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_RainV.cpp: implementation of the CShader_RainV class.
//
//////////////////////////////////////////////////////////////////////
#include "Shader_RainV.h"
#include "SceneManager.h"
#include <sys/types.h>
#include <sys/timeb.h>
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CShader_RainV::CShader_RainV()
{
DWORD vertexshaderdeclaration[]=
{
D3DVSD_STREAM(0),
(D3DVSD_REG(0, D3DVSDT_FLOAT3)), // vertex position
(D3DVSD_REG(3, D3DVSDT_FLOAT3)), // vertex normal
(D3DVSD_REG(1, D3DVSDT_FLOAT1)), // vertex Ani Time
D3DVSD_END()
};
// Create Vertex Shader
CreateVertexShader("c:/MP-project/Shaders/5_Rain.vsh",vertexshaderdeclaration);
m_pRainTexture = new CTexture;
CTexture::SetPath(EFFECTTEXTUREPATH);
m_pRainTexture->Load("Rain.dds");
m_pDevice = CSceneManager::GetDevice();
}
CShader_RainV::~CShader_RainV()
{
if(m_pRainTexture != NULL) {
delete m_pRainTexture;
m_pRainTexture = NULL;
}
}
void CShader_RainV::SetupVertexShaderConstants() {
/*
static _timeb start;
static int firstTime = 1;
if (firstTime!=0)
{
_ftime(&start);
firstTime = 0;
}
struct _timeb now;
_ftime(&now);
float deltaTime(static_cast<float>(now.time - start.time));
deltaTime += static_cast<float>(0.001f * (now.millitm - start.millitm));
//deltaTime *= 0.3f;
deltaTime *= 1.3f;
*/
/*
static float fDeltaTime = 0.0f;
fDeltaTime = (rand() % 100) / 100.0f;*/
/* fDeltaTime += 0.5f;
if(fDeltaTime >1.0f)
fDeltaTime = 0.0f;
*/
m_pDevice->SetTexture(0,m_pRainTexture->GetTexture());
/* Vertex ShaderConstant */
D3DXVECTOR4 vecLightDir(0.0f, 0.0f, -1.0f, 0.0f);
D3DXVec4Normalize(&vecLightDir,&vecLightDir);
m_pDevice->SetVertexShaderConstant(CV_LIGHT_DIRECTION, &vecLightDir, 1); // 4 -> 22
D3DXVECTOR4 vecConstNumber(0.0f, 0.5f, 0.35f, 2.0f);
//D3DXVECTOR4 vecConstNumber(0.0f, 0.5f, 1.0f, 2.0f);
m_pDevice->SetVertexShaderConstant(CV_CONSTS_1, &vecConstNumber, 1); // 9->42
D3DXVECTOR4 vecConstNumber2(25000.0f, 0.05f, 0.1f, 0.2f);
//D3DXVECTOR4 vecConstNumber2(100.0f, 0.05f, 0.1f, 0.2f);
m_pDevice->SetVertexShaderConstant(CV_CONSTS_2, &vecConstNumber2, 1); //18->55
D3DXMATRIX matView,matInvView;
m_pDevice->GetTransform(D3DTS_VIEW,&matView);
D3DXMatrixInverse(&matInvView,NULL,&matView);
D3DXVECTOR3 vecViewPos = D3DXVECTOR3(matInvView._41,matInvView._42,matInvView._43);
m_pDevice->SetVertexShaderConstant(CV_EYE_POS_WORLD, &vecViewPos, 1); // 10->24
////
D3DXMATRIX matWorld,matTWorld,matInvWorld;//,matView,matProject;
D3DXMATRIX matProject;
D3DXMATRIX matWorldViewProject;
m_pDevice->GetTransform(D3DTS_WORLD,&matWorld);
D3DXMatrixTranspose(&matTWorld,&matWorld);
m_pDevice->GetTransform(D3DTS_PROJECTION,&matProject);
D3DXMatrixIdentity(&matWorldViewProject);
D3DXMatrixMultiply(&matWorldViewProject,&matWorld,&matView);
D3DXMatrixMultiply(&matWorldViewProject,&matWorldViewProject,&matProject);
D3DXMatrixTranspose(&matWorldViewProject,&matWorldViewProject);
m_pDevice->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0,&matWorldViewProject,4); // 0->2
D3DXMatrixInverse(&matInvWorld,NULL,&matWorld);
m_pDevice->SetVertexShaderConstant(CV_WORLDIT_0,&matInvWorld,4);//5->29
m_pDevice->SetVertexShaderConstant(CV_WORLD_0,&matTWorld,4);//11->13
m_pDevice->SetVertexShaderConstant(CV_RAINDIRECTION, D3DXVECTOR4(0.40f, 0.9f, 0.0f, 0.0f), 1); // Rain direction 17->60
// m_pDevice->SetVertexShaderConstant(CV_RAINANI, D3DXVECTOR4(deltaTime, 0.0f, 0.0f, 0.0f), 1); // Anim Time index 19->61
m_pDevice->SetVertexShaderConstant(CV_ZERO, D3DXVECTOR4(1.0f, 1.0f, 1.0f, 0.5f), 1);
}
void CShader_RainV::Apply() {
if(m_pDevice == NULL)
return ;
m_pDevice->SetVertexShader(m_dwVertexShader);
m_pDevice->SetPixelShader(NULL);
SetupVertexShaderConstants();
}