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>
52 lines
1.3 KiB
C++
52 lines
1.3 KiB
C++
// WBLightMapBuild.h: interface for the WBLightMapBuild class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_WBLIGHTMAPBUILD_H__4F1BB2A5_C09E_11D7_8C7F_0040F41B957B__INCLUDED_)
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#define AFX_WBLIGHTMAPBUILD_H__4F1BB2A5_C09E_11D7_8C7F_0040F41B957B__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 "WBLightMap.h"
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class WBLightMapBuild : public WBLightMap
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{
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public:
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D3DXVECTOR3 reflectance;
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float pixelarea;
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D3DXVECTOR3 totalenergy;
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float *rad;
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float *emm;
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void set_base(int flag);
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void alloc_data(int flag);
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void set_data(int flag,int x,int y,float *f);
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void Blurring();
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void save_to_lightmap(float exposure);
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void illum(D3DXVECTOR3& pos,D3DXVECTOR3& color,float rad,int shadows);
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int emmit_light();
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D3DXVECTOR3 receive_light(D3DXVECTOR3& P,D3DXVECTOR3& N,D3DXVECTOR3& E,int flag=0);
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D3DXVECTOR3 tri_receive_light(WBLightMapFace *f,D3DXVECTOR3& P,D3DXVECTOR3& N,D3DXVECTOR3& E,int flag=0);
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void compute_bgshadow();
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WBLightMapBuild(int f,int p,int x,int y,int sx,int sy,int bp=3) :
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WBLightMap(f,p,x,y,sx,sy,bp)
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{
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reflectance = D3DXVECTOR3(1.0f,1.0f,1.0f);
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pixelarea=0;
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rad=0;
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emm=0;
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totalenergy = D3DXVECTOR3(0.0f,0.0f,0.0f);
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}
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~WBLightMapBuild();
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};
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#endif // !defined(AFX_WBLIGHTMAPBUILD_H__4F1BB2A5_C09E_11D7_8C7F_0040F41B957B__INCLUDED_)
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