Files
Client/Engine/Zalla3D Scene Class/SunScene.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

49 lines
1.2 KiB
C++

// SunScene.h: interface for the CSunScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SUNSCENE_H__E24C3299_5FD3_4FBA_A987_E283D093A2FB__INCLUDED_)
#define AFX_SUNSCENE_H__E24C3299_5FD3_4FBA_A987_E283D093A2FB__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SceneNode.h"
#include <Vertex.h>
#include <Texture.h>
#include "SectorDefine.h"
#include "StateLog.h"
class CSunScene : public CSceneNode
{
float m_fFlareSize[MAX_FLARE];
float m_fFlarePos[MAX_FLARE];
//LPDIRECT3DVERTEXBUFFER8 m_pSunVertex;
TLVertex m_SunVertex[4];
vector3 m_vecSunPosition;
color m_FlareColor[MAX_FLARE];
color m_LastFlareColor[2];
public:
CTexture m_SunTexture;
CTexture m_SunFlareTexture;
CTexture m_FlareTexture[MAX_FLARE];
CTexture m_MoonTexture;
CTexture m_MoonFlareTexture;
void RenderFlare(LPDIRECT3DDEVICE8 pd3dDevice);
void SetSunDirection(vector3 &vecSunDir){m_vecSunPosition=vecSunDir;};
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void Reload();
void Create();
CSunScene();
virtual ~CSunScene();
};
#endif // !defined(AFX_SUNSCENE_H__E24C3299_5FD3_4FBA_A987_E283D093A2FB__INCLUDED_)