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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// WBEnvPlaneTex.cpp: implementation of the WBEnvPlaneTex class.
//
//////////////////////////////////////////////////////////////////////
#include "WBEnvPlaneTex.h"
#include "SceneManager.h"
#include "BaseGraphicsLayer.h"
#include "SceneStateMgr.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
WBEnvPlaneTex::WBEnvPlaneTex()
{
m_pEnvPlaneTexture = NULL;
// m_pEnvPlaneDepthTexture = NULL;
m_pEnvPlaneSurf = NULL;
m_pEnvDepthSurf= NULL;
m_pBackColorSurf = NULL;
m_pBackDepthSurf = NULL;
memset(m_vecPlaneVertex,0,(sizeof(D3DXVECTOR3) * 4));
m_vecEyePos = D3DXVECTOR3(0.0f,0.0f,0.0f);
m_pDevice = NULL;
D3DXMatrixIdentity(&m_matReflect);
m_iTexSizeX = m_iTexSizeY = 256;
}
WBEnvPlaneTex::~WBEnvPlaneTex()
{
if(m_pEnvPlaneTexture != NULL)
m_pEnvPlaneTexture->Release();
/* if(m_pEnvPlaneDepthTexture != NULL)
m_pEnvPlaneDepthTexture->Release();
*/
if(m_pEnvPlaneSurf != NULL)
m_pEnvPlaneSurf->Release();
if(m_pEnvDepthSurf != NULL)
m_pEnvDepthSurf->Release();
}
/////////////////////
/*
vecA --------- vecB
| |
| |
| |
vecC --------- vecD
*/
void WBEnvPlaneTex::Init(LPDIRECT3DDEVICE8 pDevice,int iSizeX,int iSizeY)
{
m_pDevice = pDevice;
if(m_pDevice != NULL)
{
m_iTexSizeX = iSizeX;
m_iTexSizeY = iSizeY;
m_pDevice->GetRenderTarget( &m_pBackColorSurf );
m_pDevice->GetDepthStencilSurface( &m_pBackDepthSurf );
if(m_pEnvPlaneTexture != NULL)
m_pEnvPlaneTexture->Release();
m_pDevice->CreateTexture(m_iTexSizeX,m_iTexSizeY,1,D3DUSAGE_RENDERTARGET,D3DFMT_A8R8G8B8,D3DPOOL_DEFAULT,&m_pEnvPlaneTexture);
m_pEnvPlaneTexture->GetSurfaceLevel(0,&m_pEnvPlaneSurf);
m_pDevice->CreateDepthStencilSurface(m_iTexSizeX,m_iTexSizeY,D3DFMT_D16, D3DMULTISAMPLE_NONE, &m_pEnvDepthSurf );
/*HRESULT hr = m_pDevice->CreateTexture(m_iTexSizeX,m_iTexSizeY,1, D3DUSAGE_DEPTHSTENCIL,
D3DFMT_D24S8,D3DPOOL_DEFAULT,&m_pEnvPlaneDepthTexture);
m_pEnvPlaneDepthTexture->GetSurfaceLevel(0,&m_pEnvDepthSurf);
*/
//BaseGraphicsLayer::m_d3dpp.AutoDepthStencilFormat
m_TexViewPort.X = m_TexViewPort.Y = 0;
m_TexViewPort.Width = iSizeX;
m_TexViewPort.Height = iSizeY;
m_TexViewPort.MinZ = 0.0f;
m_TexViewPort.MaxZ = 1.0f;
}
}
void WBEnvPlaneTex::InitClipRange( D3DXVECTOR3 vecA,D3DXVECTOR3 vecB,D3DXVECTOR3 vecC,D3DXVECTOR3 vecD)
{
m_vecPlaneVertex[0] = vecA;
m_vecPlaneVertex[1] = vecB;
m_vecPlaneVertex[2] = vecC;
m_vecPlaneVertex[3] = vecD;
D3DXPlaneFromPoints( &m_Plane,&(m_vecPlaneVertex[0]),
&(m_vecPlaneVertex[1]),
&(m_vecPlaneVertex[2]));
m_Plane.a *= 1.0f;
m_Plane.b *= 1.0f;
m_Plane.c *= 1.0f;
D3DXMatrixReflect( &m_matReflect,&m_Plane);
}
void WBEnvPlaneTex::RenderBegin(D3DXVECTOR3 vecEye,D3DXMATRIX matWorld,float fWaterHeight)
{
DWORD dwCull;
DWORD dwBlend;
D3DXMATRIX matOriginView;
D3DXMATRIX matOriginProject;
m_pDevice->GetTransform(D3DTS_VIEW,&matOriginView);
m_pDevice->GetTransform(D3DTS_PROJECTION,&matOriginProject);
// Set Mirror Camera
D3DXMATRIX matMirrorView = matOriginView;
D3DXMATRIX matMirrorProject = matOriginProject;
D3DXMATRIX matTransform;
D3DXMatrixIdentity(&matTransform);
matTransform._22 = -1.0f;
matTransform._42 = 2.0f* fWaterHeight;
D3DXMatrixMultiply(&matMirrorView,&matTransform,&matMirrorView);
// D3DXMatrixMultiply(&matMirrorView,&matMirrorView,&matTransform);
m_pDevice->SetTransform(D3DTS_VIEW,&matMirrorView);
m_pDevice->SetTransform(D3DTS_PROJECTION,&matMirrorProject);
D3DVIEWPORT8 m_OriginViewPort;
m_pDevice->GetViewport(&m_OriginViewPort);
m_pDevice->GetRenderTarget( &m_pBackColorSurf );
m_pDevice->GetDepthStencilSurface( &m_pBackDepthSurf );
// Set RenderTarget
m_pDevice->SetRenderTarget(m_pEnvPlaneSurf,m_pEnvDepthSurf);//m_pEnvDepthSurf);
// Set New Viewport
m_pDevice->SetViewport(&m_TexViewPort);
m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , 0x00000000, 1.0f, 0 );
m_pDevice->GetRenderState(D3DRS_ALPHABLENDENABLE,&dwBlend);
CSceneStateMgr::_SetD3DRenderState(D3DRS_ALPHABLENDENABLE,FALSE);
m_pDevice->GetRenderState(D3DRS_CULLMODE,&dwCull);
m_Plane.a = 0.0f;
m_Plane.b = 1.0f;
m_Plane.c = 0.0f;
m_Plane.d = -fWaterHeight + 0.25f;
// Clip Plane
CSceneStateMgr::_SetD3DRenderState( D3DRS_CLIPPLANEENABLE,D3DCLIPPLANE1 );
//CSceneStateMgr::_SetD3DRenderState( D3DRS_CLIPPLANEENABLE, 0x00 );
m_pDevice->SetClipPlane(1,m_Plane);
// <20><><EFBFBD>ο<EFBFBD><CEBF><EFBFBD> cullmode Setting <20><><EFBFBD>ִ°͵<C2B0> <20><> <20>ݴ<EFBFBD><DDB4><EFBFBD> <20><><EFBFBD>־<EFBFBD><D6BE><EFBFBD> <20>Ѵ<EFBFBD>.<2E>Ѥ<EFBFBD>;
CSceneStateMgr::_SetD3DRenderState(D3DRS_CULLMODE,D3DCULL_CW);
CSceneManager::m_WeatherManager.Render(CSceneManager::GetDevice());
CSceneManager::m_HeightField.Render(CSceneManager::GetDevice());
CSceneManager::m_CharacterManager.Render(CSceneManager::GetDevice());
CSceneStateMgr::_SetD3DRenderState(D3DRS_CULLMODE,dwCull);
CSceneStateMgr::_SetD3DRenderState( D3DRS_CLIPPLANEENABLE, 0x00 );
// Back Render Target
m_pDevice->SetRenderTarget(m_pBackColorSurf,m_pBackDepthSurf);
m_pDevice->SetViewport(&m_OriginViewPort);
m_pDevice->SetTransform(D3DTS_VIEW,&matOriginView);
m_pDevice->SetTransform(D3DTS_PROJECTION,&matOriginProject);
// Texture Transform Matrix
D3DXMatrixIdentity(&m_matReflect);
// Clear
m_matReflect._11 = 0.0f;
m_matReflect._22 = 0.0f;
m_matReflect._33 = 0.0f;
m_matReflect._44 = 0.0f;
m_matReflect._11 = 0.5f;
m_matReflect._22 = -0.5f;
m_matReflect._41 = 0.5f;
m_matReflect._42 = 0.5f;
m_matReflect._43 = 1.0f;
m_matReflect._44 = 1.0f;
D3DXMatrixMultiply(&m_matReflect,&matMirrorProject,&m_matReflect);
D3DXMatrixMultiply(&m_matReflect,&matMirrorView,&m_matReflect);
CSceneStateMgr::_SetD3DRenderState(D3DRS_ALPHABLENDENABLE,dwBlend);
}
/*
void WBEnvPlaneTex::RenderBegin(D3DXVECTOR3 vecEye,D3DXMATRIX matWorld)
{
m_matBackup = matWorld;
m_vecEyePos = vecEye;
m_pDevice->GetViewport(&m_BackViewPort);
m_pDevice->SetTransform( D3DTS_WORLD,&m_matReflect);
// Reflect <20>̹Ƿ<CCB9> reverse
CSceneStateMgr::_SetD3DRenderState( D3DRS_CULLMODE,D3DCULL_CCW);
m_pDevice->SetClipPlane(0,*D3DXPlaneFromPoints(&m_Plane,&m_vecPlaneVertex[1],&m_vecPlaneVertex[0],&m_vecEyePos));
m_pDevice->SetClipPlane(1,*D3DXPlaneFromPoints(&m_Plane,&m_vecPlaneVertex[3],&m_vecPlaneVertex[1],&m_vecEyePos));
m_pDevice->SetClipPlane(2,*D3DXPlaneFromPoints(&m_Plane,&m_vecPlaneVertex[2],&m_vecPlaneVertex[3],&m_vecEyePos));
m_pDevice->SetClipPlane(3,*D3DXPlaneFromPoints(&m_Plane,&m_vecPlaneVertex[0],&m_vecPlaneVertex[2],&m_vecEyePos));
CSceneStateMgr::_SetD3DRenderState( D3DRS_CLIPPLANEENABLE,D3DCLIPPLANE0 | D3DCLIPPLANE1 | D3DCLIPPLANE2 | D3DCLIPPLANE3 );
m_pDevice->SetPixelShader(NULL);
m_pDevice->SetRenderTarget(m_pEnvPlaneSurf,NULL);//m_pEnvDepthSurf);
//m_pDevice->SetRenderTarget(m_pEnvPlaneSurf,m_pEnvDepthSurf);
m_pDevice->SetViewport(&m_TexViewPort);
m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0 );
//m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0 );
}*/
void WBEnvPlaneTex::RenderEnd()
{
m_pDevice->SetRenderTarget(m_pBackColorSurf,m_pBackDepthSurf);
m_pDevice->SetViewport(&m_BackViewPort);
m_pDevice->SetTransform( D3DTS_WORLD, &m_matBackup);
CSceneStateMgr::_SetD3DRenderState( D3DRS_CLIPPLANEENABLE, 0x00 );
CSceneStateMgr::_SetD3DRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
}