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>
46 lines
1.1 KiB
C++
46 lines
1.1 KiB
C++
// Shader_Rain.h: interface for the CShader_Rain class.
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
#if !defined(AFX_SHADER_RAIN_H__8B92D5A3_F3E3_475F_B75F_C6BBF856EF35__INCLUDED_)
|
|
#define AFX_SHADER_RAIN_H__8B92D5A3_F3E3_475F_B75F_C6BBF856EF35__INCLUDED_
|
|
|
|
#if _MSC_VER > 1000
|
|
#pragma once
|
|
#endif // _MSC_VER > 1000
|
|
|
|
|
|
#include "ShaderScene.h"
|
|
|
|
#define SPLASH_RATIOS 1
|
|
|
|
class RainVertex {
|
|
public:
|
|
D3DXVECTOR3 vecPos;
|
|
D3DXVECTOR3 vecNormal;
|
|
float fLoop;
|
|
RainVertex() : vecPos(0.0f,0.0f,0.0f),vecNormal(0.0f,0.0f,0.0f),fLoop(0.0f) {}
|
|
|
|
};
|
|
|
|
|
|
class CShader_RainV;
|
|
|
|
class CShader_Rain : public CShaderScene
|
|
{
|
|
public:
|
|
CShader_Rain();
|
|
virtual ~CShader_Rain();
|
|
virtual void Apply();
|
|
virtual void UnApply();
|
|
protected:
|
|
CShader_RainV *m_pVertexShader;
|
|
LPDIRECT3DDEVICE8 m_pDevice;
|
|
|
|
};
|
|
//
|
|
float CalcTriangleArea(D3DXVECTOR3 vecA,D3DXVECTOR3 vecB,D3DXVECTOR3 vecC);
|
|
void CreateRainBuffer(LPDIRECT3DVERTEXBUFFER8 pRainBuffer,DWORD &dwVertsNum,D3DXVECTOR3 *pPos,D3DXVECTOR3 *pNormal,WORD *pIndex,int iIndexNum);
|
|
|
|
#endif // !defined(AFX_SHADER_RAIN_H__8B92D5A3_F3E3_475F_B75F_C6BBF856EF35__INCLUDED_)
|