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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// WBWaterNormalTexGenVShader.cpp: implementation of the WBWaterNormalTexGenVShader class.
//
//////////////////////////////////////////////////////////////////////
#include "./WBWaterNormalTexGenVShader.h"
//#include "WBGraphicLayer.h"
#include "ShaderConstants.h"
//#include "WBRenderState.h"
#include "SceneManager.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
WBWaterNormalTexGenVShader::WBWaterNormalTexGenVShader()
{
DWORD vertexshaderdeclaration[]=
{
D3DVSD_STREAM(0),
(D3DVSD_REG(0, D3DVSDT_FLOAT3)), // vertex position
(D3DVSD_REG(1, D3DVSDT_FLOAT2)),
D3DVSD_END()
};
char path[256];
GetCurrentDirectory(256,path);
sprintf(path,"%s\\Shaders\\WaterGen.vsh",path);
CreateVertexShader(path,vertexshaderdeclaration);
m_vecConst1 = D3DXVECTOR4( 0.0f, 0.5f, 1.0f, 2.0f );
}
WBWaterNormalTexGenVShader::~WBWaterNormalTexGenVShader()
{
}
void WBWaterNormalTexGenVShader::Apply() {
CSceneManager::GetDevice()->SetVertexShader(m_dwVertexShader);
// SetupVertexShaderConstants();
}
void WBWaterNormalTexGenVShader::SetZeroOffset(D3DXVECTOR4 vecOffset[4]) {
CSceneManager::GetDevice()->SetVertexShaderConstant(CV_T0_OFFSET,&(vecOffset[0].x),4);
}
void WBWaterNormalTexGenVShader::SetupVertexShaderConstants() {
/*
CSceneManager::GetDevice()->SetVertexShaderConstant(CV_ZERO, D3DXVECTOR4(0.0f, 0.0f, 0.0f, 0.0f), 1);
CSceneManager::GetDevice()->SetVertexShaderConstant(CV_ONE, D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f), 1);
CSceneManager::GetDevice()->SetVertexShaderConstant(CV_HALF, D3DXVECTOR4(0.5f, 0.5f, 0.5f, 0.5f), 1);
CSceneManager::GetDevice()->SetVertexShaderConstant( CV_CONSTS_1, &m_vecConst1, 1 );
D3DXVECTOR4 vecOffset(0.0f, 1.0f, 0.0f, 0.0f);
CSceneManager::GetDevice()->SetVertexShaderConstant( CV_ONOFF_1, &vecOffset, 1);
// Matrix Set
D3DXMATRIX matWorld = WBRenderState::GetWorldTransform();
D3DXMATRIX matView = WBRenderState::GetViewTransform();
D3DXMATRIX matProject = WBRenderState::GetProjectTransform();
D3DXMATRIX matTemp;
D3DXMATRIX matWorldViewProj;
D3DXMatrixMultiply(&matTemp, &matWorld, &matView);
D3DXMatrixMultiply(&matWorldViewProj, &matTemp, &matProject);
// Projection to clip space
D3DXMatrixTranspose(&matWorldViewProj, &matWorldViewProj);
CSceneManager::GetDevice()->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &matWorldViewProj(0, 0), 4);
*/
}