Files
Client/GameTools/Zallad3D SceneClass/Shader_ClassicBumpSpecV.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

53 lines
1.5 KiB
C++

// Shader_ClassicBumpSpecV.cpp: implementation of the CShader_ClassicBumpSpecV class.
//
//////////////////////////////////////////////////////////////////////
#include "Shader_ClassicBumpSpecV.h"
#include "SceneManager.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CShader_ClassicBumpSpecV::CShader_ClassicBumpSpecV(int iShaderValue)
{
// Vertex Shader Declare setting
DWORD vertexshaderdeclaration[]=
{
D3DVSD_STREAM(0),
(D3DVSD_REG(0, D3DVSDT_FLOAT3)), // vertex position
(D3DVSD_REG(1, D3DVSDT_FLOAT3)), // vertex normal
(D3DVSD_REG(2, D3DVSDT_FLOAT2)), // vertex texture coord
(D3DVSD_REG(3, D3DVSDT_FLOAT3)), // S
(D3DVSD_REG(4, D3DVSDT_FLOAT3)), // T
D3DVSD_END()
};
if(!iShaderValue)
CreateVertexShader("c:/MP-project/Shaders/ClassicBumpSpec_Diff.vsh",vertexshaderdeclaration);
else
CreateVertexShader("c:/MP-project/Shaders/ClassicBumpSpec_Spec.vsh",vertexshaderdeclaration);
m_fBumpScale = 10.0f;
}
CShader_ClassicBumpSpecV::~CShader_ClassicBumpSpecV()
{
}
void CShader_ClassicBumpSpecV::Apply()
{
CSceneManager::GetDevice()->SetVertexShader(m_dwVertexShader);
SetupVertexShaderConstants();
}
void CShader_ClassicBumpSpecV::SetupVertexShaderConstants()
{
// LPDIRECT3DDEVICE8 lpDevice = CSceneManager::GetDevice();
// lpDevice->SetVertexShaderConstant(CV_BUMP_SCALE, D3DXVECTOR4(0.0f, 0.0f, 0.0f, m_fBumpScale), 1);
}