Files
Client/Engine/Zalla3D Scene Class/WBLightMapGenerator.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

111 lines
2.2 KiB
C++

// WBLightMapGenerator.h: interface for the WBLightMapGenerator class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_WBLIGHTMAPGENERATOR_H__4F1BB2A3_C09E_11D7_8C7F_0040F41B957B__INCLUDED_)
#define AFX_WBLIGHTMAPGENERATOR_H__4F1BB2A3_C09E_11D7_8C7F_0040F41B957B__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "WBValue.h"
#include "WBLightmap.h"
#include <vector>
using namespace std;
#define RPI2 1.57079632679f
#define RLIGHT_FRAND (((rand()%10000)-5000)/5000.0f)
class WBLight {
public:
D3DXVECTOR3 m_vecPos;
D3DXVECTOR3 m_vecColor;
float m_fRange;
WBLight()
{
m_vecPos = D3DXVECTOR3(0.0f,0.0f,0.0f);
m_vecColor = D3DXVECTOR3(0.0f,0.0f,0.0f);
m_fRange = 0.0f;
}
~WBLight(){}
};
struct reta
{
int sizex, sizey;
int offsetx, offsety, offsetz;
};
class retb
{
public:
retb();
virtual ~retb();
void add(struct reta *r);
int calc(int max_sx, int max_sy);
private:
bool arrumar(struct reta *r);
int procura(int sx, int sy);
struct reta **l;
int nl;
};
class WBLightMapGenerator {
public:
static void CleanStatic();
static int collision_test(D3DXVECTOR3 ,D3DXVECTOR3 ,int iFace = -1,int k = 0);
static float compute_bgshadow(D3DXVECTOR3& ip,D3DXVECTOR3& n);
void InputLight(WBLight *);
void InputFace(WBLightMapFace *);
bool LightMapGenerate(int ivalue);
WBLightMap *BuildLightMap(WBLightMapFace *pFace,WBLightVertex **ppVerts,int iVerts);
WBLightMap *BuildLightMap(WBLightMapFace *pFace);
void ComputeLighting();
WBLightMapGenerator();
~WBLightMapGenerator();
static int m_iFaces;
static vector<WBLightMapFace *> m_lstFaces;
int m_iLightMaps;
vector<WBLightMap *> m_lstLightMaps;
int m_iLightMapTexs;
vector<WBLightMapTex *> m_lstLightMapTexs;
int m_iLights;
vector<WBLight *>m_lstLights;
static int m_iLightMapPixel;
static int m_iLightMapSize;
static int m_iLightMapAmb;
static int m_iLightSamples;
static int m_iLightJigg;
static int m_iShadowSamples;
static int m_iShadowFull;
static float m_fShadowDist;
static float m_fShadowFactor;
static float *emm;
static float *rad;
static float m_fExposure;
};
#endif // !defined(AFX_WBLIGHTMAPGENERATOR_H__4F1BB2A3_C09E_11D7_8C7F_0040F41B957B__INCLUDED_)