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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Engine/Zalla3D Scene Class/ShadowVolume.h
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30
Engine/Zalla3D Scene Class/ShadowVolume.h
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// ShadowVolume.h: interface for the CShadowVolume class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_SHADOWVOLUME_H__6B48C03A_7A32_4848_8BB8_2EFAF79067F0__INCLUDED_)
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#define AFX_SHADOWVOLUME_H__6B48C03A_7A32_4848_8BB8_2EFAF79067F0__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 "BaseDataDefine.h"
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#include "3DMath.h"
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#include <vector>
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#include "MeshObject.h"
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class CShadowVolume
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{
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std::vector<vector3> m_ShadowVolumeVertexList;
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public:
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void Reset();
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void AddEdge(WORD* pEdges,int &nEdges,WORD v0,WORD v1);
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void MakeShadowVolumeDirectionLight(vector3 *pVertex,int nVertex,WORD *pIndices,int nIndices,vector3 vecLightDir);
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CShadowVolume();
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virtual ~CShadowVolume();
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};
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#endif // !defined(AFX_SHADOWVOLUME_H__6B48C03A_7A32_4848_8BB8_2EFAF79067F0__INCLUDED_)
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