Files
Client/GameTools/Zallad3D SceneClass/HazeScene.cpp
LGram16 dd97ddec92 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>
2025-11-29 20:17:20 +09:00

116 lines
2.7 KiB
C++

// HazeScene.cpp: implementation of the CHazeScene class.
//
//////////////////////////////////////////////////////////////////////
#include "HazeScene.h"
#include "BaseGraphicsLayer.h"
#include "RenderTargetTexture.h"
#include "BaseDataDefine.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CHazeScene::CHazeScene()
{
}
CHazeScene::~CHazeScene()
{
}
void CHazeScene::Render(LPDIRECT3DDEVICE8 pd3dDevice)
{
/*
TLVertex pVertex[8];
float fTextureSize=256.0f;
pVertex[0].v.x=0.0f;
pVertex[1].v.x=0.0f;
pVertex[2].v.x=fTextureSize;
pVertex[3].v.x=fTextureSize;
pVertex[1].v.y=0.0f;
pVertex[3].v.y=0.0f;
pVertex[0].v.y=fTextureSize;
pVertex[2].v.y=fTextureSize;
static float fasdf=0.0f;
pVertex[0].tu=0.0f+fasdf;
pVertex[1].tu=0.0f+fasdf;
pVertex[3].tu=1.0f+fasdf;
pVertex[2].tu=1.0f+fasdf;
pVertex[1].tv=0.0f+fasdf;
pVertex[3].tv=0.0f+fasdf;
pVertex[0].tv=1.0f+fasdf;
pVertex[2].tv=1.0f+fasdf;
for(int i=0;i<4;i++)
{
pVertex[i].w=0.1f;
pVertex[i].v.z=0.1f;
pVertex[i].Diffuse.c=0xffffffff;
pVertex[i].Specular.c=0xffffffff;
}
for(i=0;i<4;i++)
{
pVertex[i+4].v=pVertex[i].v+vector3(512.0f,0.0f,0.0f);
pVertex[i+4].w=pVertex[i].w;
pVertex[i+4].Diffuse.c=pVertex[i].Diffuse.c;
pVertex[i+4].Specular.c=pVertex[i].Specular.c;
}
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
RECT rc={100,100,100+512,100+512};
pd3dDevice->SetTexture(0,CRenderTargetTexture::GetTexture(pd3dDevice,rc));
pd3dDevice->SetTexture(1,NULL);
pd3dDevice->SetVertexShader(TLVERTEXFVF);
//m_pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,4,pVertex,sizeof(TLVertex));
WORD pIndices[8];
pIndices[0]=0;
pIndices[1]=1;
pIndices[2]=2;
pIndices[3]=3;
pIndices[4]=4;
pIndices[5]=5;
pIndices[6]=6;
pIndices[7]=7;
pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLESTRIP,0,8,2,pIndices,D3DFMT_INDEX16,pVertex,sizeof(TLVertex));
pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE);
pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE);
*/
}
void CHazeScene::Create(LPDIRECT3DDEVICE8 pd3dDevice)
{
if(GF3OPTION)
{
char strShaderPath[256];
sprintf(strShaderPath,"%s%s",SHADERPATH,"SampleFilter.psh");
LPD3DXBUFFER pCode;
D3DXAssembleShaderFromFile(strShaderPath,0,NULL,&pCode,NULL);
BaseGraphicsLayer::GetDevice()->CreatePixelShader((DWORD*)pCode->GetBufferPointer(),
&m_dwSampleFilterPixelShader);
pCode->Release();
}
}