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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// WBWaterNormalTexGenShader.cpp: implementation of the WBWaterNormalTexGenShader class.
//
//////////////////////////////////////////////////////////////////////
#include "./WBWaterNormalTexGenShader.h"
#include "./WBWaterNormalTexGenPAni1.h"
#include "./WBWaterNormalTexGenPAni2.h"
#include "./WBWaterNormalTexGenPShader.h"
#include "./WBWaterNormalTexGenVShader.h"
#include "./WBWaterNormalTexGenPEqualCom.h"
#include "SceneManager.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
WBWaterNormalTexGenShader::WBWaterNormalTexGenShader()
{
m_pVShader = new WBWaterNormalTexGenVShader;
m_pTexOffsetPShader = new WBWaterNormalTexGenPShader;
m_pWaterAni1PShader = new WBWaterNormalTexGenPAni1;
m_pWaterAni2PShader = new WBWaterNormalTexGenPAni2;
m_pEqualComPShader = new WBWaterNormalTexGenPEqualCom;
}
WBWaterNormalTexGenShader::~WBWaterNormalTexGenShader()
{
if(m_pVShader != NULL) {
delete m_pVShader;
m_pVShader = NULL;
}
if(m_pTexOffsetPShader != NULL) {
delete m_pTexOffsetPShader;
m_pTexOffsetPShader = NULL;
}
if(m_pWaterAni1PShader != NULL) {
delete m_pWaterAni1PShader;
m_pWaterAni1PShader = NULL;
}
if(m_pWaterAni2PShader != NULL) {
delete m_pWaterAni2PShader;
m_pWaterAni2PShader = NULL;
}
if(m_pEqualComPShader != NULL) {
delete m_pEqualComPShader;
m_pEqualComPShader = NULL;
}
}
void WBWaterNormalTexGenShader::Apply() {
if(m_pVShader != NULL)
m_pVShader->Apply();
}
void WBWaterNormalTexGenShader::UnApply() {
}
void WBWaterNormalTexGenShader::PixelShaderApply(int iPS) {
switch(iPS)
{
case WATER_TEXOFFSET:
if(m_pTexOffsetPShader != NULL)
m_pTexOffsetPShader->Apply();
break;
case WATER_ANI1:
if(m_pWaterAni1PShader != NULL)
m_pWaterAni1PShader->Apply();
break;
case WATER_ANI2:
if(m_pWaterAni2PShader != NULL)
m_pWaterAni2PShader->Apply();
break;
case WATER_EQUALCOMBINE:
if(m_pEqualComPShader != NULL)
m_pEqualComPShader->Apply();
break;
default:
break;
}
}