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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58
Engine/Zalla3D Scene Class/WaterScene.h
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58
Engine/Zalla3D Scene Class/WaterScene.h
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// WaterScene.h: interface for the CWaterScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_WATERSCENE_H__1F05359E_CF6E_4316_BC19_753C0D0819A4__INCLUDED_)
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#define AFX_WATERSCENE_H__1F05359E_CF6E_4316_BC19_753C0D0819A4__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 "SceneNode.h"
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#include <Vertex.h>
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#include "SectorDefine.h"
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#include <Texture.h>
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#include "RenderTexture.h"
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const int RippleVertexCount=32;
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class CWaterScene : public CSceneNode
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{
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static long m_lWaterTexture;
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static float m_fWaveMove;
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static DWORD m_dwWaterShader;
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static DWORD m_dwWaterPixelShader;
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static LPDIRECT3DTEXTURE8 m_pBumpMap[MAX_WATERTEXTURE];
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static LPDIRECT3DCUBETEXTURE8 m_pCubeTexture;
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static float m_fUpdateWaterTexture;
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//static DWORD m_dwWaterVertexShader;
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//static DWORD m_dwWaterPixelShader;
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public:
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static CTexture m_WaterTexture[MAX_WATERTEXTURE];
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void RenderFlare(LPDIRECT3DDEVICE8 pd3dDevice);
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void CalcBasicVector3(Dot3Vertex *pVertex);
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void CreateWaterBumpTexture();
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static void RenderRipple(LPDIRECT3DDEVICE8 pd3dDevice);
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static void UpdateWave();
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static LPDIRECT3DVERTEXBUFFER8 m_pWaterVertexBuffer;
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static LPDIRECT3DTEXTURE8 m_WaterBumpMap;
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static void IncWaterTexture(float fUpdate);
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MultiVertex m_WaterVertex[4];
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static CRenderTexture m_pRelectionTexture;
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static CRenderTexture m_pRippleTexture;
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static TLVertex m_RippleVertex[RippleVertexCount*RippleVertexCount];
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static WORD m_RippleIndices[(RippleVertexCount-1)*(RippleVertexCount-1)*6];
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void DeterminWaterTexture(LPDIRECT3DDEVICE8 pd3dDevice,bool isRelection);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void Create();
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CWaterScene();
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virtual ~CWaterScene();
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};
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#endif // !defined(AFX_WATERSCENE_H__1F05359E_CF6E_4316_BC19_753C0D0819A4__INCLUDED_)
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