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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197
GameTools/Zallad3D SceneClass/RainParticle.cpp
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197
GameTools/Zallad3D SceneClass/RainParticle.cpp
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// RainParticle.cpp: implementation of the CRainParticle class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "RainParticle.h"
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#include "SceneManager.h"
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#include "SceneStateMgr.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CRainParticle::CRainParticle()
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{
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m_pVertexBuffer = NULL;
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m_pIndexBuffer = NULL;
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}
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CRainParticle::~CRainParticle()
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{
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if(m_pVertexBuffer != NULL) {
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m_pVertexBuffer->Release();
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m_pVertexBuffer= NULL;
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}
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if(m_pIndexBuffer != NULL) {
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m_pIndexBuffer->Release();
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m_pIndexBuffer = NULL;
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}
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}
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void CRainParticle::Init(int iNodesNum,char *strTexture) {
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int i;
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m_pDevice = CSceneManager::GetDevice();
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InitParticle(iNodesNum,strTexture);
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m_pDevice->CreateVertexBuffer(sizeof(CRainParticleVertex) * m_iVertexBufferNum,D3DUSAGE_WRITEONLY,dwRainParticleVertexDecl,D3DPOOL_DEFAULT,&m_pVertexBuffer);
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m_pDevice->CreateIndexBuffer(sizeof(WORD) * m_iIndexBufferNum,D3DUSAGE_WRITEONLY,D3DFMT_INDEX16 ,D3DPOOL_DEFAULT,&m_pIndexBuffer);
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WORD *pIndex = NULL;
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m_pIndexBuffer->Lock(0,0,(BYTE **)&pIndex,0);
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for( i= 0 ; i < m_iNodesNum; i++ ) {
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pIndex[(i*6)] = (i * 4)+2;
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pIndex[(i*6)+1] = (i * 4);
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pIndex[(i*6)+2] = (i * 4)+3;
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pIndex[(i*6)+3] = (i * 4)+3;
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pIndex[(i*6)+4] = (i * 4);
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pIndex[(i*6)+5] = (i * 4)+1;
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//pIndex+=6;
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}
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m_pIndexBuffer->Unlock();
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}
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/*
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0 ---- 1
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2 ---- 3
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Index : 203 , 301
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*/
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void CRainParticle::UpdateBuffer(float fStep) {
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Update(fStep);
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int i;
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D3DXMATRIX matWorldView;
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D3DXMATRIX matWorld,matView;
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D3DXVECTOR3 vecRight,vecUp;
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D3DXVECTOR3 vecPos,vecSize;
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DWORD dwColor;
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D3DXVECTOR3 vecTmp;
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m_pDevice->GetTransform(D3DTS_VIEW,&matView);
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vecRight = D3DXVECTOR3(matView._11,matView._21,matView._31);
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D3DXVec3Normalize(&vecRight,&vecRight);
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vecUp = D3DXVECTOR3(matView._12,matView._22,matView._32);
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D3DXVec3Normalize(&vecUp,&vecUp);
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m_iScreenNodesNum = 0;
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CRainParticleVertex *pVertex = NULL;
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m_pVertexBuffer->Lock(0,0,(BYTE **)&pVertex,0);
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for(i = 0; i < m_iNodesNum; i++ ) {
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if( m_pNodes[i].m_fLife>0.0f ) {
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vecPos = m_pNodes[i].m_vecPos;
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vecSize = D3DXVECTOR3(m_pNodes[i].m_vecSize.x,m_pNodes[i].m_vecSize.z,0.0f);
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vecSize.z = (vecSize.x + vecSize.z) /2.0f;
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dwColor = D3DCOLOR_COLORVALUE(m_pNodes[i].m_vecColor.x,m_pNodes[i].m_vecColor.y,m_pNodes[i].m_vecColor.z,m_pNodes[i].m_fVisible);
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pVertex[m_iScreenNodesNum].m_dwColor = dwColor;
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pVertex[m_iScreenNodesNum + 1].m_dwColor = dwColor;
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pVertex[m_iScreenNodesNum + 2].m_dwColor = dwColor;
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pVertex[m_iScreenNodesNum + 3].m_dwColor = dwColor;
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pVertex[m_iScreenNodesNum].m_vecTexcoord = D3DXVECTOR2(0.0f,1.0f);
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pVertex[m_iScreenNodesNum + 1].m_vecTexcoord = D3DXVECTOR2(1.0f,1.0f);
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pVertex[m_iScreenNodesNum + 2].m_vecTexcoord = D3DXVECTOR2(0.0f,0.0f);
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pVertex[m_iScreenNodesNum + 3].m_vecTexcoord = D3DXVECTOR2(1.0f,0.0);
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vecTmp = (vecUp - vecRight);
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vecTmp.x *= vecSize.x;
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vecTmp.y *= vecSize.y;
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vecTmp.z *= vecSize.z;
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pVertex[m_iScreenNodesNum].m_vecPos = ( vecTmp )+vecPos;
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vecTmp = (vecRight + vecUp);
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vecTmp.x *= vecSize.x;
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vecTmp.y *= vecSize.y;
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vecTmp.z *= vecSize.z;
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pVertex[m_iScreenNodesNum+1].m_vecPos = ( vecTmp )+vecPos;
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vecTmp = (vecRight + vecUp);
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vecTmp.x *= -vecSize.x;
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vecTmp.y *= -vecSize.y;
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vecTmp.z *= -vecSize.z;
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pVertex[m_iScreenNodesNum+2].m_vecPos = ( vecTmp )+vecPos;
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vecTmp = (vecRight - vecUp);
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vecTmp.x *= vecSize.x;
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vecTmp.y *= vecSize.y;
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vecTmp.z *= vecSize.z;
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pVertex[m_iScreenNodesNum+3].m_vecPos = ( vecTmp )+vecPos;
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m_iScreenNodesNum += 4;
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}
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}
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m_pVertexBuffer->Unlock();
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}
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void CRainParticle::Render() {
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D3DXMATRIX matWorld;
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D3DXMatrixIdentity(&matWorld);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_LIGHTING,FALSE);
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m_pDevice->SetStreamSource(0,m_pVertexBuffer,sizeof(CRainParticleVertex));
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m_pDevice->SetIndices(m_pIndexBuffer,0);
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m_pDevice->SetTexture(0,m_pParticleTexture->GetTexture());
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m_pDevice->SetVertexShader(dwRainParticleVertexDecl);
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m_pDevice->SetPixelShader(NULL);
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE );
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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CSceneStateMgr::_SetD3DTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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CSceneStateMgr::_SetD3DTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE, FALSE);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE );
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CSceneStateMgr::_SetD3DRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
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m_pDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0,m_iScreenNodesNum,
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0,(m_iScreenNodesNum / 2));
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CSceneStateMgr::_SetD3DRenderState(D3DRS_ALPHABLENDENABLE,FALSE);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE, TRUE);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
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}
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