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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GameTools/Zallad3D SceneClass/FullSceneVShader.cpp
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80
GameTools/Zallad3D SceneClass/FullSceneVShader.cpp
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// FullSceneVShader.cpp: implementation of the CFullSceneVShader class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "FullSceneVShader.h"
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#include "SceneManager.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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char GlareV[] =
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"vs.1.1\n"
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"def c0, 1.0, 0.0, 0.0, 0.0\n"
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"def c0, 0.0, 1.0, 0.0, 0.0\n"
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"def c0, 0.0, 0.0, 1.0, 0.0\n"
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"def c0, 0.0, 0.0, 0.0, 1.0\n"
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"mov oPos, v0\n"
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"add oT0, v3, c0\n"
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"add oT1, v3, c1\n"
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"add oT2, v3, c2\n"
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"add oT3, v3, c3\n";
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CFullSceneVShader::CFullSceneVShader(char *strShaderName)
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{
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memset(m_strName,0,sizeof(char) * 256);
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strcpy(m_strName,strShaderName);
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if(strstr("Glare",strShaderName))
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{
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DWORD FVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX4 | // 4 sets of tex coords
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D3DFVF_TEXCOORDSIZE2(0) | // 2D coord for index 0
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D3DFVF_TEXCOORDSIZE3(1) | // 3D coord for index 1
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D3DFVF_TEXCOORDSIZE3(2) | // 3D coord for index 2
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D3DFVF_TEXCOORDSIZE3(3); // 3D coord for index 3
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// DWORD FVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1;
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DWORD vertexshaderdeclaration[MAX_FVF_DECL_SIZE];
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D3DXDeclaratorFromFVF(FVF,vertexshaderdeclaration);
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/* DWORD vertexshaderdeclaration[]=
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{
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D3DVSD_STREAM(0),
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(D3DVSD_REG(0, D3DVSDT_FLOAT4)), // vertex position RHW
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(D3DVSD_REG(1, D3DVSDT_FLOAT4)), // color
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(D3DVSD_REG(2, D3DVSDT_FLOAT4)), // spec
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(D3DVSD_REG(3, D3DVSDT_FLOAT2)), // Texcoord
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D3DVSD_END()
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};
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*/
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CreateVertexShaderFromBuffer(GlareV,vertexshaderdeclaration);
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}
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}
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CFullSceneVShader::~CFullSceneVShader()
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{
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}
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void CFullSceneVShader::Apply()
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{
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CSceneManager::GetDevice()->SetVertexShader(m_dwVertexShader);
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SetupVertexShaderConstants();
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}
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void CFullSceneVShader::SetupVertexShaderConstants()
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{
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if(strstr(m_strName,"Glare")) {
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/*
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CSceneManager::GetDevice()->SetVertexShaderConstant(0, &D3DXVECTOR4(m_fOffWidth,m_fOffHeight,0.0f,0.0f),1);
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CSceneManager::GetDevice()->SetVertexShaderConstant(1, &D3DXVECTOR4(m_fOffWidth,m_fOffHeight,0.0f,0.0f),1);
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CSceneManager::GetDevice()->SetVertexShaderConstant(2, &D3DXVECTOR4(m_fOffWidth,m_fOffHeight,0.0f,0.0f),1);
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CSceneManager::GetDevice()->SetVertexShaderConstant(3, &D3DXVECTOR4(m_fOffWidth,m_fOffHeight,0.0f,0.0f),1);*/
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}
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}
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