vShift = vRight * ( -flTotalWidth/2 ) + vUp * ( flTotalHeight/2 );
// Now draw the quad with the texture in it.
VertPosDiffuse quad[5]; // Leave space for 1 more for the line strip for the border.
quad[0].m_Pos = pParams->m_vPos;
quad[1].m_Pos = pParams->m_vPos + vRight * flTotalWidth;
quad[2].m_Pos = quad[1].m_Pos - vUp * flTotalHeight;
quad[3].m_Pos = pParams->m_vPos - vUp * flTotalHeight;
// Set tex coords.
if ( bFlip )
{
quad[0].m_tCoords.Init( 1, 0 );
quad[1].m_tCoords.Init( 0, 0 );
quad[2].m_tCoords.Init( 0, 1 );
quad[3].m_tCoords.Init( 1, 1 );
}
else
{
quad[0].m_tCoords.Init( 0, 0 );
quad[1].m_tCoords.Init( 1, 0 );
quad[2].m_tCoords.Init( 1, 1 );
quad[3].m_tCoords.Init( 0, 1 );
}
for ( int i=0; i < 4; i++ )
{
quad[i].m_Pos += vShift;
quad[i].SetDiffuse( pParams->m_vColor.x, pParams->m_vColor.y, pParams->m_vColor.z, pParams->m_flAlpha );
}
// Draw.
// Backup render states.
DWORD tss[][3] = {
{ D3DTSS_COLOROP, D3DTOP_MODULATE, 0 },
{ D3DTSS_COLORARG1, D3DTA_DIFFUSE, 0 },
{ D3DTSS_COLORARG2, D3DTA_TEXTURE, 0 },
{ D3DTSS_ALPHAOP, D3DTOP_MODULATE, 0 },
{ D3DTSS_ALPHAARG1, D3DTA_DIFFUSE, 0 },
{ D3DTSS_ALPHAARG2, D3DTA_TEXTURE, 0 }
};
#define NUM_TSS ( sizeof( tss ) / sizeof( tss[0] ) )
DWORD rss[][3] = {
{ D3DRS_ALPHABLENDENABLE, TRUE, 0 },
{ D3DRS_FILLMODE, D3DFILL_SOLID, 0 },
{ D3DRS_SRCBLEND, D3DBLEND_SRCALPHA, 0 },
{ D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA, 0 },
{ D3DRS_FILLMODE, D3DFILL_SOLID, 0 }
};
#define NUM_RSS ( sizeof( rss ) / sizeof( rss[0] ) )
for ( int i=0; i < NUM_TSS; i++ )
{
g_pDevice->GetTextureStageState( 0, (D3DTEXTURESTAGESTATETYPE)tss[i][0], &tss[i][2] );
g_pDevice->SetTextureStageState( 0, (D3DTEXTURESTAGESTATETYPE)tss[i][0], tss[i][1] );
}
for ( int i=0; i < NUM_RSS; i++ )
{
g_pDevice->GetRenderState( (D3DRENDERSTATETYPE)rss[i][0], &rss[i][2] );
g_pDevice->SetRenderState( (D3DRENDERSTATETYPE)rss[i][0], rss[i][1] );
}
g_pDevice->SetTexture( 0, pCached->m_pTexture );
CheckResult( g_pDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, quad, sizeof(quad[0]) ) );
g_pDevice->SetTexture( 0, NULL );
++g_nPolygons;
// Restore render states.
for ( int i=0; i < NUM_TSS; i++ )
g_pDevice->SetTextureStageState( 0, (D3DTEXTURESTAGESTATETYPE)tss[i][0], tss[i][2] );
for ( int i=0; i < NUM_RSS; i++ )
g_pDevice->SetRenderState( (D3DRENDERSTATETYPE)rss[i][0], rss[i][2] );
// Draw wireframe outline..
if ( pParams->m_bOutline )
{
DWORD fillMode;
g_pDevice->GetRenderState( D3DRS_FILLMODE, &fillMode );
g_pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
quad[4] = quad[0];
g_pDevice->DrawPrimitiveUP( D3DPT_LINESTRIP, 4, quad, sizeof(quad[0]) );
g_pDevice->SetRenderState( D3DRS_FILLMODE, fillMode );
}
}
typedef void (*CommandRenderFunction_Start)( IDirect3DDevice8 *pDevice );
typedef void (*CommandRenderFunction_Stop)( IDirect3DDevice8 *pDevice );
typedef void (*CommandRenderFunction)( CScratchPad3D::CBaseCommand *pInCmd, IDirect3DDevice8 *pDevice );
class CCommandRenderFunctions
{
public:
CommandRenderFunction_Start m_StartFn;
CommandRenderFunction_Start m_StopFn;
CommandRenderFunction m_RenderFn;
};
CCommandRenderFunctions g_CommandRenderFunctions[CScratchPad3D::COMMAND_NUMCOMMANDS] =
{
{ NULL, NULL, CommandRender_Point },
{ CommandRender_LinesStart, CommandRender_LinesStop, CommandRender_Line },
{ NULL, NULL, CommandRender_Polygon },
{ NULL, NULL, CommandRender_Matrix },
{ NULL, NULL, CommandRender_RenderState },
{ NULL, NULL, CommandRender_Text }
};
void RunCommands( )
{
// Set all the initial states.
g_pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
g_pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
VMatrix mIdentity = SetupMatrixIdentity();
g_pDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)&mIdentity );
int iLastCmd = -1;
for( int i=0; i < g_pScratchPad->m_Commands.Size(); i++ )
{
CScratchPad3D::CBaseCommand *pCmd = g_pScratchPad->m_Commands[i];
if( pCmd->m_iCommand >= 0 && pCmd->m_iCommand < CScratchPad3D::COMMAND_NUMCOMMANDS )
{
// Call the start/stop handlers for this command type if they exist.
// These can be used to batch primitives.
if ( pCmd->m_iCommand != iLastCmd )
{
if ( iLastCmd != -1 )
{
if ( g_CommandRenderFunctions[iLastCmd].m_StopFn )
g_CommandRenderFunctions[iLastCmd].m_StopFn( g_pDevice );
}
iLastCmd = pCmd->m_iCommand;
if ( g_CommandRenderFunctions[pCmd->m_iCommand].m_StartFn )
g_CommandRenderFunctions[pCmd->m_iCommand].m_StartFn( g_pDevice );
}
g_CommandRenderFunctions[pCmd->m_iCommand].m_RenderFn( pCmd, g_pDevice );
}
}
// Call the final stop function.
if ( iLastCmd != -1 )
{
if ( g_CommandRenderFunctions[iLastCmd].m_StopFn )
g_CommandRenderFunctions[iLastCmd].m_StopFn( g_pDevice );
}
}
bool CheckForNewFile( bool bForce )
{
// See if the file has changed..
HANDLE hFile = CreateFile(
g_pScratchPad->m_pFilename,
GENERIC_READ,
FILE_SHARE_READ,
NULL,
OPEN_EXISTING,
0,
NULL );
if( !hFile )
return false;
FILETIME createTime, accessTime, writeTime;
if( !GetFileTime( hFile, &createTime, &accessTime, &writeTime ) )
{
CloseHandle( hFile );
return false;
}
bool bChange = false;
if( memcmp(&writeTime, &g_LastWriteTime, sizeof(writeTime)) != 0 || bForce )
{
bChange = g_pScratchPad->LoadCommandsFromFile();
if( bChange )
{
memcpy( &g_LastWriteTime, &writeTime, sizeof(writeTime) );
}
}
CloseHandle( hFile );
return bChange;
}
// ------------------------------------------------------------------------------------------ //
// App callbacks.
// ------------------------------------------------------------------------------------------ //
void UpdateWindowText()
{
char str[512];
sprintf( str, "ScratchPad3DViewer: <%s> lines: %d, polygons: %d", g_Filename, g_nLines, g_nPolygons );
Sys_SetWindowText( str );
}
void AppInit()
{
// Viewer info.
g_ViewController.m_vPos.Init( -200, 0, 0 );
g_ViewController.m_vAngles.Init( 0, 0, 0 );
char const *pFilename = Sys_FindArg( "-file", "scratch.pad" );
Q_strncpy( g_Filename, pFilename, sizeof( g_Filename ) );
IFileSystem *pFileSystem = ScratchPad3D_SetupFileSystem();
if( !pFileSystem || pFileSystem->Init() != INIT_OK )
{
Sys_Quit();
}
// FIXME: I took this out of scratchpad 3d, not sure if this is even necessary any more
pFileSystem->AddSearchPath( ".", "PLATFORM" );
g_pScratchPad = new CScratchPad3D( pFilename, pFileSystem, false );
g_nLines = g_nPolygons = 0;
UpdateWindowText();
g_pDevice->SetRenderState( D3DRS_EDGEANTIALIAS, FALSE );
g_pDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
g_pDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
g_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
g_pDevice->SetTexture( 0, NULL );
// Setup point scaling parameters.
float flOne=1;
float flZero=0;
g_pDevice->SetRenderState( D3DRS_POINTSCALEENABLE, TRUE );
g_pDevice->SetRenderState( D3DRS_POINTSCALE_A, *((DWORD*)&flZero) );
g_pDevice->SetRenderState( D3DRS_POINTSCALE_B, *((DWORD*)&flZero) );
g_pDevice->SetRenderState( D3DRS_POINTSCALE_C, *((DWORD*)&flOne) );
memset( &g_LastWriteTime, 0, sizeof(g_LastWriteTime) );
}
void AppRender( float frametime, float mouseDeltaX, float mouseDeltaY, bool bInvalidRect )
{
g_nLines = 0;
g_nPolygons = 0;
g_pDevice->SetVertexShader( VertPosDiffuse::GetFVF() );
if( !bInvalidRect &&
!Sys_GetKeyState( APPKEY_LBUTTON ) &&
!Sys_GetKeyState( APPKEY_RBUTTON ) &&
!CheckForNewFile(false) )
{
Sys_Sleep( 100 );
return;
}
g_pDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 1, 0 );
g_pDevice->BeginScene();
UpdateView( mouseDeltaX, mouseDeltaY );
RunCommands();
g_pDevice->EndScene();
g_pDevice->Present( NULL, NULL, NULL, NULL );
UpdateWindowText();
}
void AppPreResize()
{
for( int i=0; i < g_pScratchPad->m_Commands.Size(); i++ )
{
CScratchPad3D::CBaseCommand *pCmd = g_pScratchPad->m_Commands[i];
if ( pCmd->m_iCommand == CScratchPad3D::COMMAND_TEXT )
{
// Delete the cached data if there is any.
pCmd->ReleaseCachedRenderData();
}
}
}
void AppPostResize()
{
}
void AppExit( )
{
}
void AppKey( int key, int down )
{
if( key == 27 )
{
Sys_Quit();
}
else if( toupper(key) == 'U' )
{
CheckForNewFile( true );
AppRender( 0.1f, 0, 0, true );
}
}
void AppChar( int key )
{
}

View File

@@ -0,0 +1,55 @@
//-----------------------------------------------------------------------------
// SCRATCHPAD3DVIEWER.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_exe_base.vpc"
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE,$SRCDIR\dx9sdk\include"
$PreprocessorDefinitions "$BASE;NO_MATHLIB_FTOL"
}
$Linker
{
$AdditionalDependencies "$BASE $SRCDIR\dx9sdk\lib\dxerr8.lib $SRCDIR\dx9sdk\lib\d3d8.lib $SRCDIR\dx9sdk\lib\d3dx.lib odbc32.lib odbccp32.lib"
}
}
$Project "ScratchPad3DViewer"
{
$Folder "Source Files"
{
$File "d3dapp.cpp"
$File "$SRCDIR\public\ScratchPad3D.cpp"
$File "ScratchPad3DViewer.cpp"
$File "StdAfx.cpp"
}
$Folder "Header Files"
{
$File "d3dapp.h"
$File "$SRCDIR\public\filesystem.h"
$File "$SRCDIR\public\tier1\interface.h"
$File "$SRCDIR\public\IScratchPad3D.h"
$File "$SRCDIR\public\mathlib\mathlib.h"
$File "resource.h"
$File "$SRCDIR\public\ScratchPad3D.h"
$File "StdAfx.h"
$File "$SRCDIR\public\tier1\utlvector.h"
$File "$SRCDIR\public\mathlib\vector.h"
$File "$SRCDIR\public\mathlib\vmatrix.h"
}
$Folder "Link Libraries"
{
$Lib mathlib
}
}

View File

@@ -0,0 +1,15 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// stdafx.cpp : source file that includes just the standard includes
// TerrainBlend.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this file

View File

@@ -0,0 +1,45 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#if !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
#define AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <windows.h>
#include "tier0/basetypes.h"
// C RunTime Header Files
#include <stdio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
#include <d3d8.h>
#include <dxerr8.h>
#include "d3dapp.h"
// Local Header Files
// TODO: reference additional headers your program requires here
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)