Skip to content
GitLab
Menu
Projects
Groups
Snippets
Loading...
Help
Help
Support
Community forum
Keyboard shortcuts
?
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
Menu
Open sidebar
PoroCYon
Bonzomatic
Commits
380ea221
Commit
380ea221
authored
Jan 24, 2015
by
Gargaj
Browse files
add dx9 shader keywords + move shader filename to renderer-specific
parent
061b9f96
Changes
7
Hide whitespace changes
Inline
Side-by-side
Bonzomatic_W32_DX9.vcxproj
View file @
380ea221
...
...
@@ -41,11 +41,15 @@
<LinkIncremental>
true
</LinkIncremental>
<IncludePath>
external;external\scintilla\include;external\scintilla\lexlib;external\scintilla\src;external\glee;external\sdl\include;external\bass;$(IncludePath)
</IncludePath>
<LibraryPath>
external\bass\;external\sdl\lib\;$(LibraryPath)
</LibraryPath>
<OutDir>
$(SolutionDir)\
</OutDir>
<IntDir>
$(ProjectName)_$(Configuration)\
</IntDir>
</PropertyGroup>
<PropertyGroup
Condition=
"'$(Configuration)|$(Platform)'=='Release|Win32'"
>
<LinkIncremental>
false
</LinkIncremental>
<IncludePath>
external;external\scintilla\include;external\scintilla\lexlib;external\scintilla\src;external\glee;external\sdl\include;external\bass;$(IncludePath)
</IncludePath>
<LibraryPath>
external\bass\;external\sdl\lib\;$(LibraryPath)
</LibraryPath>
<OutDir>
$(SolutionDir)\
</OutDir>
<IntDir>
$(ProjectName)_$(Configuration)\
</IntDir>
</PropertyGroup>
<ItemDefinitionGroup
Condition=
"'$(Configuration)|$(Platform)'=='Debug|Win32'"
>
<ClCompile>
...
...
Bonzomatic_W32_SDL.vcxproj
View file @
380ea221
...
...
@@ -41,11 +41,15 @@
<LinkIncremental>
true
</LinkIncremental>
<IncludePath>
external;external\scintilla\include;external\scintilla\lexlib;external\scintilla\src;external\glee;external\sdl\include;external\bass;$(IncludePath)
</IncludePath>
<LibraryPath>
external\bass\;external\sdl\lib\;$(LibraryPath)
</LibraryPath>
<OutDir>
$(SolutionDir)\
</OutDir>
<IntDir>
$(ProjectName)_$(Configuration)\
</IntDir>
</PropertyGroup>
<PropertyGroup
Condition=
"'$(Configuration)|$(Platform)'=='Release|Win32'"
>
<LinkIncremental>
false
</LinkIncremental>
<IncludePath>
external;external\scintilla\include;external\scintilla\lexlib;external\scintilla\src;external\glee;external\sdl\include;external\bass;$(IncludePath)
</IncludePath>
<LibraryPath>
external\bass\;external\sdl\lib\;$(LibraryPath)
</LibraryPath>
<OutDir>
$(SolutionDir)\
</OutDir>
<IntDir>
$(ProjectName)_$(Configuration)\
</IntDir>
</PropertyGroup>
<ItemDefinitionGroup
Condition=
"'$(Configuration)|$(Platform)'=='Debug|Win32'"
>
<ClCompile>
...
...
Renderer.h
View file @
380ea221
...
...
@@ -15,6 +15,7 @@ typedef struct
namespace
Renderer
{
extern
char
*
defaultShaderFilename
;
extern
char
defaultShader
[
65536
];
extern
int
nWidth
;
...
...
ShaderEditor.cpp
View file @
380ea221
...
...
@@ -33,92 +33,9 @@ const int markersArray[][NB_FOLDER_STATE] = {
{
SC_MARK_CIRCLEMINUS
,
SC_MARK_CIRCLEPLUS
,
SC_MARK_VLINE
,
SC_MARK_LCORNERCURVE
,
SC_MARK_CIRCLEPLUSCONNECTED
,
SC_MARK_CIRCLEMINUSCONNECTED
,
SC_MARK_TCORNERCURVE
},
{
SC_MARK_BOXMINUS
,
SC_MARK_BOXPLUS
,
SC_MARK_VLINE
,
SC_MARK_LCORNER
,
SC_MARK_BOXPLUSCONNECTED
,
SC_MARK_BOXMINUSCONNECTED
,
SC_MARK_TCORNER
}
};
const
char
glslKeyword
[]
=
"discard struct if else switch case default break goto return for while do continue"
;
const
char
glslType
[]
=
"attribute const in inout out uniform varying invariant "
"centroid flat smooth noperspective layout patch sample "
"subroutine lowp mediump highp precision "
"void float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 "
"uvec2 uvec3 uvec4 dvec2 dvec3 dvec4 "
"sampler1D sampler2D sampler3D isampler2D isampler1D isampler3D "
"usampler1D usampler2D usampler3D "
"sampler1DShadow sampler2DShadow sampler1DArray sampler2DArray "
"sampler1DArrayShadow sampler2DArrayShadow "
"samplerCube samperCubeShadow samperCubeArrayShadow "
;
const
char
glslBuiltin
[]
=
"radians degrees sin cos tan asin acos atan sinh "
"cosh tanh asinh acosh atanh pow exp log exp2 "
"log2 sqrt inversesqrt abs sign floor trunc round "
"roundEven ceil fract mod modf min max clamp mix "
"step smoothstep isnan isinf floatBitsToInt floatBitsToUint "
"intBitsToFloat uintBitsToFloat fma frexp ldexp packUnorm2x16 "
"packUnorm4x8 packSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 "
"unpackSnorm4x8 packDouble2x32 unpackDouble2x32 length distance "
"dot cross normalize ftransform faceforward reflect "
"refract matrixCompMult outerProduct transpose determinant "
"inverse lessThan lessThanEqual greaterThan greaterThanEqual "
"equal notEqual any all not uaddCarry usubBorrow "
"umulExtended imulExtended bitfieldExtract bitfildInsert "
"bitfieldReverse bitCount findLSB findMSB textureSize "
"textureQueryLOD texture textureProj textureLod textureOffset "
"texelFetch texelFetchOffset textureProjOffset textureLodOffset "
"textureProjLod textureProjLodOffset textureGrad textureGradOffset "
"textureProjGrad textureProjGradOffset textureGather "
"textureGatherOffset texture1D texture2D texture3D texture1DProj "
"texture2DProj texture3DProj texture1DLod texture2DLod "
"texture3DLod texture1DProjLod texture2DProjLod texture3DProjLod "
"textureCube textureCubeLod shadow1D shadow2D shadow1DProj "
"shadow2DProj shadow1DLod shadow2DLod shadow1DProjLod "
"shadow2DProjLod dFdx dFdy fwidth interpolateAtCentroid "
"interpolateAtSample interpolateAtOffset noise1 noise2 noise3 "
"noise4 EmitStreamVertex EndStreamPrimitive EmitVertex "
"EndPrimitive barrier "
"gl_VertexID gl_InstanceID gl_Position gl_PointSize "
"gl_ClipDistance gl_PrimitiveIDIn gl_InvocationID gl_PrimitiveID "
"gl_Layer gl_PatchVerticesIn gl_TessLevelOuter gl_TessLevelInner "
"gl_TessCoord gl_FragCoord gl_FrontFacing gl_PointCoord "
"gl_SampleID gl_SamplePosition gl_FragColor gl_FragData "
"gl_FragDepth gl_SampleMask gl_ClipVertex gl_FrontColor "
"gl_BackColor gl_FrontSecondaryColor gl_BackSecondaryColor "
"gl_TexCoord gl_FogFragCoord gl_Color gl_SecondaryColor "
"gl_Normal gl_Vertex gl_MultiTexCoord0 gl_MultiTexCoord1 "
"gl_MultiTexCoord2 gl_MultiTexCoord3 gl_MultiTexCoord4 "
"gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 gl_FogCoord "
"gl_MaxVertexAttribs gl_MaxVertexUniformComponents gl_MaxVaryingFloats "
"gl_MaxVaryingComponents gl_MaxVertexOutputComponents "
"gl_MaxGeometryInputComponents gl_MaxGeometryOutputComponents "
"gl_MaxFragmentInputComponents gl_MaxVertexTextureImageUnits "
"gl_MaxCombinedTextureImageUnits gl_MaxTextureImageUnits "
"gl_MaxFragmentUniformComponents gl_MaxDrawBuffers gl_MaxClipDistances "
"gl_MaxGeometryTextureImageUnits gl_MaxGeometryOutputVertices "
"gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents "
"gl_MaxGeometryVaryingComponents gl_MaxTessControlInputComponents "
"gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits "
"gl_MaxTessControlUniformComponents "
"gl_MaxTessControlTotalOutputComponents "
"gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents "
"gl_MaxTessEvaluationTextureImageUnits "
"gl_MaxTessEvaluationUniformComponents gl_MaxTessPatchComponents "
"gl_MaxPatchVertices gl_MaxTessGenLevel gl_MaxTextureUnits "
"gl_MaxTextureCoords gl_MaxClipPlanes "
"gl_DepthRange gl_ModelViewMatrix gl_ProjectionMatrix "
"gl_ModelViewProjectionMatrix gl_TextureMatrix gl_NormalMatrix "
"gl_ModelViewMatrixInverse gl_ProjectionMatrixInverse "
"gl_ModelViewProjectionMatrixInverse gl_TextureMatrixInverse "
"gl_ModelViewMatrixTranspose gl_ProjectionMatrixTranspose "
"gl_ModelViewProjectionMatrixTranspose gl_TextureMatrixTranspose "
"gl_ModelViewMatrixInverseTranspose gl_ProjectionMatrixInverseTranspose "
"gl_ModelViewProjectionMatrixInverseTranspose "
"gl_TextureMatrixInverseTranspose gl_NormalScale gl_ClipPlane "
"gl_Point gl_FrontMaterial gl_BackMaterial gl_LightSource "
"gl_LightModel gl_FrontLightModelProduct gl_BackLightModelProduct "
"gl_FrontLightProduct gl_BackLightProduct gl_TextureEnvColor "
"gl_EyePlaneS gl_EyePlaneT gl_EyePlaneR gl_EyePlaneQ "
"gl_ObjectPlaneS gl_ObjectPlaneT gl_ObjectPlaneR gl_ObjectPlaneQ "
"gl_Fog"
;
extern
const
char
*
shaderKeyword
;
extern
const
char
*
shaderType
;
extern
const
char
*
shaderBuiltin
;
using
namespace
Scintilla
;
class
Scintilla
::
LexState
:
public
LexInterface
{
...
...
@@ -192,10 +109,10 @@ void ShaderEditor::Initialise()
WndProc
(
SCI_SETTABWIDTH
,
4
,
NULL
);
WndProc
(
SCI_SETINDENTATIONGUIDES
,
SC_IV_REAL
,
NULL
);
lexState
->
SetLexer
(
SCLEX_CPP
);
lexState
->
SetWordList
(
0
,
glsl
Keyword
);
lexState
->
SetWordList
(
1
,
glsl
Type
);
lexState
->
SetWordList
(
4
,
glsl
Builtin
);
lexState
->
SetLexer
(
SCLEX_CPP
NOCASE
);
lexState
->
SetWordList
(
0
,
shader
Keyword
);
lexState
->
SetWordList
(
1
,
shader
Type
);
lexState
->
SetWordList
(
4
,
shader
Builtin
);
SetAStyle
(
SCE_C_DEFAULT
,
0xFFFFFFFF
,
BACKGROUND
(
0x000000
),
nFontSize
,
sFontFile
.
c_str
()
);
SetAStyle
(
SCE_C_WORD
,
0xFF0066FF
,
BACKGROUND
(
0x000000
));
...
...
main.cpp
View file @
380ea221
...
...
@@ -81,7 +81,7 @@ void main()
bool
shaderInitSuccessful
=
false
;
char
szShader
[
65535
];
char
szError
[
4096
];
FILE
*
f
=
fopen
(
"shader.fs"
,
"rb"
);
FILE
*
f
=
fopen
(
Renderer
::
defaultShaderFilename
,
"rb"
);
if
(
f
)
{
memset
(
szShader
,
0
,
65535
);
...
...
@@ -147,7 +147,7 @@ void main()
mShaderEditor
.
GetText
(
szShader
,
65535
);
if
(
Renderer
::
ReloadShader
(
szShader
,
strlen
(
szShader
),
szError
,
4096
))
{
FILE
*
f
=
fopen
(
"shader.fs"
,
"wb"
);
FILE
*
f
=
fopen
(
Renderer
::
defaultShaderFilename
,
"wb"
);
fwrite
(
szShader
,
strlen
(
szShader
),
1
,
f
);
fclose
(
f
);
mDebugOutput
.
SetText
(
""
);
...
...
platform_sdl/Renderer.cpp
View file @
380ea221
...
...
@@ -10,8 +10,96 @@
#include <stb_image.c>
#include "../external/scintilla/include/Scintilla.h"
const
char
*
shaderKeyword
=
"discard struct if else switch case default break goto return for while do continue"
;
const
char
*
shaderType
=
"attribute const in inout out uniform varying invariant "
"centroid flat smooth noperspective layout patch sample "
"subroutine lowp mediump highp precision "
"void float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 "
"uvec2 uvec3 uvec4 dvec2 dvec3 dvec4 "
"sampler1D sampler2D sampler3D isampler2D isampler1D isampler3D "
"usampler1D usampler2D usampler3D "
"sampler1DShadow sampler2DShadow sampler1DArray sampler2DArray "
"sampler1DArrayShadow sampler2DArrayShadow "
"samplerCube samperCubeShadow samperCubeArrayShadow "
;
const
char
*
shaderBuiltin
=
"radians degrees sin cos tan asin acos atan sinh "
"cosh tanh asinh acosh atanh pow exp log exp2 "
"log2 sqrt inversesqrt abs sign floor trunc round "
"roundEven ceil fract mod modf min max clamp mix "
"step smoothstep isnan isinf floatBitsToInt floatBitsToUint "
"intBitsToFloat uintBitsToFloat fma frexp ldexp packUnorm2x16 "
"packUnorm4x8 packSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 "
"unpackSnorm4x8 packDouble2x32 unpackDouble2x32 length distance "
"dot cross normalize ftransform faceforward reflect "
"refract matrixCompMult outerProduct transpose determinant "
"inverse lessThan lessThanEqual greaterThan greaterThanEqual "
"equal notEqual any all not uaddCarry usubBorrow "
"umulExtended imulExtended bitfieldExtract bitfildInsert "
"bitfieldReverse bitCount findLSB findMSB textureSize "
"textureQueryLOD texture textureProj textureLod textureOffset "
"texelFetch texelFetchOffset textureProjOffset textureLodOffset "
"textureProjLod textureProjLodOffset textureGrad textureGradOffset "
"textureProjGrad textureProjGradOffset textureGather "
"textureGatherOffset texture1D texture2D texture3D texture1DProj "
"texture2DProj texture3DProj texture1DLod texture2DLod "
"texture3DLod texture1DProjLod texture2DProjLod texture3DProjLod "
"textureCube textureCubeLod shadow1D shadow2D shadow1DProj "
"shadow2DProj shadow1DLod shadow2DLod shadow1DProjLod "
"shadow2DProjLod dFdx dFdy fwidth interpolateAtCentroid "
"interpolateAtSample interpolateAtOffset noise1 noise2 noise3 "
"noise4 EmitStreamVertex EndStreamPrimitive EmitVertex "
"EndPrimitive barrier "
"gl_VertexID gl_InstanceID gl_Position gl_PointSize "
"gl_ClipDistance gl_PrimitiveIDIn gl_InvocationID gl_PrimitiveID "
"gl_Layer gl_PatchVerticesIn gl_TessLevelOuter gl_TessLevelInner "
"gl_TessCoord gl_FragCoord gl_FrontFacing gl_PointCoord "
"gl_SampleID gl_SamplePosition gl_FragColor gl_FragData "
"gl_FragDepth gl_SampleMask gl_ClipVertex gl_FrontColor "
"gl_BackColor gl_FrontSecondaryColor gl_BackSecondaryColor "
"gl_TexCoord gl_FogFragCoord gl_Color gl_SecondaryColor "
"gl_Normal gl_Vertex gl_MultiTexCoord0 gl_MultiTexCoord1 "
"gl_MultiTexCoord2 gl_MultiTexCoord3 gl_MultiTexCoord4 "
"gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 gl_FogCoord "
"gl_MaxVertexAttribs gl_MaxVertexUniformComponents gl_MaxVaryingFloats "
"gl_MaxVaryingComponents gl_MaxVertexOutputComponents "
"gl_MaxGeometryInputComponents gl_MaxGeometryOutputComponents "
"gl_MaxFragmentInputComponents gl_MaxVertexTextureImageUnits "
"gl_MaxCombinedTextureImageUnits gl_MaxTextureImageUnits "
"gl_MaxFragmentUniformComponents gl_MaxDrawBuffers gl_MaxClipDistances "
"gl_MaxGeometryTextureImageUnits gl_MaxGeometryOutputVertices "
"gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents "
"gl_MaxGeometryVaryingComponents gl_MaxTessControlInputComponents "
"gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits "
"gl_MaxTessControlUniformComponents "
"gl_MaxTessControlTotalOutputComponents "
"gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents "
"gl_MaxTessEvaluationTextureImageUnits "
"gl_MaxTessEvaluationUniformComponents gl_MaxTessPatchComponents "
"gl_MaxPatchVertices gl_MaxTessGenLevel gl_MaxTextureUnits "
"gl_MaxTextureCoords gl_MaxClipPlanes "
"gl_DepthRange gl_ModelViewMatrix gl_ProjectionMatrix "
"gl_ModelViewProjectionMatrix gl_TextureMatrix gl_NormalMatrix "
"gl_ModelViewMatrixInverse gl_ProjectionMatrixInverse "
"gl_ModelViewProjectionMatrixInverse gl_TextureMatrixInverse "
"gl_ModelViewMatrixTranspose gl_ProjectionMatrixTranspose "
"gl_ModelViewProjectionMatrixTranspose gl_TextureMatrixTranspose "
"gl_ModelViewMatrixInverseTranspose gl_ProjectionMatrixInverseTranspose "
"gl_ModelViewProjectionMatrixInverseTranspose "
"gl_TextureMatrixInverseTranspose gl_NormalScale gl_ClipPlane "
"gl_Point gl_FrontMaterial gl_BackMaterial gl_LightSource "
"gl_LightModel gl_FrontLightModelProduct gl_BackLightModelProduct "
"gl_FrontLightProduct gl_BackLightProduct gl_TextureEnvColor "
"gl_EyePlaneS gl_EyePlaneT gl_EyePlaneR gl_EyePlaneQ "
"gl_ObjectPlaneS gl_ObjectPlaneT gl_ObjectPlaneR gl_ObjectPlaneQ "
"gl_Fog"
;
namespace
Renderer
{
char
*
defaultShaderFilename
=
"shader.glsl"
;
char
defaultShader
[
65536
]
=
"#version 430 core
\n
"
"
\n
"
...
...
platform_w32_dx9/Renderer.cpp
View file @
380ea221
...
...
@@ -10,8 +10,53 @@
#define DEVTYPE D3DDEVTYPE_HAL
const
char
*
shaderKeyword
=
"BlendState break Buffer cbuffer class compile const continue DepthStencilState"
" DepthStencilView discard do else extern false for GeometryShader if in inline"
" inout interface namespace linear centroid nointerpolation noperspective sample"
" out pass PixelShader precise RasterizerState RenderTargetView return register"
" Sampler Sampler1D Sampler2D Sampler3D SamplerCUBE SamplerState"
" SamplerComparisonState shared Stateblock StateblockState static struct switch"
" tbuffer technique technique10 technique11 texture Texture1D Texture1DArray"
" Texture2D Texture2DArray Texture2DMS Texture2DMSArray Texture3D TextureCube"
" TextureCubeArray true typedef uniform VertexShader void volatile while"
;
const
char
*
shaderType
=
"AppendStructuredBuffer bool bool2 bool3 bool4 Buffer ByteAddressBuffer"
" ConsumeStructuredBuffer double double2 double3 double4 float float1x1"
" float1x2 float1x3 float1x4 float2 float2x1 float2x2 float2x3 float2x4"
" float3 float3x1 float3x2 float3x3 float3x4 float4 float4x1 float4x2"
" float4x3 float4x4 half half2 half3 half4 InputPatch int int2 int3 int4 line"
" lineadj LineStream matrix OutputPatch point PointStream RWBuffer"
" RWByteAddressBuffer RWStructuredBuffer RWTexture1D RWTexture1DArray"
" RWTexture2D RWTexture2DArray RWTexture3D string StructuredBuffer Texture1D"
" Texture1DArray Texture2D Texture2DArray Texture2DMS Texture2DMSArray"
" Texture3D triangle triangleadj TriangleStream uint uint2 uint3 uint4 vector"
;
const
char
*
shaderBuiltin
=
"abs acos all AllMemoryBarrier AllMemoryBarrierWithGroupSync any asdouble"
" asfloat asin asint asuint atan atan2 ceil clamp clip cos cosh countbits"
" cross D3DCOLORtoUBYTE4 ddx ddx_coarse ddx_fine ddy ddy_coarse ddy_fine"
" degrees determinant DeviceMemoryBarrier DeviceMemoryBarrierWithGroupSync"
" distance dot dst EvaluateAttributeAtCentroid EvaluateAttributeAtSample"
" EvaluateAttributeSnapped exp exp2 f16tof32 f32tof16 faceforward firstbithigh"
" firstbitlow floor fmod frac frexp fwidth GetRenderTargetSampleCount"
" GetRenderTargetSamplePosition GroupMemoryBarrier GroupMemoryBarrierWithGroupSync"
" InterlockedAdd InterlockedAnd InterlockedCompareExchange InterlockedCompareStore"
" InterlockedExchange InterlockedMax InterlockedMin InterlockedOr InterlockedXor"
" isfinite isinf isnan ldexp length lerp lit log log10 log2 mad max min modf mul"
" noise normalize pow Process2DQuadTessFactorsAvg Process2DQuadTessFactorsMax"
" Process2DQuadTessFactorsMin ProcessIsolineTessFactors ProcessQuadTessFactorsAvg"
" ProcessQuadTessFactorsMax ProcessQuadTessFactorsMin ProcessTriTessFactorsAvg"
" ProcessTriTessFactorsMax ProcessTriTessFactorsMin radians rcp reflect refract"
" reversebits round rsqrt saturate sign sin sincos sinh smoothstep sqrt step"
" tan tanh tex1D tex1Dbias tex1Dgrad tex1Dlod tex1Dproj tex2D tex2Dbias"
" tex2Dgrad tex2Dlod tex2Dproj tex3D tex3Dbias tex3Dgrad tex3Dlod tex3Dproj"
" texCUBE texCUBEbias texCUBEgrad texCUBElod texCUBEproj transpose trunc"
;
namespace
Renderer
{
char
*
defaultShaderFilename
=
"shader.dx9.hlsl"
;
char
defaultShader
[
65536
]
=
"texture texTFFT; sampler1D texFFT = sampler_state { SRGBTexture = FALSE; Texture = <texTFFT>; };
\n
"
"texture texTNoise; sampler2D texNoise = sampler_state { SRGBTexture = TRUE; Texture = <texTNoise>; };
\n
"
...
...
@@ -224,7 +269,7 @@ namespace Renderer
RECT
wr
=
{
0
,
0
,
pSetup
->
nWidth
,
pSetup
->
nHeight
};
AdjustWindowRectEx
(
&
wr
,
wStyle
,
FALSE
,
wExStyle
);
hWnd
=
CreateWindowEx
(
wExStyle
,
_T
(
"fwzwnd"
),
_T
(
"
mlat desig
n"
),
wStyle
,
hWnd
=
CreateWindowEx
(
wExStyle
,
_T
(
"fwzwnd"
),
_T
(
"
BONZOMATIC - Direct3D 9.0c editio
n"
),
wStyle
,
(
GetSystemMetrics
(
SM_CXSCREEN
)
-
pSetup
->
nWidth
)
/
2
,
(
GetSystemMetrics
(
SM_CYSCREEN
)
-
pSetup
->
nHeight
)
/
2
,
wr
.
right
-
wr
.
left
,
wr
.
bottom
-
wr
.
top
,
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
.
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment