Files
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

65 lines
1.9 KiB
C++

// WaterScene.h: interface for the CWaterScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_WATERSCENE_H__1F05359E_CF6E_4316_BC19_753C0D0819A4__INCLUDED_)
#define AFX_WATERSCENE_H__1F05359E_CF6E_4316_BC19_753C0D0819A4__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SceneNode.h"
#include <Vertex.h>
#include "SectorDefine.h"
#include <Texture.h>
#include "RenderTexture.h"
const int RippleVertexCount=32;
class CWaterScene : public CSceneNode
{
static long m_lWaterTexture;
static float m_fWaveMove;
static DWORD m_dwWaterShader;
static DWORD m_dwWaterPixelShader;
static LPDIRECT3DTEXTURE8 m_pBumpMap[MAX_WATERTEXTURE];
static LPDIRECT3DCUBETEXTURE8 m_pCubeTexture;
static D3DXMATRIX m_matBumpMat;
static float m_fUpdateWaterTexture;
static LPDIRECT3DTEXTURE8 m_pReflectTexture;
//static DWORD m_dwWaterVertexShader;
//static DWORD m_dwWaterPixelShader;
public:
static CTexture m_WaterTexture[MAX_WATERTEXTURE];
void RenderFlare(LPDIRECT3DDEVICE8 pd3dDevice);
void CalcBasicVector3(Dot3Vertex *pVertex);
void CreateWaterBumpTexture();
static void RenderRipple(LPDIRECT3DDEVICE8 pd3dDevice);
static void UpdateWave();
static LPDIRECT3DVERTEXBUFFER8 m_pWaterVertexBuffer;
static LPDIRECT3DTEXTURE8 m_WaterBumpMap;
static void IncWaterTexture(float fUpdate);
MultiVertex m_WaterVertex[4];
static CRenderTexture m_pRelectionTexture;
static CRenderTexture m_pRippleTexture;
static TLVertex m_RippleVertex[RippleVertexCount*RippleVertexCount];
static WORD m_RippleIndices[(RippleVertexCount-1)*(RippleVertexCount-1)*6];
void DeterminWaterTexture(LPDIRECT3DDEVICE8 pd3dDevice,bool isRelection);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void Create();
void SetEmBm(LPDIRECT3DDEVICE8 lpDevice);
CWaterScene();
virtual ~CWaterScene();
static void Update();
};
#endif // !defined(AFX_WATERSCENE_H__1F05359E_CF6E_4316_BC19_753C0D0819A4__INCLUDED_)