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>
747 lines
24 KiB
C++
747 lines
24 KiB
C++
// SkyScene.cpp: implementation of the CSkyScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "SkyScene.h"
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#include "SceneManager.h"
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#include "CEffScript.h"
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#include "SceneStateMgr.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CTexture CSkyScene::m_CloudTexture;
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// Rain µ¿±â Ãß°¡
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CTexture CSkyScene::m_LightLayerTexture[LIGHTLAYER];
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CSkyScene::CSkyScene()
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{
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m_fFogLayerHeight[0]=50000.0f;
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m_fFogLayerHeight[1]=40000.0f;
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m_fFogLayerHeight[2]=0.0f;
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m_iRenderLightLayer[0] = 0;
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m_iRenderLightLayer[1] = 0;
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m_iRenderLightLayer[2] = 0;
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}
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CSkyScene::~CSkyScene()
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{
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}
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void CSkyScene::Create()
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{
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//LogMessage("SkyScene Create");
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float fDivAng=(3.141597f*2.0f)/SKYDIVIDE;
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int i;
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m_SkyVertex[0].v=vector3(0.0f,fSky_Height,0.0f);
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m_SkyVertex[0].spec.c=0.0f;
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for(i=1;i<SKYVERTEX;i++)
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{
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m_SkyVertex[i].v.x=(SKYSIZE)*sin(-fDivAng*(i-1));
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m_SkyVertex[i].v.z=(SKYSIZE)*cos(-fDivAng*(i-1));
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m_SkyVertex[i].v.y=fSky_Height-100000.0f;
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m_SkyVertex[i].spec.c=0x0;
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}
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for(int cCloud=0;cCloud<MAX_CLOUD;cCloud++)
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{
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m_CloudVertex[cCloud][0].v=vector3(0.0f,fCloud_Height+m_fFogLayerHeight[cCloud],0.0f);
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m_CloudVertex[cCloud][0].spec.c=0x0;
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m_CloudVertex[cCloud][0].tu=0.0f;
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m_CloudVertex[cCloud][0].tv=0.0f;
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for(i=1;i<SKYVERTEX;i++)
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{
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m_CloudVertex[cCloud][i].v.x=(SKYSIZE)*sin(-fDivAng*(i-1));
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m_CloudVertex[cCloud][i].v.z=(SKYSIZE)*cos(-fDivAng*(i-1));
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m_CloudVertex[cCloud][i].v.y=fCloud_Height+m_fFogLayerHeight[cCloud]-80000.0f;
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m_CloudVertex[cCloud][i].tu=(3.5f)*sin(-fDivAng*(i-1));
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m_CloudVertex[cCloud][i].tv=(3.5f)*cos(-fDivAng*(i-1));
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m_CloudVertex[cCloud][i].spec.c=0x0;
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}
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}
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// Rain µ¿±â Ãß°¡
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float fLightLayerHigh = 3000.0f;
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for(int cLightLayer = 0; cLightLayer < LIGHTLAYER; cLightLayer++) {
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m_LightLayerVertex[cLightLayer][0].v = vector3(0.0f,fCloud_Height+m_fFogLayerHeight[cLightLayer] + fLightLayerHigh,0.0f);
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m_LightLayerVertex[cLightLayer][0].spec.c = 0x0;
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m_LightLayerVertex[cLightLayer][0].tu = 0.0f;
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m_LightLayerVertex[cLightLayer][0].tv = 0.0f;
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m_LightLayerVertex[cLightLayer][0].diff.c = 0xffffffff;
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for(i = 1; i < SKYVERTEX; i++ ) {
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m_LightLayerVertex[cLightLayer][i].v.x=(SKYSIZE)*sin(-fDivAng*(i-1));
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m_LightLayerVertex[cLightLayer][i].v.z=(SKYSIZE)*cos(-fDivAng*(i-1));
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m_LightLayerVertex[cLightLayer][i].v.y=fCloud_Height+m_fFogLayerHeight[cLightLayer]-80000.0f + fLightLayerHigh;
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m_LightLayerVertex[cLightLayer][i].tu=(3.5f)*sin(-fDivAng*(i-1));
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m_LightLayerVertex[cLightLayer][i].tv=(3.5f)*cos(-fDivAng*(i-1));
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m_LightLayerVertex[cLightLayer][i].spec.c=0x0;
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m_LightLayerVertex[cLightLayer][i].diff.c = 0xffffffff;
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}
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}
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///
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unsigned char Alpha;
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for(i=0;i<STARVERTEX;i++)
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{
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m_StarVertex[i].v.x=((rand()%200)/200.0f)-0.5f;
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m_StarVertex[i].v.z=((rand()%200)/200.0f)-0.5f;
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m_StarVertex[i].v.y=((rand()%100)/100.0f)-0.2f;
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Alpha=rand()%100;
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Alpha+=155;
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//m_StarVertex[i].diff.c=0xffffffff;
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m_StarVertex[i].diff.a=0xff;
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m_StarVertex[i].diff.r=m_StarVertex[i].diff.g=m_StarVertex[i].diff.b=Alpha;
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m_StarVertex[i].spec.c=0x0;
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m_StarVertex[i].v.Normalize();
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m_StarVertex[i].v=m_StarVertex[i].v*100000.0f;
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}
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/*
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CTexture::SetPath(NATURETEXTUREPATH);
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m_CloudTexture.Load("Clouds.dds");
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*/
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//LogMessage("SkyScene Create complete");
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/*
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LVertex *pVertex;
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CSceneManager::GetDevice()->CreateVertexBuffer(SKYVERTEX*sizeof(LVertex),
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D3DUSAGE_WRITEONLY,LVERTEXFVF,D3DPOOL_MANAGED,
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&m_pSkyVertex);
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m_pSkyVertex->Lock(0,0,(BYTE**)&pVertex,0);
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pVertex[0].v.x=0.0f;
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pVertex[0].v.z=0.0f;
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pVertex[0].v.y=fSky_Height;
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pVertex[0].diff.c=0xff0000af;
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pVertex[0].spec.c=0x0;
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float fDivAng=(3.141597f*2.0f)/SKYDIVIDE;
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for(int i=1;i<SKYVERTEX;i++)
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{
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pVertex[i].v.x=(SKYSIZE/1.0)*sin(-fDivAng*(i-1));
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pVertex[i].v.z=(SKYSIZE/1.0)*cos(-fDivAng*(i-1));
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pVertex[i].v.y=fSky_Height-50000.0f;
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pVertex[i].diff.c=0xff0000af;
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pVertex[i].spec.c=0x0;
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}
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m_pSkyVertex->Unlock();
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CSceneManager::GetDevice()->CreateVertexBuffer(SKYVERTEX*sizeof(LVertex),
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D3DUSAGE_WRITEONLY,LVERTEXFVF,D3DPOOL_MANAGED,
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&m_pCloudVertex);
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m_pCloudVertex->Lock(0,0,(BYTE**)&pVertex,0);
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pVertex[0].v.x=0.0f;
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pVertex[0].v.z=0.0f;
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pVertex[0].v.y=fCloud_Height;
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pVertex[0].diff.c=0x0;
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pVertex[0].spec.c=0x0;
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pVertex[0].tu=0.0f;
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pVertex[0].tv=0.0f;
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for(i=1;i<SKYVERTEX;i++)
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{
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pVertex[i].v.x=(SKYSIZE)*sin(-fDivAng*(i-1));
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pVertex[i].v.z=(SKYSIZE)*cos(-fDivAng*(i-1));
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pVertex[i].v.y=fCloud_Height-50000.0f;
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pVertex[i].diff.c=0xffffff00;
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pVertex[i].spec.c=0x0;
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pVertex[i].tu=(0.7f)*sin(-fDivAng*(i-1));
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pVertex[i].tv=(0.7f)*cos(-fDivAng*(i-1));
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}
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m_pCloudVertex->Unlock();
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/*
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m_skymesh[0].x=0.0f;
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m_skymesh[0].z=0.0f;
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m_skymesh[0].y=80000;
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m_skymesh[0].color=0xff0000af;
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m_skymesh[0].specular=0x0;
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float fDivAng=(3.141597f*2.0f)/SKYDIVIDE;
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for(int i=1;i<SKYVERTEX;i++)
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{
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m_skymesh[i].x=(SKYSIZE/1.0)*sin(-fDivAng*(i-1));
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m_skymesh[i].z=(SKYSIZE/1.0)*cos(-fDivAng*(i-1));
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m_skymesh[i].y=80000.0f;
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m_skymesh[i].color=0xff0000af;
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m_skymesh[i].specular=0x0;
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}
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*/
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}
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void CSkyScene::Render(LPDIRECT3DDEVICE8 pd3dDevice)
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{
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//RenderSkyBox(pd3dDevice);
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///*
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matrix matWorld;
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pd3dDevice->GetTransform(D3DTS_WORLD,(D3DMATRIX*)(&matWorld));
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vector3 *vecViewPos=CSceneManager::GetCamera()->GetPosition();
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matrix mat;
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mat.Translation(vector3(vecViewPos->x,0.0f,vecViewPos->z));
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mat=mat*matWorld;
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pd3dDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&mat);
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pd3dDevice->SetTexture(0,NULL);
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pd3dDevice->SetTexture(1,NULL);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,FALSE);
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CSceneStateMgr::_SetD3DRenderState( D3DRS_LIGHTING,FALSE);
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CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,TRUE);
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_CURRENT);
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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pd3dDevice->SetVertexShader(LVERTEXFVF);
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pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_SkyVertex,sizeof(LVertex));
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//
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//CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,TRUE);
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/*
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CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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CSceneStateMgr::_SetD3DRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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CSceneStateMgr::_SetD3DRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLOROP,D3DTOP_SELECTARG2);
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTexture(0,m_CloudTexture.GetTexture());
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pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_CloudVertex[0],sizeof(LVertex));
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pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_CloudVertex[1],sizeof(LVertex));
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CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,TRUE);
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pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_CloudVertex[2],sizeof(LVertex));
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*/
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//CSceneStateMgr::_SetD3DRenderState(D3DRS_ZFUNC,D3DCMP_ALWAYS);
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pd3dDevice->DrawPrimitiveUP(D3DPT_POINTLIST,STARVERTEX,m_StarVertex,sizeof(LVertex));
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//CSceneStateMgr::_SetD3DRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
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CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,TRUE);
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//*/
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}
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void CSkyScene::SetColor(DWORD dwColor,DWORD dwCenterColor,DWORD *dwLayerColor)
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{
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int i=0;
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m_SkyVertex[0].diff.c=dwCenterColor;
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for(i=1;i<SKYVERTEX;i++)
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m_SkyVertex[i].diff.c=dwColor;
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for(i=0;i<SKYVERTEX;i++)
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{
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m_CloudVertex[0][i].diff.c=dwLayerColor[0];
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}
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for(i=0;i<SKYVERTEX;i++)
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{
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m_CloudVertex[1][i].diff.c=dwLayerColor[1];
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}
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for(i=0;i<SKYVERTEX;i++)
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{
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m_CloudVertex[2][i].diff.c=dwLayerColor[2];
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}
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/// Rain µ¿±â Ãß°¡
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/* for(i = 0; i < SKYVERTEX; i++ ) {
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m_LightLayerVertex[0][i].diff.c = dwLayerColor[0];
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}
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for(i = 0; i < SKYVERTEX; i++ ) {
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m_LightLayerVertex[1][i].diff.c = dwLayerColor[1];
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}
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for(i = 0; i < SKYVERTEX; i++ ) {
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m_LightLayerVertex[2][i].diff.c = dwLayerColor[2];
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}
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*/
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///
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/*
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LVertex *pVertex;
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m_pSkyVertex->Lock(0,0,(BYTE**)&pVertex,0);
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pVertex[0].diff.c=dwCenterColor;
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for(int i=1;i<SKYVERTEX;i++)
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pVertex[i].diff.c=dwColor;
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m_pSkyVertex->Unlock();
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m_FogLayer[0].c=dwLayerColor[0];
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m_FogLayer[1].c=dwLayerColor[1];
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m_FogLayer[2].c=dwLayerColor[2];
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/*
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for(int i=0;i<SKYVERTEX;i++)
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m_skymesh[i].color=dwColor;
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*/
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}
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void CSkyScene::RenderSkyBox(LPDIRECT3DDEVICE8 pd3dDevice)
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{
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float fSize=200000.0f;
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LVertex Vertex[4];
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WORD Indices[6];
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
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matrix matWorld;
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matrix matOldWorld;
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pd3dDevice->GetTransform(D3DTS_WORLD,matOldWorld);
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vector3 *vecViewPos=CSceneManager::GetCamera()->GetPosition();
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pd3dDevice->SetTexture(1,NULL);
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matWorld.Translation(vector3(vecViewPos->x,0.0f,vecViewPos->z));
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matWorld=matWorld*matOldWorld;
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pd3dDevice->SetTransform(D3DTS_WORLD,matWorld);
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//CSceneStateMgr::_SetD3DRenderState( D3DRS_LIGHT,FALSE);
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CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
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CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,FALSE);
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Indices[0]=0;
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Indices[1]=2;
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Indices[2]=1;
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Indices[3]=0;
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Indices[4]=3;
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Indices[5]=2;
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Vertex[0].v=vector3(-fSize,fSize,fSize);
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Vertex[0].tu=0.0f;
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Vertex[0].tv=1.0f;
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Vertex[1].v=vector3(fSize,fSize,fSize);
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Vertex[1].tu=1.0f;
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Vertex[1].tv=1.0f;
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Vertex[2].v=vector3(fSize,fSize,-fSize);
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Vertex[2].tu=1.0f;
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Vertex[2].tv=0.0f;
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Vertex[3].v=vector3(-fSize,fSize,-fSize);
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Vertex[3].tu=0.0f;
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Vertex[3].tv=0.0f;
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pd3dDevice->SetVertexShader(LVERTEXFVF);
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pd3dDevice->SetTexture(0,m_SkyTexture[4].GetTexture());
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pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,
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0,4,2,Indices,D3DFMT_INDEX16,Vertex, sizeof(LVertex));
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Vertex[0].v=vector3(-fSize,0.0f,fSize);
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Vertex[0].tu=0.0;
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Vertex[0].tv=1.0;
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Vertex[1].v=vector3(fSize,0.0f,fSize);
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Vertex[1].tu=1.0;
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Vertex[1].tv=1.0;
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Vertex[2].v=vector3(fSize,fSize,fSize);
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Vertex[2].tu=1.0;
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Vertex[2].tv=0.0;
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Vertex[3].v=vector3(-fSize,fSize,fSize);
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Vertex[3].tu=0.0;
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Vertex[3].tv=0.0;
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pd3dDevice->SetTexture(0,m_SkyTexture[0].GetTexture());
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pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,
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0,4,2,Indices,D3DFMT_INDEX16,Vertex, sizeof(LVertex));
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Vertex[0].v=vector3(fSize,0.0f,fSize);
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Vertex[1].v=vector3(fSize,0.0f,-fSize);
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Vertex[2].v=vector3(fSize,fSize,-fSize);
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Vertex[3].v=vector3(fSize,fSize,fSize);
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pd3dDevice->SetTexture(0,m_SkyTexture[1].GetTexture());
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pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,
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0,4,2,Indices,D3DFMT_INDEX16,Vertex, sizeof(LVertex));
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Vertex[0].v=vector3(fSize,0.0f,-fSize);
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Vertex[1].v=vector3(-fSize,0.0f,-fSize);
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Vertex[2].v=vector3(-fSize,fSize,-fSize);
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Vertex[3].v=vector3(fSize,fSize,-fSize);
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pd3dDevice->SetTexture(0,m_SkyTexture[2].GetTexture());
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pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,
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0,4,2,Indices,D3DFMT_INDEX16,Vertex, sizeof(LVertex));
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Vertex[0].v=vector3(-fSize,0.0f,-fSize);
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Vertex[1].v=vector3(-fSize,0.0f,fSize);
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Vertex[2].v=vector3(-fSize,fSize,fSize);
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Vertex[3].v=vector3(-fSize,fSize,-fSize);
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pd3dDevice->SetTexture(0,m_SkyTexture[3].GetTexture());
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pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,
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0,4,2,Indices,D3DFMT_INDEX16,Vertex, sizeof(LVertex));
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CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
|
|
CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,TRUE);
|
|
}
|
|
|
|
void CSkyScene::RenderCloud(LPDIRECT3DDEVICE8 pd3dDevice)
|
|
{
|
|
matrix matWorld;
|
|
pd3dDevice->GetTransform(D3DTS_WORLD,(D3DMATRIX*)(&matWorld));
|
|
vector3 *vecViewPos=CSceneManager::GetCamera()->GetPosition();
|
|
matrix mat;
|
|
mat.Translation(vector3(vecViewPos->x,0.0f,vecViewPos->z));
|
|
|
|
mat=mat*matWorld;
|
|
|
|
pd3dDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&mat);
|
|
pd3dDevice->SetTexture(0,NULL);
|
|
pd3dDevice->SetTexture(1,NULL);
|
|
|
|
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHATESTENABLE,TRUE);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHAREF,0x11);
|
|
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
|
|
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,FALSE);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_LIGHTING,FALSE);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,TRUE);
|
|
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
|
|
|
|
pd3dDevice->SetVertexShader(LVERTEXFVF);
|
|
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLOROP,D3DTOP_SELECTARG2);
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,FALSE);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
|
|
// 12.21:: CSceneStateMgr::_SetD3DRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
|
|
|
|
// Rain µ¿±â Ãß°¡
|
|
if((m_iRenderLightLayer[0] > 0) && CRenderOption::m_bRain) {
|
|
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,FALSE);
|
|
pd3dDevice->SetTexture(0,m_LightLayerTexture[0].GetTexture());
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE);
|
|
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_LightLayerVertex[0],sizeof(LVertex));
|
|
}
|
|
//
|
|
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
|
|
pd3dDevice->SetTexture(0,m_CloudTexture.GetTexture());
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,TRUE);
|
|
|
|
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_CloudVertex[0],sizeof(LVertex));
|
|
if((m_iRenderLightLayer[1] > 0) && CRenderOption::m_bRain) {
|
|
|
|
pd3dDevice->SetTexture(0,m_LightLayerTexture[1].GetTexture());
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE);
|
|
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_LightLayerVertex[1],sizeof(LVertex));
|
|
|
|
pd3dDevice->SetTexture(0,m_CloudTexture.GetTexture());
|
|
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
|
|
}
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_CloudVertex[1],sizeof(LVertex));
|
|
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,TRUE);
|
|
if((m_iRenderLightLayer[2] > 0) && CRenderOption::m_bRain) {
|
|
|
|
pd3dDevice->SetTexture(0,m_LightLayerTexture[2].GetTexture());
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE);
|
|
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_LightLayerVertex[2],sizeof(LVertex));
|
|
|
|
pd3dDevice->SetTexture(0,m_CloudTexture.GetTexture());
|
|
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
|
|
}
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_CloudVertex[2],sizeof(LVertex));
|
|
|
|
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
|
|
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,TRUE);
|
|
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHAREF,0xee);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHATESTENABLE,FALSE);
|
|
}
|
|
|
|
void CSkyScene::Update(float fUpdate)
|
|
{
|
|
float fDivAng=(3.141597f*2.0f)/SKYDIVIDE;
|
|
float fCloudFlow[3];
|
|
fCloudFlow[0]=0.0002f;
|
|
fCloudFlow[1]=0.00008f;
|
|
fCloudFlow[2]=0.00006f;
|
|
|
|
for(int cCloud=0;cCloud<MAX_CLOUD;cCloud++)
|
|
{
|
|
for(int i=0;i<SKYVERTEX;i++)
|
|
{
|
|
m_CloudVertex[cCloud][i].tu+=fCloudFlow[cCloud]*fUpdate;
|
|
m_CloudVertex[cCloud][i].tv+=fCloudFlow[cCloud]*fUpdate;
|
|
}
|
|
}
|
|
|
|
|
|
if(CRenderOption::m_bRain) {
|
|
|
|
static DWORD dwStartTime = timeGetTime();
|
|
static DWORD dwDelayTick = timeGetTime();
|
|
DWORD dwTick;
|
|
|
|
dwTick = timeGetTime();
|
|
if(((dwTick - dwStartTime) % 5000) < 2) {
|
|
CEffScript *pThunderEff = new CEffScript;
|
|
int iSelect = rand() %2;
|
|
switch(iSelect) {
|
|
case 0:
|
|
pThunderEff->GetScriptData("Rain.esf");
|
|
break;
|
|
case 1:
|
|
// pThunderEff->GetScriptData("Rain1.esf"); // Minotaurs ³¯¾¾
|
|
break;
|
|
}
|
|
CSceneManager::AddInterfaceScript(pThunderEff);
|
|
vector3 *vecCameraPos = CSceneManager::m_ViewCamera->GetPosition();
|
|
|
|
pThunderEff->SetStartPos(vecCameraPos->x,vecCameraPos->y,vecCameraPos->z);
|
|
pThunderEff->SetEndPos(vecCameraPos->x,vecCameraPos->y,vecCameraPos->z);
|
|
|
|
pThunderEff->SetChr(NULL,NULL);
|
|
pThunderEff->SetChrFwd(0.0f,0.0f,1.0f);
|
|
|
|
}
|
|
static DWORD dwPlaySound = 0;
|
|
if(((dwTick - dwStartTime) / 16000) > dwPlaySound ) {
|
|
dwPlaySound = ((dwTick - dwStartTime) / 16000);
|
|
CEffScript *pThunderEff = new CEffScript;
|
|
|
|
// pThunderEff->GetScriptData("Thunder.esf"); // Minotaurs³¯¾¾
|
|
CSceneManager::AddInterfaceScript(pThunderEff);
|
|
|
|
//CSceneManager::AddEffectScript(pThunderEff);
|
|
vector3 *vecCameraPos = CSceneManager::m_ViewCamera->GetPosition();
|
|
|
|
pThunderEff->SetStartPos(vecCameraPos->x,vecCameraPos->y,vecCameraPos->z);
|
|
pThunderEff->SetEndPos(vecCameraPos->x,vecCameraPos->y,vecCameraPos->z);
|
|
|
|
pThunderEff->SetChr(NULL,NULL);
|
|
pThunderEff->SetChrFwd(0.0f,0.0f,1.0f);
|
|
|
|
}
|
|
|
|
if(((dwTick - dwStartTime) % 1000) < 5) {
|
|
|
|
for(int cLightLayer = 0 ; cLightLayer < LIGHTLAYER; cLightLayer++) {
|
|
m_iRenderLightLayer[cLightLayer] = rand() % 3;
|
|
if(m_iRenderLightLayer[cLightLayer] > 0) {
|
|
int alpha = rand() % 256;
|
|
|
|
int iR,iG,iB;
|
|
iR = 180 + rand() % 76;
|
|
iG = 180 + rand() % 76;
|
|
iB = 200 + rand() % 56;
|
|
|
|
for(int i=0;i<SKYVERTEX;i++) {
|
|
m_LightLayerVertex[cLightLayer][i].diff.r = iR;
|
|
m_LightLayerVertex[cLightLayer][i].diff.r = iG;
|
|
m_LightLayerVertex[cLightLayer][i].diff.r = iB;
|
|
|
|
m_LightLayerVertex[cLightLayer][i].diff.a = alpha;
|
|
m_LightLayerVertex[cLightLayer][i].diff.c = D3DCOLOR_ARGB(alpha,iR,iG,iB);
|
|
}
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
}
|
|
else {
|
|
if( (dwTick-dwDelayTick) >= 30) {
|
|
int DelayFrame = ((int)(dwTick-dwDelayTick)/ 30);
|
|
dwDelayTick = dwTick;
|
|
|
|
for(int cLightLayer = 0 ; cLightLayer < LIGHTLAYER; cLightLayer++) {
|
|
int alpha = 0;
|
|
|
|
if(m_iRenderLightLayer[cLightLayer] > 0) {
|
|
bool bEnd = false;
|
|
int Endalpha = rand() % 256;
|
|
|
|
|
|
int iR,iG,iB;
|
|
iR = 180 + rand() % 76;
|
|
iG = 180 + rand() % 76;
|
|
iB = 200 + rand() % 56;
|
|
|
|
for(int i=0;i<SKYVERTEX;i++)
|
|
{
|
|
if(m_LightLayerVertex[cLightLayer][i].diff.a > 0) {
|
|
|
|
alpha = m_LightLayerVertex[cLightLayer][i].diff.a;
|
|
alpha -= (10 * DelayFrame);
|
|
alpha = (alpha > 0) ? alpha : 0;
|
|
m_LightLayerVertex[cLightLayer][i].diff.a = alpha;
|
|
m_LightLayerVertex[cLightLayer][i].diff.c = D3DCOLOR_ARGB(alpha,
|
|
m_LightLayerVertex[cLightLayer][i].diff.r,
|
|
m_LightLayerVertex[cLightLayer][i].diff.g,
|
|
m_LightLayerVertex[cLightLayer][i].diff.b,
|
|
);
|
|
}
|
|
else {
|
|
m_LightLayerVertex[cLightLayer][i].diff.a = Endalpha;
|
|
|
|
m_LightLayerVertex[cLightLayer][i].diff.r = iR;
|
|
m_LightLayerVertex[cLightLayer][i].diff.r = iG;
|
|
m_LightLayerVertex[cLightLayer][i].diff.r = iB;
|
|
|
|
m_LightLayerVertex[cLightLayer][i].diff.c = D3DCOLOR_ARGB(Endalpha,iR,iG,iB);
|
|
bEnd = true;
|
|
}
|
|
|
|
}
|
|
if(bEnd == true) {
|
|
m_iRenderLightLayer[cLightLayer]-=1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void CSkyScene::RenderForGlare(LPDIRECT3DDEVICE8 pd3dDevice)
|
|
{
|
|
matrix matWorld;
|
|
pd3dDevice->GetTransform(D3DTS_WORLD,(D3DMATRIX*)(&matWorld));
|
|
vector3 *vecViewPos=CSceneManager::GetCamera()->GetPosition();
|
|
matrix mat;
|
|
mat.Translation(vector3(vecViewPos->x,0.0f,vecViewPos->z));
|
|
mat=mat*matWorld;
|
|
pd3dDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&mat);
|
|
pd3dDevice->SetTexture(0,NULL);
|
|
pd3dDevice->SetTexture(1,NULL);
|
|
|
|
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,FALSE);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_LIGHTING,FALSE);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,TRUE);
|
|
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
|
|
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_CURRENT);
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
|
|
DWORD dwColor[3];
|
|
dwColor[0]=0xff222222;
|
|
dwColor[1]=0xff222222;
|
|
dwColor[2]=0xff222222;
|
|
|
|
SetColor(CSceneManager::m_WeatherManager.m_InterGlareSkyLower.c,CSceneManager::m_WeatherManager.m_InterGlareSkyUpper.c,dwColor);
|
|
//SetColor(0xffffffff,0xffffffff,dwColor);
|
|
|
|
//SetColor(0xff000000,0xff000000,dwColor);
|
|
vector3 vecSunPos=vector3(1.0f,0.0f,1.0f);
|
|
vecSunPos.Normalize();
|
|
|
|
color clrRate;
|
|
clrRate.c=0xff222222;
|
|
|
|
vector3 vecPos;
|
|
/*
|
|
for(int i=0;i<SKYDIVIDE;i++)
|
|
{
|
|
vecPos=m_SkyVertex[0].v;
|
|
vecPos.Normalize();
|
|
float fRate=vecPos*vecSunPos;
|
|
if(fRate<=0.0f)
|
|
fRate=0.0f;
|
|
|
|
fRate*=3.0f;
|
|
m_SkyVertex[i].diff.r=fRate*clrRate.r;
|
|
m_SkyVertex[i].diff.g=fRate*clrRate.g;
|
|
m_SkyVertex[i].diff.b=fRate*clrRate.b;
|
|
m_SkyVertex[i].diff.a=0xff;
|
|
|
|
}
|
|
*/
|
|
/*
|
|
m_SkyVertex[0].diff.c=dwColor;
|
|
m_SkyVertex[0].diff.c=dwColor;
|
|
m_SkyVertex[0].diff.c=dwColor;
|
|
m_SkyVertex[0].diff.c=dwColor;
|
|
m_SkyVertex[0].diff.c=dwColor;
|
|
m_SkyVertex[0].diff.c=dwColor;
|
|
m_SkyVertex[0].diff.c=dwColor;
|
|
m_SkyVertex[0].diff.c=dwColor;
|
|
m_SkyVertex[0].diff.c=dwColor;
|
|
*/
|
|
|
|
|
|
pd3dDevice->SetVertexShader(LVERTEXFVF);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_FOGENABLE,FALSE);
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_SkyVertex,sizeof(LVertex));
|
|
|
|
|
|
pd3dDevice->SetTexture(0,m_CloudTexture.GetTexture());
|
|
|
|
CSceneStateMgr::_SetD3DTextureStageState(0,D3DTSS_COLORARG1,D3DTA_DIFFUSE);
|
|
CSceneStateMgr::_SetD3DTextureStageState(0,D3DTSS_COLOROP,D3DTOP_SELECTARG1);
|
|
//CSceneStateMgr::_SetD3DRenderState(D3DRS_TEXTUREFACTOR,0xffffffff);
|
|
|
|
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_DESTBLEND,D3DBLEND_SRCALPHA);
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHABLENDENABLE, TRUE);
|
|
|
|
/*
|
|
CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
|
|
CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
|
|
|
|
//CSceneStateMgr::_SetD3DRenderState(D3DRS_BLENDOP,D3DBLENDOP_SUBTRACT);
|
|
|
|
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_CloudVertex[0],sizeof(LVertex));
|
|
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_CloudVertex[1],sizeof(LVertex));
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,SKYDIVIDE,m_CloudVertex[2],sizeof(LVertex));
|
|
|
|
CSceneStateMgr::_SetD3DRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
|
|
|
|
CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
|
CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
|
|
|
//CSceneStateMgr::_SetD3DRenderState(D3DRS_BLENDOP,D3DBLENDOP_ADD);
|
|
*/
|
|
|
|
|
|
|
|
}
|