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>
84 lines
1.9 KiB
C++
84 lines
1.9 KiB
C++
// SectorLight.h: interface for the CSectorLight class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_SECTORLIGHT_H__E238E34F_4657_45DB_9BCD_FC99B926BE46__INCLUDED_)
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#define AFX_SECTORLIGHT_H__E238E34F_4657_45DB_9BCD_FC99B926BE46__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 <d3dx8.h>
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#include <d3d8.h>
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#include <vector>
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#include "CEffScript.h"
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using namespace std;
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class CSectorLight // LightMap Generation 용 sector light class
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{
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public:
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CSectorLight();
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~CSectorLight();
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D3DXVECTOR3 m_vecPos;
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D3DXVECTOR3 m_vecColor;
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float m_fRange;
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int m_iShadowSamples;
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int m_iLightSamples;
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float m_fShadowFactors;
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int m_iAmbient;
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char m_strEffect[256];
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float m_fExpose;
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};
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class CSectorLightMap
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{
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public:
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int m_IndexX,m_IndexY;
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vector<CSectorLight> m_lstLights;
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CSectorLightMap();
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~CSectorLightMap();
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void Delete(float x,float y,float z);
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void Move(float x,float y,float z,float nx,float ny,float nz);
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};
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class CSectorLightManager
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{
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public:
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CSectorLightManager();
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~CSectorLightManager();
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void InputLight(D3DXVECTOR3 vecPos,D3DXVECTOR3 vecColor,float fRad,char *strEffect,int iLight,int iShadow,float fFactor,int iAmb,float fExpose);
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void DeletePickLight();
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void DeleteAllLight();
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void RenderLight();
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void RenderTerrainLight();
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int PickLight(D3DXVECTOR3 vecPos);
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void SelectLight(D3DXVECTOR3 vecMin,D3DXVECTOR3 vecMax,D3DXMATRIX matTm); // Bound Box 영역과 영향을 미치는 light 모으기
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void SelectObjLight(float fx,float fy,float fz);
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vector<CSectorLight *> m_lstLights;
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int m_iLights;
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CSectorLight *m_pPickLight;
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CSectorLight *m_pSelectLights;
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int m_iSelectLights;
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int m_IndexX,m_IndexY;
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vector<CSectorLight > m_lstSelectObjLights;
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int m_iSelectObjLights;
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CEffScript *m_pLightEsf;
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};
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#endif // !defined(AFX_SECTORLIGHT_H__E238E34F_4657_45DB_9BCD_FC99B926BE46__INCLUDED_)
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