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>
This commit is contained in:
2025-11-29 20:17:20 +09:00
parent 5d3cd64a25
commit dd97ddec92
11602 changed files with 1446576 additions and 0 deletions

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