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>
111 lines
2.2 KiB
C++
111 lines
2.2 KiB
C++
// WBLightMapGenerator.h: interface for the WBLightMapGenerator class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_WBLIGHTMAPGENERATOR_H__4F1BB2A3_C09E_11D7_8C7F_0040F41B957B__INCLUDED_)
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#define AFX_WBLIGHTMAPGENERATOR_H__4F1BB2A3_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 "WBValue.h"
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#include "WBLightmap.h"
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#include <vector>
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using namespace std;
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#define RPI2 1.57079632679f
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#define RLIGHT_FRAND (((rand()%10000)-5000)/5000.0f)
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class WBLight {
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public:
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D3DXVECTOR3 m_vecPos;
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D3DXVECTOR3 m_vecColor;
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float m_fRange;
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WBLight()
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{
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m_vecPos = D3DXVECTOR3(0.0f,0.0f,0.0f);
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m_vecColor = D3DXVECTOR3(0.0f,0.0f,0.0f);
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m_fRange = 0.0f;
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}
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~WBLight(){}
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};
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struct reta
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{
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int sizex, sizey;
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int offsetx, offsety, offsetz;
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};
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class retb
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{
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public:
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retb();
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virtual ~retb();
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void add(struct reta *r);
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int calc(int max_sx, int max_sy);
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private:
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bool arrumar(struct reta *r);
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int procura(int sx, int sy);
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struct reta **l;
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int nl;
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};
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class WBLightMapGenerator {
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public:
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static void CleanStatic();
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static int collision_test(D3DXVECTOR3 ,D3DXVECTOR3 ,int iFace = -1,int k = 0);
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static float compute_bgshadow(D3DXVECTOR3& ip,D3DXVECTOR3& n);
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void InputLight(WBLight *);
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void InputFace(WBLightMapFace *);
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bool LightMapGenerate(int ivalue);
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WBLightMap *BuildLightMap(WBLightMapFace *pFace,WBLightVertex **ppVerts,int iVerts);
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WBLightMap *BuildLightMap(WBLightMapFace *pFace);
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void ComputeLighting();
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WBLightMapGenerator();
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~WBLightMapGenerator();
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static int m_iFaces;
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static vector<WBLightMapFace *> m_lstFaces;
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int m_iLightMaps;
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vector<WBLightMap *> m_lstLightMaps;
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int m_iLightMapTexs;
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vector<WBLightMapTex *> m_lstLightMapTexs;
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int m_iLights;
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vector<WBLight *>m_lstLights;
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static int m_iLightMapPixel;
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static int m_iLightMapSize;
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static int m_iLightMapAmb;
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static int m_iLightSamples;
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static int m_iLightJigg;
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static int m_iShadowSamples;
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static int m_iShadowFull;
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static float m_fShadowDist;
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static float m_fShadowFactor;
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static float *emm;
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static float *rad;
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static float m_fExposure;
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};
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#endif // !defined(AFX_WBLIGHTMAPGENERATOR_H__4F1BB2A3_C09E_11D7_8C7F_0040F41B957B__INCLUDED_)
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