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>
72 lines
1.8 KiB
C++
72 lines
1.8 KiB
C++
// RenderOption.h: interface for the CRenderOption class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_RENDEROPTION_H__D9EA4304_097B_4CF3_96B3_C60B325DD9A0__INCLUDED_)
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#define AFX_RENDEROPTION_H__D9EA4304_097B_4CF3_96B3_C60B325DD9A0__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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class CRenderOption
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{
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public:
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static bool Load(HKEY &hReg);
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static bool Save(HKEY &hReg);
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static int m_GrassRendering;
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static int m_GrassAnimationUseVertexShader;
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static int m_GrassRenderRange;
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static int m_RangeGrassRender;
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static int m_FullSceneGlare;
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static int m_FullSceneAnti;
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static int m_FullSceneSpecularGlare;
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static int m_WaterBumpEnvRendering;
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static int m_TerrainMultiDetalTexture;
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static int m_TerrainRange;
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static int m_BuildingLightmap;
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static int m_TreeAnimation;
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static int m_CharacterPerPixelLighting;
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static int m_CharacterPerPixelSpecularLighting;
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static int m_CharacterSelfShadow;
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static int m_CharacterProjectShadowTerrain;
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static int m_CharacterProjectShadowBuilding;
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static int m_DepthOfField;
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static int m_TextureMethod;
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static int m_ObjectLOD;
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static int m_ObjectProjectShadow;
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static int m_TreeProjectShadow;
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static int m_ScreenFilter;
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static int m_bWeather;
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static int m_bFullSceneEffect;
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static int m_BSPDiffusePerPixel;
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static int m_BSPSpecularPerPixel;
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static int m_AllObjectBump;
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static char m_strBaseGraphicsDataPath[256];
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CRenderOption();
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virtual ~CRenderOption();
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class ZoneInfo // <20> Info Data Load
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{
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public:
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bool m_bZoneInfo;
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int m_iZoneInfo[30];
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float m_fZoneInfo[30];
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ZoneInfo()
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{
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m_bZoneInfo = false;
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}
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};
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static bool LoadZoneInfo(ZoneInfo *); // <20> info File Load
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};
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#endif // !defined(AFX_RENDEROPTION_H__D9EA4304_097B_4CF3_96B3_C60B325DD9A0__INCLUDED_)
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