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>
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77
GameTools/Zallad3D SceneClass/WBWaterNormalTexGenVShader.cpp
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77
GameTools/Zallad3D SceneClass/WBWaterNormalTexGenVShader.cpp
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// WBWaterNormalTexGenVShader.cpp: implementation of the WBWaterNormalTexGenVShader class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "./WBWaterNormalTexGenVShader.h"
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//#include "WBGraphicLayer.h"
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#include "ShaderConstants.h"
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//#include "WBRenderState.h"
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#include "SceneManager.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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WBWaterNormalTexGenVShader::WBWaterNormalTexGenVShader()
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{
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DWORD vertexshaderdeclaration[]=
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{
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D3DVSD_STREAM(0),
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(D3DVSD_REG(0, D3DVSDT_FLOAT3)), // vertex position
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(D3DVSD_REG(1, D3DVSDT_FLOAT2)),
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D3DVSD_END()
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};
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char path[256];
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GetCurrentDirectory(256,path);
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sprintf(path,"%s\\Shaders\\WaterGen.vsh",path);
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CreateVertexShader(path,vertexshaderdeclaration);
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m_vecConst1 = D3DXVECTOR4( 0.0f, 0.5f, 1.0f, 2.0f );
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}
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WBWaterNormalTexGenVShader::~WBWaterNormalTexGenVShader()
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{
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}
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void WBWaterNormalTexGenVShader::Apply() {
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CSceneManager::GetDevice()->SetVertexShader(m_dwVertexShader);
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// SetupVertexShaderConstants();
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}
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void WBWaterNormalTexGenVShader::SetZeroOffset(D3DXVECTOR4 vecOffset[4]) {
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CSceneManager::GetDevice()->SetVertexShaderConstant(CV_T0_OFFSET,&(vecOffset[0].x),4);
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}
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void WBWaterNormalTexGenVShader::SetupVertexShaderConstants() {
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/*
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CSceneManager::GetDevice()->SetVertexShaderConstant(CV_ZERO, D3DXVECTOR4(0.0f, 0.0f, 0.0f, 0.0f), 1);
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CSceneManager::GetDevice()->SetVertexShaderConstant(CV_ONE, D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f), 1);
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CSceneManager::GetDevice()->SetVertexShaderConstant(CV_HALF, D3DXVECTOR4(0.5f, 0.5f, 0.5f, 0.5f), 1);
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CSceneManager::GetDevice()->SetVertexShaderConstant( CV_CONSTS_1, &m_vecConst1, 1 );
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D3DXVECTOR4 vecOffset(0.0f, 1.0f, 0.0f, 0.0f);
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CSceneManager::GetDevice()->SetVertexShaderConstant( CV_ONOFF_1, &vecOffset, 1);
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// Matrix Set
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D3DXMATRIX matWorld = WBRenderState::GetWorldTransform();
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D3DXMATRIX matView = WBRenderState::GetViewTransform();
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D3DXMATRIX matProject = WBRenderState::GetProjectTransform();
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D3DXMATRIX matTemp;
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D3DXMATRIX matWorldViewProj;
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D3DXMatrixMultiply(&matTemp, &matWorld, &matView);
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D3DXMatrixMultiply(&matWorldViewProj, &matTemp, &matProject);
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// Projection to clip space
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D3DXMatrixTranspose(&matWorldViewProj, &matWorldViewProj);
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CSceneManager::GetDevice()->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &matWorldViewProj(0, 0), 4);
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*/
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}
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