Files
Client/Engine/Zalla3D Scene Class/WBLightMapBuild.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

52 lines
1.3 KiB
C++

// WBLightMapBuild.h: interface for the WBLightMapBuild class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_WBLIGHTMAPBUILD_H__4F1BB2A5_C09E_11D7_8C7F_0040F41B957B__INCLUDED_)
#define AFX_WBLIGHTMAPBUILD_H__4F1BB2A5_C09E_11D7_8C7F_0040F41B957B__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "WBLightMap.h"
class WBLightMapBuild : public WBLightMap
{
public:
D3DXVECTOR3 reflectance;
float pixelarea;
D3DXVECTOR3 totalenergy;
float *rad;
float *emm;
void set_base(int flag);
void alloc_data(int flag);
void set_data(int flag,int x,int y,float *f);
void Blurring();
void save_to_lightmap(float exposure);
void illum(D3DXVECTOR3& pos,D3DXVECTOR3& color,float rad,int shadows);
int emmit_light();
D3DXVECTOR3 receive_light(D3DXVECTOR3& P,D3DXVECTOR3& N,D3DXVECTOR3& E,int flag=0);
D3DXVECTOR3 tri_receive_light(WBLightMapFace *f,D3DXVECTOR3& P,D3DXVECTOR3& N,D3DXVECTOR3& E,int flag=0);
void compute_bgshadow();
WBLightMapBuild(int f,int p,int x,int y,int sx,int sy,int bp=3) :
WBLightMap(f,p,x,y,sx,sy,bp)
{
reflectance = D3DXVECTOR3(1.0f,1.0f,1.0f);
pixelarea=0;
rad=0;
emm=0;
totalenergy = D3DXVECTOR3(0.0f,0.0f,0.0f);
}
~WBLightMapBuild();
};
#endif // !defined(AFX_WBLIGHTMAPBUILD_H__4F1BB2A5_C09E_11D7_8C7F_0040F41B957B__INCLUDED_)