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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52
GameTools/Zallad3D SceneClass/Shader_ClassicBumpSpecV.cpp
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52
GameTools/Zallad3D SceneClass/Shader_ClassicBumpSpecV.cpp
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// Shader_ClassicBumpSpecV.cpp: implementation of the CShader_ClassicBumpSpecV class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "Shader_ClassicBumpSpecV.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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CShader_ClassicBumpSpecV::CShader_ClassicBumpSpecV(int iShaderValue)
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{
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// Vertex Shader Declare setting
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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_FLOAT3)), // vertex position
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(D3DVSD_REG(1, D3DVSDT_FLOAT3)), // vertex normal
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(D3DVSD_REG(2, D3DVSDT_FLOAT2)), // vertex texture coord
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(D3DVSD_REG(3, D3DVSDT_FLOAT3)), // S
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(D3DVSD_REG(4, D3DVSDT_FLOAT3)), // T
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D3DVSD_END()
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};
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if(!iShaderValue)
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CreateVertexShader("c:/MP-project/Shaders/ClassicBumpSpec_Diff.vsh",vertexshaderdeclaration);
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else
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CreateVertexShader("c:/MP-project/Shaders/ClassicBumpSpec_Spec.vsh",vertexshaderdeclaration);
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m_fBumpScale = 10.0f;
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}
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CShader_ClassicBumpSpecV::~CShader_ClassicBumpSpecV()
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{
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}
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void CShader_ClassicBumpSpecV::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 CShader_ClassicBumpSpecV::SetupVertexShaderConstants()
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{
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// LPDIRECT3DDEVICE8 lpDevice = CSceneManager::GetDevice();
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// lpDevice->SetVertexShaderConstant(CV_BUMP_SCALE, D3DXVECTOR4(0.0f, 0.0f, 0.0f, m_fBumpScale), 1);
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}
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