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:
99
GameTools/Zallad3D SceneClass/SnowFall.h
Normal file
99
GameTools/Zallad3D SceneClass/SnowFall.h
Normal file
@@ -0,0 +1,99 @@
|
||||
#ifndef __SNOWFALL_H__
|
||||
#define __SNOWFALL_H__
|
||||
#include <d3dx8.h>
|
||||
#include <d3d8.h>
|
||||
#include "texture.h"
|
||||
#include "BaseDataDefine.h"
|
||||
|
||||
#define SDEFAULTNUM 100
|
||||
#define SMAXSIZE 50.0 //snow Max size
|
||||
#define SMINSIZE 1.0 // snow Min size
|
||||
#define CSNOWRAND 5
|
||||
|
||||
#define D3DFVF_POINTVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
|
||||
|
||||
enum CSNOWAXIS {
|
||||
CSNOWX,
|
||||
CSNOWZ,
|
||||
};
|
||||
|
||||
class CSnowFall{
|
||||
public:
|
||||
class CSnowUnit {
|
||||
public:
|
||||
D3DXVECTOR3 m_Pos;
|
||||
float m_Size;
|
||||
float m_HeightFieldHigh;
|
||||
|
||||
bool m_Life;
|
||||
float m_Alpha;
|
||||
float m_RGB[3];
|
||||
float m_UnitAlpha;
|
||||
|
||||
DWORD m_Color;
|
||||
|
||||
CSnowUnit() {
|
||||
m_Pos.x = m_Pos.y = m_Pos.z = 0.0f;
|
||||
m_Size = SMINSIZE;
|
||||
m_HeightFieldHigh = -1.0f;
|
||||
m_Life = false;
|
||||
m_Alpha = 1.0f;
|
||||
m_UnitAlpha = 0.1f;
|
||||
m_RGB[0] = m_RGB[1] = m_RGB[2] = 1.0f;
|
||||
|
||||
m_Color = D3DCOLOR_COLORVALUE(m_RGB[0],m_RGB[1],m_RGB[2],m_Alpha);
|
||||
|
||||
}
|
||||
~CSnowUnit() {}
|
||||
};
|
||||
|
||||
class CSnowVertex {
|
||||
public:
|
||||
D3DXVECTOR3 v;
|
||||
D3DCOLOR color;
|
||||
|
||||
CSnowVertex() {
|
||||
v.x = v.y = v.z = 0.0f;
|
||||
color = D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f);
|
||||
}
|
||||
~CSnowVertex() {}
|
||||
};
|
||||
|
||||
float m_Size[2];
|
||||
float m_UnitSize[2];
|
||||
|
||||
float m_StartHeight;
|
||||
int m_SnowNum;
|
||||
|
||||
D3DXVECTOR3 m_PlayerPos;
|
||||
D3DXVECTOR3 m_Gravity;
|
||||
D3DXVECTOR3 m_WindSpeed;
|
||||
float m_Color[3];
|
||||
|
||||
LPDIRECT3DDEVICE8 m_Device;
|
||||
LPDIRECT3DVERTEXBUFFER8 m_VBuffer;
|
||||
CTexture *m_STexture;
|
||||
|
||||
CSnowUnit *m_Units;
|
||||
bool m_bValueSet;
|
||||
|
||||
CSnowFall();
|
||||
~CSnowFall();
|
||||
|
||||
void Init(LPDIRECT3DDEVICE8 device,int num,float x,float y,float z,float xsize,float zsize,float height);
|
||||
void SetColor(float r,float g,float b);
|
||||
void SetUnitInfo(int num);
|
||||
|
||||
void SetWorldValue(float gx,float gy,float gz,float wx,float wy,float wz,char *texture);
|
||||
|
||||
void SetDevice(LPDIRECT3DDEVICE8 device) { m_Device = device;}
|
||||
void SetVertexBuffer();
|
||||
|
||||
void Render();
|
||||
void Update(float x,float y,float z,float xsize,float zsize,float height);
|
||||
DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user