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
1.2 KiB
C++
49 lines
1.2 KiB
C++
// SunScene.h: interface for the CSunScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_SUNSCENE_H__E24C3299_5FD3_4FBA_A987_E283D093A2FB__INCLUDED_)
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#define AFX_SUNSCENE_H__E24C3299_5FD3_4FBA_A987_E283D093A2FB__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 <Vertex.h>
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#include <Texture.h>
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#include "SectorDefine.h"
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#include "StateLog.h"
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class CSunScene : public CSceneNode
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{
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float m_fFlareSize[MAX_FLARE];
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float m_fFlarePos[MAX_FLARE];
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//LPDIRECT3DVERTEXBUFFER8 m_pSunVertex;
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TLVertex m_SunVertex[4];
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vector3 m_vecSunPosition;
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color m_FlareColor[MAX_FLARE];
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color m_LastFlareColor[2];
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public:
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CTexture m_SunTexture;
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CTexture m_SunFlareTexture;
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CTexture m_FlareTexture[MAX_FLARE];
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CTexture m_MoonTexture;
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CTexture m_MoonFlareTexture;
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void RenderFlare(LPDIRECT3DDEVICE8 pd3dDevice);
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void SetSunDirection(vector3 &vecSunDir){m_vecSunPosition=vecSunDir;};
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void Reload();
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void Create();
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CSunScene();
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virtual ~CSunScene();
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};
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#endif // !defined(AFX_SUNSCENE_H__E24C3299_5FD3_4FBA_A987_E283D093A2FB__INCLUDED_)
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