Files
Client/Engine/Zalla3D Scene Class/WaterScene.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

59 lines
1.8 KiB
C++

// WaterScene.h: interface for the CWaterScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_WATERSCENE_H__1F05359E_CF6E_4316_BC19_753C0D0819A4__INCLUDED_)
#define AFX_WATERSCENE_H__1F05359E_CF6E_4316_BC19_753C0D0819A4__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SceneNode.h"
#include <Vertex.h>
#include "SectorDefine.h"
#include <Texture.h>
#include "RenderTexture.h"
const int RippleVertexCount=32;
class CWaterScene : public CSceneNode
{
static long m_lWaterTexture;
static float m_fWaveMove;
static DWORD m_dwWaterShader;
static DWORD m_dwWaterPixelShader;
static LPDIRECT3DTEXTURE8 m_pBumpMap[MAX_WATERTEXTURE];
static LPDIRECT3DCUBETEXTURE8 m_pCubeTexture;
static float m_fUpdateWaterTexture;
//static DWORD m_dwWaterVertexShader;
//static DWORD m_dwWaterPixelShader;
public:
static CTexture m_WaterTexture[MAX_WATERTEXTURE];
void RenderFlare(LPDIRECT3DDEVICE8 pd3dDevice);
void CalcBasicVector3(Dot3Vertex *pVertex);
void CreateWaterBumpTexture();
static void RenderRipple(LPDIRECT3DDEVICE8 pd3dDevice);
static void UpdateWave();
static LPDIRECT3DVERTEXBUFFER8 m_pWaterVertexBuffer;
static LPDIRECT3DTEXTURE8 m_WaterBumpMap;
static void IncWaterTexture(float fUpdate);
MultiVertex m_WaterVertex[4];
static CRenderTexture m_pRelectionTexture;
static CRenderTexture m_pRippleTexture;
static TLVertex m_RippleVertex[RippleVertexCount*RippleVertexCount];
static WORD m_RippleIndices[(RippleVertexCount-1)*(RippleVertexCount-1)*6];
void DeterminWaterTexture(LPDIRECT3DDEVICE8 pd3dDevice,bool isRelection);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void Create();
CWaterScene();
virtual ~CWaterScene();
};
#endif // !defined(AFX_WATERSCENE_H__1F05359E_CF6E_4316_BC19_753C0D0819A4__INCLUDED_)