Files
Client/Engine/Zalla3D Scene Class/CloudScene.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

42 lines
1.2 KiB
C++

// CloudScene.h: interface for the CCloudScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_)
#define AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SceneNode.h"
#include "Texture.h"
#include <Vertex.h>
#include "SectorDefine.h"
#include "StateLog.h"
#include "RenderTexture.h"
const int NUMCLOUDOCTAVE=4;
const float CLOUDSIZE=500000.0f;
const long CLOUDDIVIDE=10;
const long CLOUDVERTEX=CLOUDDIVIDE+2;
class CCloudScene : public CSceneNode
{
float m_fTrans[NUMCLOUDOCTAVE];
CTexture m_CloudOctaveTexture[NUMCLOUDOCTAVE];
LVertex m_CloudVertex[CLOUDVERTEX];
public:
void SetColor(DWORD dwColor,DWORD dwCenterColor,DWORD *dwLayerColor);
CRenderTexture m_CloudOctaveBlendTexture;
void Update(LPDIRECT3DDEVICE8 pd3dDevice,float fTime);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
float Noise3D(int x, int y, int z);
void Create();
CCloudScene();
virtual ~CCloudScene();
};
#endif // !defined(AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_)