Files
Client/Engine/Zalla3D Base Class/RenderEnvTexture.h
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

39 lines
1.1 KiB
C++

// RenderEnvTexture.h: interface for the CRenderEnvTexture class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_RENDERENVTEXTURE_H__39EF09BE_861F_466D_9D47_63BFFE575865__INCLUDED_)
#define AFX_RENDERENVTEXTURE_H__39EF09BE_861F_466D_9D47_63BFFE575865__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <D3DX8.h>
#include "Vertex.h"
#include "Texture.h"
class CRenderEnvTexture
{
ID3DXRenderToEnvMap* m_pRenderToEnvMap;
CTexture m_SkyTexture[6];
bool m_bCube;
public:
IDirect3DCubeTexture8* m_pCubeMap;
IDirect3DTexture8* m_pSphereMap;
void Create(LPDIRECT3DDEVICE8 pd3dDevice,char strSkyTexturename[256],char strTexturePath[256],bool bCube=true);
void RenderSkymap(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderCubeMap(LPDIRECT3DDEVICE8 pd3dDevice);
LPDIRECT3DBASETEXTURE8 GetTexture()
{
if(m_bCube)
return (LPDIRECT3DBASETEXTURE8)m_pCubeMap;
return (LPDIRECT3DBASETEXTURE8)m_pSphereMap;
};
CRenderEnvTexture();
virtual ~CRenderEnvTexture();
};
#endif // !defined(AFX_RENDERENVTEXTURE_H__39EF09BE_861F_466D_9D47_63BFFE575865__INCLUDED_)