Files
Client/Engine/Zalla3D Scene Class/SectorLight.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

84 lines
1.9 KiB
C++

// SectorLight.h: interface for the CSectorLight class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SECTORLIGHT_H__E238E34F_4657_45DB_9BCD_FC99B926BE46__INCLUDED_)
#define AFX_SECTORLIGHT_H__E238E34F_4657_45DB_9BCD_FC99B926BE46__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <d3dx8.h>
#include <d3d8.h>
#include <vector>
#include "CEffScript.h"
using namespace std;
class CSectorLight // LightMap Generation 용 sector light class
{
public:
CSectorLight();
~CSectorLight();
D3DXVECTOR3 m_vecPos;
D3DXVECTOR3 m_vecColor;
float m_fRange;
int m_iShadowSamples;
int m_iLightSamples;
float m_fShadowFactors;
int m_iAmbient;
char m_strEffect[256];
float m_fExpose;
};
class CSectorLightMap
{
public:
int m_IndexX,m_IndexY;
vector<CSectorLight> m_lstLights;
CSectorLightMap();
~CSectorLightMap();
void Delete(float x,float y,float z);
void Move(float x,float y,float z,float nx,float ny,float nz);
};
class CSectorLightManager
{
public:
CSectorLightManager();
~CSectorLightManager();
void InputLight(D3DXVECTOR3 vecPos,D3DXVECTOR3 vecColor,float fRad,char *strEffect,int iLight,int iShadow,float fFactor,int iAmb,float fExpose);
void DeletePickLight();
void DeleteAllLight();
void RenderLight();
void RenderTerrainLight();
int PickLight(D3DXVECTOR3 vecPos);
void SelectLight(D3DXVECTOR3 vecMin,D3DXVECTOR3 vecMax,D3DXMATRIX matTm); // Bound Box 영역과 영향을 미치는 light 모으기
void SelectObjLight(float fx,float fy,float fz);
vector<CSectorLight *> m_lstLights;
int m_iLights;
CSectorLight *m_pPickLight;
CSectorLight *m_pSelectLights;
int m_iSelectLights;
int m_IndexX,m_IndexY;
vector<CSectorLight > m_lstSelectObjLights;
int m_iSelectObjLights;
CEffScript *m_pLightEsf;
};
#endif // !defined(AFX_SECTORLIGHT_H__E238E34F_4657_45DB_9BCD_FC99B926BE46__INCLUDED_)