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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115
GameTools/Zallad3D SceneClass/HazeScene.cpp
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115
GameTools/Zallad3D SceneClass/HazeScene.cpp
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// HazeScene.cpp: implementation of the CHazeScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "HazeScene.h"
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#include "BaseGraphicsLayer.h"
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#include "RenderTargetTexture.h"
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#include "BaseDataDefine.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CHazeScene::CHazeScene()
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{
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}
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CHazeScene::~CHazeScene()
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{
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}
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void CHazeScene::Render(LPDIRECT3DDEVICE8 pd3dDevice)
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{
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/*
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TLVertex pVertex[8];
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float fTextureSize=256.0f;
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pVertex[0].v.x=0.0f;
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pVertex[1].v.x=0.0f;
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pVertex[2].v.x=fTextureSize;
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pVertex[3].v.x=fTextureSize;
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pVertex[1].v.y=0.0f;
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pVertex[3].v.y=0.0f;
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pVertex[0].v.y=fTextureSize;
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pVertex[2].v.y=fTextureSize;
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static float fasdf=0.0f;
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pVertex[0].tu=0.0f+fasdf;
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pVertex[1].tu=0.0f+fasdf;
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pVertex[3].tu=1.0f+fasdf;
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pVertex[2].tu=1.0f+fasdf;
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pVertex[1].tv=0.0f+fasdf;
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pVertex[3].tv=0.0f+fasdf;
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pVertex[0].tv=1.0f+fasdf;
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pVertex[2].tv=1.0f+fasdf;
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for(int i=0;i<4;i++)
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{
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pVertex[i].w=0.1f;
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pVertex[i].v.z=0.1f;
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pVertex[i].Diffuse.c=0xffffffff;
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pVertex[i].Specular.c=0xffffffff;
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}
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for(i=0;i<4;i++)
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{
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pVertex[i+4].v=pVertex[i].v+vector3(512.0f,0.0f,0.0f);
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pVertex[i+4].w=pVertex[i].w;
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pVertex[i+4].Diffuse.c=pVertex[i].Diffuse.c;
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pVertex[i+4].Specular.c=pVertex[i].Specular.c;
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}
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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RECT rc={100,100,100+512,100+512};
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pd3dDevice->SetTexture(0,CRenderTargetTexture::GetTexture(pd3dDevice,rc));
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pd3dDevice->SetTexture(1,NULL);
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pd3dDevice->SetVertexShader(TLVERTEXFVF);
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//m_pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,4,pVertex,sizeof(TLVertex));
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WORD pIndices[8];
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pIndices[0]=0;
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pIndices[1]=1;
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pIndices[2]=2;
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pIndices[3]=3;
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pIndices[4]=4;
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pIndices[5]=5;
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pIndices[6]=6;
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pIndices[7]=7;
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pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLESTRIP,0,8,2,pIndices,D3DFMT_INDEX16,pVertex,sizeof(TLVertex));
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pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE);
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pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE);
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*/
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}
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void CHazeScene::Create(LPDIRECT3DDEVICE8 pd3dDevice)
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{
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if(GF3OPTION)
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{
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char strShaderPath[256];
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sprintf(strShaderPath,"%s%s",SHADERPATH,"SampleFilter.psh");
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LPD3DXBUFFER pCode;
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D3DXAssembleShaderFromFile(strShaderPath,0,NULL,&pCode,NULL);
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BaseGraphicsLayer::GetDevice()->CreatePixelShader((DWORD*)pCode->GetBufferPointer(),
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&m_dwSampleFilterPixelShader);
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pCode->Release();
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}
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}
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