Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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57
Engine/Zalla3D Base Class/GlareTexture.h
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57
Engine/Zalla3D Base Class/GlareTexture.h
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// GlareTexture.h: interface for the CGlareTexture class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_GLARETEXTURE_H__18B36EBC_004F_4F55_A006_DE21B3FC4CCB__INCLUDED_)
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#define AFX_GLARETEXTURE_H__18B36EBC_004F_4F55_A006_DE21B3FC4CCB__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "RenderTexture.h"
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#include "D3DX8.h"
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#include "3DMath.h"
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class CGlareTexture
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{
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class QuadVertex
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{
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public:
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D3DXVECTOR3 Position;
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D3DXVECTOR2 Tex;
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};
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class QuadVertex2
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{
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public:
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vector3 v;
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float w;
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float tu0,tv0;
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float tu1,tv1;
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float tu2,tv2;
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float tu3,tv3;
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};
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LPDIRECT3DTEXTURE8 m_pRenderTexture[2];
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LPDIRECT3DSURFACE8 m_pRenderSurface[2];
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static LPDIRECT3DSURFACE8 m_pRenderZBuffer;
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DWORD m_BlurPixelShader,m_BlurVertexShader;
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LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
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int m_nSize;
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int m_nFinalRenderTexture;
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public:
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void GenerateGlareTexture2(LPDIRECT3DDEVICE8 pd3dDevice,LPDIRECT3DBASETEXTURE8 pTexture,vector3 vecNeighbor,int nDepth);
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void ProcedualGenerateGlareTexture(LPDIRECT3DDEVICE8 pd3dDevice, LPDIRECT3DBASETEXTURE8 pTexture,vector3 vecNeighbor,int nDepth);
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LPDIRECT3DTEXTURE8 GetTexture(){return m_pRenderTexture[m_nFinalRenderTexture];};
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void CreateAndWriteUVOffsets(int width, int height);
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void Create(int nSize);
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void GenerateGlareTexture(LPDIRECT3DDEVICE8 pd3dDevice,LPDIRECT3DBASETEXTURE8 pTexture,vector3 vecNeighbor,int nDepth);
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CGlareTexture();
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virtual ~CGlareTexture();
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};
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#endif // !defined(AFX_GLARETEXTURE_H__18B36EBC_004F_4F55_A006_DE21B3FC4CCB__INCLUDED_)
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