Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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38
GameTools/ZALLA3D BASECLASS/RenderEnvTexture.h
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38
GameTools/ZALLA3D BASECLASS/RenderEnvTexture.h
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// RenderEnvTexture.h: interface for the CRenderEnvTexture class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_RENDERENVTEXTURE_H__39EF09BE_861F_466D_9D47_63BFFE575865__INCLUDED_)
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#define AFX_RENDERENVTEXTURE_H__39EF09BE_861F_466D_9D47_63BFFE575865__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include <D3DX8.h>
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#include "Vertex.h"
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#include "Texture.h"
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class CRenderEnvTexture
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{
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ID3DXRenderToEnvMap* m_pRenderToEnvMap;
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CTexture m_SkyTexture[6];
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bool m_bCube;
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public:
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IDirect3DCubeTexture8* m_pCubeMap;
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IDirect3DTexture8* m_pSphereMap;
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void Create(LPDIRECT3DDEVICE8 pd3dDevice,char strSkyTexturename[256],char strTexturePath[256],bool bCube=true);
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void RenderSkymap(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderCubeMap(LPDIRECT3DDEVICE8 pd3dDevice);
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LPDIRECT3DBASETEXTURE8 GetTexture()
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{
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if(m_bCube)
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return (LPDIRECT3DBASETEXTURE8)m_pCubeMap;
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return (LPDIRECT3DBASETEXTURE8)m_pSphereMap;
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};
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CRenderEnvTexture();
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virtual ~CRenderEnvTexture();
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};
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#endif // !defined(AFX_RENDERENVTEXTURE_H__39EF09BE_861F_466D_9D47_63BFFE575865__INCLUDED_)
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