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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// Shader_ClassicBumpSpecP.cpp: implementation of the CShader_ClassicBumpSpecP class.
//
//////////////////////////////////////////////////////////////////////
#include "Shader_ClassicBumpSpecP.h"
#include "SceneManager.h"
#include "SceneStateMgr.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CShader_ClassicBumpSpecP::CShader_ClassicBumpSpecP(int iShaderValue)
{
if(!iShaderValue)
CreatePixelShaderFromFile("c:/MP-project/Shaders/ClassicBumpSpec_Diff.psh");
else
CreatePixelShaderFromFile("c:/MP-project/Shaders/ClassicBumpSpec_Spec.psh");
}
CShader_ClassicBumpSpecP::~CShader_ClassicBumpSpecP()
{
}
void CShader_ClassicBumpSpecP::Apply()
{
CSceneManager::GetDevice()->SetPixelShader(m_dwPixelShader);
SetupPixelShaderConstants();
}
void CShader_ClassicBumpSpecP::SetupPixelShaderConstants()
{
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP );
}