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>
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
// SkyScene.h: interface for the CSkyScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_SKYSCENE_H__B949810B_EC65_46A5_B49C_99EC7C2B3D05__INCLUDED_)
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#define AFX_SKYSCENE_H__B949810B_EC65_46A5_B49C_99EC7C2B3D05__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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#include "SceneNode.h"
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#include "Texture.h"
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#include <Vertex.h>
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#include "SectorDefine.h"
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#include "StateLog.h"
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const float SKYSIZE=500000;
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const long SKYDIVIDE=10;
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const long SKYVERTEX=SKYDIVIDE+2;
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const long STARVERTEX=200;
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class CSkyScene : public CSceneNode
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{
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//D3DLVERTEX m_skymesh[SKYVERTEX];
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CTexture m_SkyTexture[5];
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LVertex m_SkyVertex[SKYVERTEX];
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LVertex m_CloudVertex[MAX_CLOUD][SKYVERTEX];
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LVertex m_StarVertex[STARVERTEX];
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//LVertex m_SkyBoxVertex[
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//color m_FogLayer[MAX_CLOUD];
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float m_fFogLayerHeight[MAX_CLOUD];
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public:
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void RenderForGlare(LPDIRECT3DDEVICE8 pd3dDevice);
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void Update(float fUpdate);
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static CTexture m_CloudTexture;
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void RenderCloud(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderSkyBox(LPDIRECT3DDEVICE8 pd3dDevice);
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void SetColor(DWORD dwColor,DWORD dwCenterColor,DWORD *dwLayerColor);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void Create();
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CSkyScene();
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virtual ~CSkyScene();
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};
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#endif // !defined(AFX_SKYSCENE_H__B949810B_EC65_46A5_B49C_99EC7C2B3D05__INCLUDED_)
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