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>
599 lines
30 KiB
C++
599 lines
30 KiB
C++
// DlgWeatherColor.cpp : implementation file
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//
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#include "stdafx.h"
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#include "worldcreator.h"
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#include "DlgWeatherColor.h"
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#include "SceneManager.h"
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#include "MainFrm.h"
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#include "WorldCreatorView.h"
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#include ".\dlgweathercolor.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgWeatherColor dialog
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CDlgWeatherColor::CDlgWeatherColor(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgWeatherColor::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgWeatherColor)
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m_fFlareSize = 0.0f;
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m_fFogEnd = 0.0f;
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m_fFogStart = 0.0f;
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m_fSkyFogEnd = 0.0f;
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m_fSunPos = 0.0f;
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m_fSunSize = 0.0f;
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m_fGlowSize = 0.0f;
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m_fLightRange = 0.0f;
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m_fLightRange = 1000.0f;
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m_fGlowSize = 800.0f;
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//}}AFX_DATA_INIT
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}
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void CDlgWeatherColor::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgWeatherColor)
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DDX_Control(pDX, IDC_COLOR_CHARACTER, m_CharacterNightColor);
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DDX_Control(pDX, IDC_COLOR_FURGRASS, m_FurGrassColor);
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DDX_Control(pDX, IDC_COLOR_WATER, m_WaterColor);
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DDX_Control(pDX, IDC_COLOR_TERRAINCOLOR, m_TerrainColor);
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DDX_Control(pDX, IDC_COLOR_SPECULARREFLRECTIONRATE, m_SpecularReflectionRate);
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DDX_Control(pDX, IDC_COLOR_GRASSAMBIENT, m_GrassColor);
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DDX_Control(pDX, IDC_COLOR_GLARESKYUPPER, m_GlareSkyUpper);
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DDX_Control(pDX, IDC_COLOR_GLARESKYLOWER, m_ClareSkyLowerColor);
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DDX_Control(pDX, IDC_COLOR_CHARACTERAMBIENT, m_CharacterAmbientColor);
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DDX_Control(pDX, IDC_COLOR_CHARACTERLIGHT, m_CharacterLightColor);
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DDX_Control(pDX, IDC_COLOR_DETAILFIX, m_DetailFixColor);
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DDX_Control(pDX, IDC_LIST_WEATHERTIMELIST, m_WeatherList);
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DDX_Control(pDX, IDC_COLOR_SKYNEIGHBOR, m_SkyNeighborColor);
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DDX_Control(pDX, IDC_COLOR_SKYCENTER, m_SkyCenterColor);
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DDX_Control(pDX, IDC_COLOR_FOGCOLOR, m_FogColor);
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DDX_Control(pDX, IDC_COLOR_LIGHTCOLOR, m_LightColor);
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DDX_Control(pDX, IDC_COLOR_AMBIENTCOLOR, m_AmbientColor);
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DDX_Control(pDX, IDC_COLOR_FOGLAYER1, m_CloudColor1);
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DDX_Control(pDX, IDC_COLOR_FOGLAYER2, m_CloudColor2);
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DDX_Control(pDX, IDC_COLOR_FOGLAYER3, m_CloudColor3);
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DDX_Control(pDX, IDC_COLOR_FLARECOLOR, m_FlareColor);
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DDX_Control(pDX, IDC_COLOR_OBJECTAMBIENT, m_ObjectAmbient);
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DDX_Control(pDX, IDC_COLOR_CHARACTER,m_CharacterNightColor);
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DDX_Text(pDX, IDC_EDIT_FLARESIZE, m_fFlareSize);
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DDX_Text(pDX, IDC_EDIT_FOGEND, m_fFogEnd);
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DDX_Text(pDX, IDC_EDIT_FOGSTART, m_fFogStart);
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DDX_Text(pDX, IDC_EDIT_SKYFOGEND, m_fSkyFogEnd);
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DDX_Text(pDX, IDC_EDIT_SUNPOS, m_fSunPos);
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DDX_Text(pDX, IDC_EDIT_SUNSIZE, m_fSunSize);
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DDX_Text(pDX, IDC_GLOWSIZE, m_fGlowSize);
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DDX_Text(pDX, IDC_LIGHTSIZE, m_fLightRange);
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//}}AFX_DATA_MAP
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DDX_ColourPicker(pDX, IDC_COLOR_SKYNEIGHBOR, m_cSkyNeighborColor);
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DDX_ColourPicker(pDX, IDC_COLOR_SKYCENTER, m_cSkyCenterColor);
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DDX_ColourPicker(pDX, IDC_COLOR_FOGCOLOR, m_cFogColor);
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DDX_ColourPicker(pDX, IDC_COLOR_LIGHTCOLOR, m_cLightColor);
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DDX_ColourPicker(pDX, IDC_COLOR_AMBIENTCOLOR, m_cAmbientColor);
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DDX_ColourPicker(pDX, IDC_COLOR_FOGLAYER1, m_cCloudColor1);
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DDX_ColourPicker(pDX, IDC_COLOR_FOGLAYER2, m_cCloudColor2);
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DDX_ColourPicker(pDX, IDC_COLOR_FOGLAYER3, m_cCloudColor3);
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DDX_ColourPicker(pDX, IDC_COLOR_FLARECOLOR, m_cFlareColor);
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DDX_ColourPicker(pDX, IDC_COLOR_OBJECTAMBIENT, m_cObjectAmbient);
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DDX_ColourPicker(pDX, IDC_COLOR_DETAILFIX, m_cDetailFixColor);
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DDX_ColourPicker(pDX,IDC_COLOR_SPECULARREFLRECTIONRATE, m_cSpecularReflectionRate);
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DDX_ColourPicker(pDX,IDC_COLOR_GRASSAMBIENT, m_cGrass);
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DDX_ColourPicker(pDX,IDC_COLOR_GLARESKYUPPER, m_cGlareSkyUpper);
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DDX_ColourPicker(pDX,IDC_COLOR_GLARESKYLOWER, m_cClareSkyLower);
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DDX_ColourPicker(pDX,IDC_COLOR_CHARACTERAMBIENT, m_cCharacterAmbient);
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DDX_ColourPicker(pDX,IDC_COLOR_CHARACTERLIGHT, m_cCharacterLight);
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DDX_ColourPicker(pDX,IDC_COLOR_TERRAINCOLOR,m_cTerrainColor);
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DDX_ColourPicker(pDX,IDC_COLOR_FURGRASS,m_cFurGrassColor);
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DDX_ColourPicker(pDX,IDC_COLOR_CHARACTER,m_cCharacterNColor);
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}
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BEGIN_MESSAGE_MAP(CDlgWeatherColor, CDialog)
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//{{AFX_MSG_MAP(CDlgWeatherColor)
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ON_LBN_DBLCLK(IDC_LIST_WEATHERTIMELIST, OnDblclkListWeathertimelist)
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ON_BN_CLICKED(IDC_BUTTON_WEATHERCOLORSAVE, OnButtonWeathercolorsave)
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ON_BN_CLICKED(IDC_BUTTON_WEATHERFILESAVE, OnButtonWeatherfilesave)
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ON_WM_KEYDOWN()
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//}}AFX_MSG_MAP
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ON_LBN_SELCHANGE(IDC_LIST_WEATHERTIMELIST, OnLbnSelchangeListWeathertimelist)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgWeatherColor message handlers
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BOOL CDlgWeatherColor::OnInitDialog()
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{
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CDialog::OnInitDialog();
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for(int i=0;i<24;i++)
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{
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CString strTime;
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strTime.Format("%d½Ã",i);
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m_WeatherList.AddString(strTime);
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}
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m_WeatherList.AddString("¸¶¹ý³¯¾¾");
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OnDblclkListWeathertimelist();
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// TODO: Add extra initialization here
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CDlgWeatherColor::OnDblclkListWeathertimelist()
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{
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// TODO: Add your control notification handler code here
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int SelCur=m_WeatherList.GetCurSel();
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if(SelCur==-1)
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{
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SelCur=0;
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m_WeatherList.SetCurSel(0);
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}
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if(CSceneManager::m_WeatherManager.m_bSubTable)
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{
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int iSub = CSceneManager::m_WeatherManager.m_iSubCurrentIndex;
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m_cSkyNeighborColor=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyNeighborColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyNeighborColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyNeighborColor[SelCur].b);
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m_cSkyCenterColor=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyCenterColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyCenterColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyCenterColor[SelCur].b);
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m_cFogColor=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogColor[SelCur].b);
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m_cLightColor=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_LightColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_LightColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_LightColor[SelCur].b);
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m_cAmbientColor=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_AmbientColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_AmbientColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_AmbientColor[SelCur].b);
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m_cCloudColor1=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][0].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][0].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][0].b);
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m_cCloudColor2=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][1].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][1].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][1].b);
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m_cCloudColor3=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][2].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][2].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][2].b);
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m_cObjectAmbient=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_ObjectAmbientColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_ObjectAmbientColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_ObjectAmbientColor[SelCur].b);
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m_fFogStart=CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogRangeNear[SelCur];
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m_fFogEnd=CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogRangeFar[SelCur];
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m_fSkyFogEnd=CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyFogFar[SelCur];
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m_fSunPos=CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SunPosition[SelCur];
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m_cDetailFixColor = RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_DetailFixColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_DetailFixColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_DetailFixColor[SelCur].b);
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m_cSpecularReflectionRate=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SpecularReflectionRate[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SpecularReflectionRate[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SpecularReflectionRate[SelCur].b);
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m_cGrass=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GrassColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GrassColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GrassColor[SelCur].b);
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m_cGlareSkyUpper=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyUpper[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyUpper[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyUpper[SelCur].b);
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m_cClareSkyLower=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyLower[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyLower[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyLower[SelCur].b);
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m_cCharacterAmbient=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterAmbient[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterAmbient[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterAmbient[SelCur].b);
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m_cCharacterLight=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterLight[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterLight[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterLight[SelCur].b);
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m_cTerrainColor=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_TerrainColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_TerrainColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_TerrainColor[SelCur].b);
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m_cWaterColor=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_WaterColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_WaterColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_WaterColor[SelCur].b);
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m_cFurGrassColor=RGB(CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FurGrassColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FurGrassColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FurGrassColor[SelCur].b);
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}
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else
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{
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m_cSkyNeighborColor=RGB(CSceneManager::m_WeatherManager.m_SkyNeighborColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_SkyNeighborColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_SkyNeighborColor[SelCur].b);
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m_cSkyCenterColor=RGB(CSceneManager::m_WeatherManager.m_SkyCenterColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_SkyCenterColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_SkyCenterColor[SelCur].b);
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m_cFogColor=RGB(CSceneManager::m_WeatherManager.m_FogColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_FogColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_FogColor[SelCur].b);
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m_cLightColor=RGB(CSceneManager::m_WeatherManager.m_LightColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_LightColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_LightColor[SelCur].b);
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m_cAmbientColor=RGB(CSceneManager::m_WeatherManager.m_AmbientColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_AmbientColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_AmbientColor[SelCur].b);
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m_cCloudColor1=RGB(CSceneManager::m_WeatherManager.m_FogLayer[SelCur][0].r,
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CSceneManager::m_WeatherManager.m_FogLayer[SelCur][0].g,
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CSceneManager::m_WeatherManager.m_FogLayer[SelCur][0].b);
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m_cCloudColor2=RGB(CSceneManager::m_WeatherManager.m_FogLayer[SelCur][1].r,
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CSceneManager::m_WeatherManager.m_FogLayer[SelCur][1].g,
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CSceneManager::m_WeatherManager.m_FogLayer[SelCur][1].b);
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m_cCloudColor3=RGB(CSceneManager::m_WeatherManager.m_FogLayer[SelCur][2].r,
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CSceneManager::m_WeatherManager.m_FogLayer[SelCur][2].g,
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CSceneManager::m_WeatherManager.m_FogLayer[SelCur][2].b);
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m_cObjectAmbient=RGB(CSceneManager::m_WeatherManager.m_ObjectAmbientColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_ObjectAmbientColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_ObjectAmbientColor[SelCur].b);
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m_fFogStart=CSceneManager::m_WeatherManager.m_FogRangeNear[SelCur];
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m_fFogEnd=CSceneManager::m_WeatherManager.m_FogRangeFar[SelCur];
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m_fSkyFogEnd=CSceneManager::m_WeatherManager.m_SkyFogFar[SelCur];
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m_fSunPos=CSceneManager::m_WeatherManager.m_SunPosition[SelCur];
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m_cDetailFixColor = RGB(CSceneManager::m_WeatherManager.m_DetailFixColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_DetailFixColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_DetailFixColor[SelCur].b);
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m_cSpecularReflectionRate=RGB(CSceneManager::m_WeatherManager.m_SpecularReflectionRate[SelCur].r,
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CSceneManager::m_WeatherManager.m_SpecularReflectionRate[SelCur].g,
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CSceneManager::m_WeatherManager.m_SpecularReflectionRate[SelCur].b);
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m_cGrass=RGB(CSceneManager::m_WeatherManager.m_GrassColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_GrassColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_GrassColor[SelCur].b);
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m_cGlareSkyUpper=RGB(CSceneManager::m_WeatherManager.m_GlareSkyUpper[SelCur].r,
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CSceneManager::m_WeatherManager.m_GlareSkyUpper[SelCur].g,
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CSceneManager::m_WeatherManager.m_GlareSkyUpper[SelCur].b);
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m_cClareSkyLower=RGB(CSceneManager::m_WeatherManager.m_GlareSkyLower[SelCur].r,
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CSceneManager::m_WeatherManager.m_GlareSkyLower[SelCur].g,
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CSceneManager::m_WeatherManager.m_GlareSkyLower[SelCur].b);
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m_cCharacterAmbient=RGB(CSceneManager::m_WeatherManager.m_CharacterAmbient[SelCur].r,
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CSceneManager::m_WeatherManager.m_CharacterAmbient[SelCur].g,
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CSceneManager::m_WeatherManager.m_CharacterAmbient[SelCur].b);
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m_cCharacterLight=RGB(CSceneManager::m_WeatherManager.m_CharacterLight[SelCur].r,
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CSceneManager::m_WeatherManager.m_CharacterLight[SelCur].g,
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CSceneManager::m_WeatherManager.m_CharacterLight[SelCur].b);
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m_cTerrainColor=RGB(CSceneManager::m_WeatherManager.m_TerrainColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_TerrainColor[SelCur].g,
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CSceneManager::m_WeatherManager.m_TerrainColor[SelCur].b);
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m_cWaterColor=RGB(CSceneManager::m_WeatherManager.m_WaterColor[SelCur].r,
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CSceneManager::m_WeatherManager.m_WaterColor[SelCur].g,
|
|
CSceneManager::m_WeatherManager.m_WaterColor[SelCur].b);
|
|
|
|
m_cFurGrassColor=RGB(CSceneManager::m_WeatherManager.m_FurGrassColor[SelCur].r,
|
|
CSceneManager::m_WeatherManager.m_FurGrassColor[SelCur].g,
|
|
CSceneManager::m_WeatherManager.m_FurGrassColor[SelCur].b);
|
|
|
|
|
|
}
|
|
|
|
m_fGlowSize = CSceneManager::m_fGlowPlaneRange;
|
|
m_fLightRange = CSceneManager::m_CharacterLight.Range;
|
|
m_cCharacterNColor = RGB(CSceneManager::m_CharacterLight.Diffuse.r * 255.0f,
|
|
CSceneManager::m_CharacterLight.Diffuse.g * 255.0f,
|
|
CSceneManager::m_CharacterLight.Diffuse.b * 255.0f);
|
|
|
|
/*
|
|
m_cDetailFixColor=RGB(CSectorScene::m_TerrainDetailFixColor.r,
|
|
CSectorScene::m_TerrainDetailFixColor.g,CSectorScene::m_TerrainDetailFixColor.b);
|
|
*/
|
|
|
|
|
|
CSceneManager::SetWeatherTime((float)SelCur);
|
|
|
|
CSceneManager::m_WeatherManager.SetWeather((float)SelCur,BaseGraphicsLayer::GetDevice());
|
|
|
|
CSceneManager::m_WeatherManager.m_CustomWaterColor=false;
|
|
|
|
if(SelCur==24)
|
|
CSceneManager::m_WeatherManager.m_CustomWaterColor=true;
|
|
else
|
|
CSceneManager::m_WeatherManager.m_CustomWaterColor=false;
|
|
|
|
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
|
|
if(mf)
|
|
((CWorldCreatorView*)mf->GetActiveView())->Render();
|
|
|
|
UpdateData(FALSE);
|
|
}
|
|
|
|
void CDlgWeatherColor::OnOK()
|
|
{
|
|
// TODO: Add extra validation here
|
|
|
|
CDialog::OnOK();
|
|
}
|
|
|
|
void CDlgWeatherColor::OnButtonWeathercolorsave()
|
|
{
|
|
// TODO: Add your control notification handler code here
|
|
UpdateData();
|
|
|
|
int SelCur=m_WeatherList.GetCurSel();
|
|
if(SelCur==-1)
|
|
return;
|
|
if(CSceneManager::m_WeatherManager.m_bSubTable)
|
|
{
|
|
int iSub = CSceneManager::m_WeatherManager.m_iSubCurrentIndex;
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyNeighborColor[SelCur].r=GetRValue(m_cSkyNeighborColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyNeighborColor[SelCur].g=GetGValue(m_cSkyNeighborColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyNeighborColor[SelCur].b=GetBValue(m_cSkyNeighborColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyCenterColor[SelCur].r=GetRValue(m_cSkyCenterColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyCenterColor[SelCur].g=GetGValue(m_cSkyCenterColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyCenterColor[SelCur].b=GetBValue(m_cSkyCenterColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogColor[SelCur].r=GetRValue(m_cFogColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogColor[SelCur].g=GetGValue(m_cFogColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogColor[SelCur].b=GetBValue(m_cFogColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_LightColor[SelCur].r=GetRValue(m_cLightColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_LightColor[SelCur].g=GetGValue(m_cLightColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_LightColor[SelCur].b=GetBValue(m_cLightColor);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_AmbientColor[SelCur].r=GetRValue(m_cAmbientColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_AmbientColor[SelCur].g=GetGValue(m_cAmbientColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_AmbientColor[SelCur].b=GetBValue(m_cAmbientColor);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][0].r=GetRValue(m_cCloudColor1);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][0].g=GetGValue(m_cCloudColor1);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][0].b=GetBValue(m_cCloudColor1);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][1].r=GetRValue(m_cCloudColor2);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][1].g=GetGValue(m_cCloudColor2);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][1].b=GetBValue(m_cCloudColor2);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][2].r=GetRValue(m_cCloudColor3);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][2].g=GetGValue(m_cCloudColor3);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogLayer[SelCur][2].b=GetBValue(m_cCloudColor3);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_ObjectAmbientColor[SelCur].r=GetRValue(m_cObjectAmbient);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_ObjectAmbientColor[SelCur].g=GetGValue(m_cObjectAmbient);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_ObjectAmbientColor[SelCur].b=GetBValue(m_cObjectAmbient);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogRangeNear[SelCur]=m_fFogStart;
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FogRangeFar[SelCur]=m_fFogEnd;
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SkyFogFar[SelCur]=m_fSkyFogEnd;
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SunPosition[SelCur]=m_fSunPos;
|
|
|
|
/*CSectorScene::m_TerrainDetailFixColor.r=GetRValue(m_cDetailFixColor);
|
|
CSectorScene::m_TerrainDetailFixColor.g=GetGValue(m_cDetailFixColor);
|
|
CSectorScene::m_TerrainDetailFixColor.b=GetBValue(m_cDetailFixColor);
|
|
*/
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_DetailFixColor[SelCur].r = GetRValue(m_cDetailFixColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_DetailFixColor[SelCur].g = GetGValue(m_cDetailFixColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_DetailFixColor[SelCur].b = GetBValue(m_cDetailFixColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SpecularReflectionRate[SelCur].r=GetRValue(m_cSpecularReflectionRate);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SpecularReflectionRate[SelCur].g=GetGValue(m_cSpecularReflectionRate);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_SpecularReflectionRate[SelCur].b=GetBValue(m_cSpecularReflectionRate);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GrassColor[SelCur].r=GetRValue(m_cGrass);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GrassColor[SelCur].g=GetGValue(m_cGrass);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GrassColor[SelCur].b=GetBValue(m_cGrass);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyUpper[SelCur].r=GetRValue(m_cGlareSkyUpper);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyUpper[SelCur].g=GetGValue(m_cGlareSkyUpper);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyUpper[SelCur].b=GetBValue(m_cGlareSkyUpper);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyLower[SelCur].r=GetRValue(m_cClareSkyLower);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyLower[SelCur].g=GetGValue(m_cClareSkyLower);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_GlareSkyLower[SelCur].b=GetBValue(m_cClareSkyLower);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterAmbient[SelCur].r=GetRValue(m_cCharacterAmbient);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterAmbient[SelCur].g=GetGValue(m_cCharacterAmbient);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterAmbient[SelCur].b=GetBValue(m_cCharacterAmbient);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterLight[SelCur].r=GetRValue(m_cCharacterLight);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterLight[SelCur].g=GetGValue(m_cCharacterLight);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_CharacterLight[SelCur].b=GetBValue(m_cCharacterLight);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_TerrainColor[SelCur].r=GetRValue(m_cTerrainColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_TerrainColor[SelCur].g=GetGValue(m_cTerrainColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_TerrainColor[SelCur].b=GetBValue(m_cTerrainColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_WaterColor[SelCur].r=GetRValue(m_cWaterColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_WaterColor[SelCur].g=GetGValue(m_cWaterColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_WaterColor[SelCur].b=GetBValue(m_cWaterColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FurGrassColor[SelCur].r=GetRValue(m_cFurGrassColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FurGrassColor[SelCur].g=GetGValue(m_cFurGrassColor);
|
|
CSceneManager::m_WeatherManager.m_pSubWeatherTable[iSub].m_FurGrassColor[SelCur].b=GetBValue(m_cFurGrassColor);
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
CSceneManager::m_WeatherManager.m_SkyNeighborColor[SelCur].r=GetRValue(m_cSkyNeighborColor);
|
|
CSceneManager::m_WeatherManager.m_SkyNeighborColor[SelCur].g=GetGValue(m_cSkyNeighborColor);
|
|
CSceneManager::m_WeatherManager.m_SkyNeighborColor[SelCur].b=GetBValue(m_cSkyNeighborColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_SkyCenterColor[SelCur].r=GetRValue(m_cSkyCenterColor);
|
|
CSceneManager::m_WeatherManager.m_SkyCenterColor[SelCur].g=GetGValue(m_cSkyCenterColor);
|
|
CSceneManager::m_WeatherManager.m_SkyCenterColor[SelCur].b=GetBValue(m_cSkyCenterColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_FogColor[SelCur].r=GetRValue(m_cFogColor);
|
|
CSceneManager::m_WeatherManager.m_FogColor[SelCur].g=GetGValue(m_cFogColor);
|
|
CSceneManager::m_WeatherManager.m_FogColor[SelCur].b=GetBValue(m_cFogColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_LightColor[SelCur].r=GetRValue(m_cLightColor);
|
|
CSceneManager::m_WeatherManager.m_LightColor[SelCur].g=GetGValue(m_cLightColor);
|
|
CSceneManager::m_WeatherManager.m_LightColor[SelCur].b=GetBValue(m_cLightColor);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_AmbientColor[SelCur].r=GetRValue(m_cAmbientColor);
|
|
CSceneManager::m_WeatherManager.m_AmbientColor[SelCur].g=GetGValue(m_cAmbientColor);
|
|
CSceneManager::m_WeatherManager.m_AmbientColor[SelCur].b=GetBValue(m_cAmbientColor);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_FogLayer[SelCur][0].r=GetRValue(m_cCloudColor1);
|
|
CSceneManager::m_WeatherManager.m_FogLayer[SelCur][0].g=GetGValue(m_cCloudColor1);
|
|
CSceneManager::m_WeatherManager.m_FogLayer[SelCur][0].b=GetBValue(m_cCloudColor1);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_FogLayer[SelCur][1].r=GetRValue(m_cCloudColor2);
|
|
CSceneManager::m_WeatherManager.m_FogLayer[SelCur][1].g=GetGValue(m_cCloudColor2);
|
|
CSceneManager::m_WeatherManager.m_FogLayer[SelCur][1].b=GetBValue(m_cCloudColor2);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_FogLayer[SelCur][2].r=GetRValue(m_cCloudColor3);
|
|
CSceneManager::m_WeatherManager.m_FogLayer[SelCur][2].g=GetGValue(m_cCloudColor3);
|
|
CSceneManager::m_WeatherManager.m_FogLayer[SelCur][2].b=GetBValue(m_cCloudColor3);
|
|
|
|
|
|
CSceneManager::m_WeatherManager.m_ObjectAmbientColor[SelCur].r=GetRValue(m_cObjectAmbient);
|
|
CSceneManager::m_WeatherManager.m_ObjectAmbientColor[SelCur].g=GetGValue(m_cObjectAmbient);
|
|
CSceneManager::m_WeatherManager.m_ObjectAmbientColor[SelCur].b=GetBValue(m_cObjectAmbient);
|
|
|
|
CSceneManager::m_WeatherManager.m_FogRangeNear[SelCur]=m_fFogStart;
|
|
CSceneManager::m_WeatherManager.m_FogRangeFar[SelCur]=m_fFogEnd;
|
|
CSceneManager::m_WeatherManager.m_SkyFogFar[SelCur]=m_fSkyFogEnd;
|
|
CSceneManager::m_WeatherManager.m_SunPosition[SelCur]=m_fSunPos;
|
|
|
|
/*CSectorScene::m_TerrainDetailFixColor.r=GetRValue(m_cDetailFixColor);
|
|
CSectorScene::m_TerrainDetailFixColor.g=GetGValue(m_cDetailFixColor);
|
|
CSectorScene::m_TerrainDetailFixColor.b=GetBValue(m_cDetailFixColor);
|
|
*/
|
|
CSceneManager::m_WeatherManager.m_DetailFixColor[SelCur].r = GetRValue(m_cDetailFixColor);
|
|
CSceneManager::m_WeatherManager.m_DetailFixColor[SelCur].g = GetGValue(m_cDetailFixColor);
|
|
CSceneManager::m_WeatherManager.m_DetailFixColor[SelCur].b = GetBValue(m_cDetailFixColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_SpecularReflectionRate[SelCur].r=GetRValue(m_cSpecularReflectionRate);
|
|
CSceneManager::m_WeatherManager.m_SpecularReflectionRate[SelCur].g=GetGValue(m_cSpecularReflectionRate);
|
|
CSceneManager::m_WeatherManager.m_SpecularReflectionRate[SelCur].b=GetBValue(m_cSpecularReflectionRate);
|
|
|
|
CSceneManager::m_WeatherManager.m_GrassColor[SelCur].r=GetRValue(m_cGrass);
|
|
CSceneManager::m_WeatherManager.m_GrassColor[SelCur].g=GetGValue(m_cGrass);
|
|
CSceneManager::m_WeatherManager.m_GrassColor[SelCur].b=GetBValue(m_cGrass);
|
|
|
|
CSceneManager::m_WeatherManager.m_GlareSkyUpper[SelCur].r=GetRValue(m_cGlareSkyUpper);
|
|
CSceneManager::m_WeatherManager.m_GlareSkyUpper[SelCur].g=GetGValue(m_cGlareSkyUpper);
|
|
CSceneManager::m_WeatherManager.m_GlareSkyUpper[SelCur].b=GetBValue(m_cGlareSkyUpper);
|
|
|
|
CSceneManager::m_WeatherManager.m_GlareSkyLower[SelCur].r=GetRValue(m_cClareSkyLower);
|
|
CSceneManager::m_WeatherManager.m_GlareSkyLower[SelCur].g=GetGValue(m_cClareSkyLower);
|
|
CSceneManager::m_WeatherManager.m_GlareSkyLower[SelCur].b=GetBValue(m_cClareSkyLower);
|
|
|
|
CSceneManager::m_WeatherManager.m_CharacterAmbient[SelCur].r=GetRValue(m_cCharacterAmbient);
|
|
CSceneManager::m_WeatherManager.m_CharacterAmbient[SelCur].g=GetGValue(m_cCharacterAmbient);
|
|
CSceneManager::m_WeatherManager.m_CharacterAmbient[SelCur].b=GetBValue(m_cCharacterAmbient);
|
|
|
|
CSceneManager::m_WeatherManager.m_CharacterLight[SelCur].r=GetRValue(m_cCharacterLight);
|
|
CSceneManager::m_WeatherManager.m_CharacterLight[SelCur].g=GetGValue(m_cCharacterLight);
|
|
CSceneManager::m_WeatherManager.m_CharacterLight[SelCur].b=GetBValue(m_cCharacterLight);
|
|
|
|
CSceneManager::m_WeatherManager.m_TerrainColor[SelCur].r=GetRValue(m_cTerrainColor);
|
|
CSceneManager::m_WeatherManager.m_TerrainColor[SelCur].g=GetGValue(m_cTerrainColor);
|
|
CSceneManager::m_WeatherManager.m_TerrainColor[SelCur].b=GetBValue(m_cTerrainColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_WaterColor[SelCur].r=GetRValue(m_cWaterColor);
|
|
CSceneManager::m_WeatherManager.m_WaterColor[SelCur].g=GetGValue(m_cWaterColor);
|
|
CSceneManager::m_WeatherManager.m_WaterColor[SelCur].b=GetBValue(m_cWaterColor);
|
|
|
|
CSceneManager::m_WeatherManager.m_FurGrassColor[SelCur].r=GetRValue(m_cFurGrassColor);
|
|
CSceneManager::m_WeatherManager.m_FurGrassColor[SelCur].g=GetGValue(m_cFurGrassColor);
|
|
CSceneManager::m_WeatherManager.m_FurGrassColor[SelCur].b=GetBValue(m_cFurGrassColor);
|
|
}
|
|
// ¹ã¿ë light setting
|
|
CSceneManager::m_CharacterLight.Diffuse.r = GetRValue(m_cCharacterNColor) / 255.0f;
|
|
CSceneManager::m_CharacterLight.Diffuse.g = GetGValue(m_cCharacterNColor) / 255.0f;
|
|
CSceneManager::m_CharacterLight.Diffuse.b = GetBValue(m_cCharacterNColor) / 255.0f;
|
|
|
|
CSceneManager::m_CharacterLight.Range = m_fLightRange;
|
|
CSceneManager::m_fGlowPlaneRange = m_fGlowSize;
|
|
|
|
|
|
}
|
|
|
|
void CDlgWeatherColor::OnButtonWeatherfilesave()
|
|
{
|
|
// TODO: Add your control notification handler code here
|
|
if(CSceneManager::m_WeatherManager.m_bSubTable)
|
|
{
|
|
int iSub = CSceneManager::m_WeatherManager.m_iSubCurrentIndex;
|
|
CSceneManager::m_WeatherManager.SaveSub();
|
|
}
|
|
else
|
|
CSceneManager::m_WeatherManager.Save();
|
|
}
|
|
|
|
void CDlgWeatherColor::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
|
|
{
|
|
// TODO: Add your message handler code here and/or call default
|
|
if(nChar==VK_RETURN)
|
|
{
|
|
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
|
|
if(mf)
|
|
((CWorldCreatorView*)mf->GetActiveView())->Render();
|
|
}
|
|
|
|
CDialog::OnKeyDown(nChar, nRepCnt, nFlags);
|
|
}
|
|
|
|
void CDlgWeatherColor::OnLbnSelchangeListWeathertimelist()
|
|
{
|
|
// TODO: ¿©±â¿¡ ÄÁÆ®·Ñ ¾Ë¸² 󸮱â Äڵ带 Ãß°¡ÇÕ´Ï´Ù.
|
|
}
|