Files
Client/GameTools/Zallad3D SceneClass/CloudScene.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

42 lines
1.2 KiB
C++

// CloudScene.h: interface for the CCloudScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_)
#define AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SceneNode.h"
#include "Texture.h"
#include <Vertex.h>
#include "SectorDefine.h"
#include "StateLog.h"
#include "RenderTexture.h"
const int NUMCLOUDOCTAVE=4;
const float CLOUDSIZE=500000.0f;
const long CLOUDDIVIDE=10;
const long CLOUDVERTEX=CLOUDDIVIDE+2;
class CCloudScene : public CSceneNode
{
float m_fTrans[NUMCLOUDOCTAVE];
CTexture m_CloudOctaveTexture[NUMCLOUDOCTAVE];
LVertex m_CloudVertex[CLOUDVERTEX];
public:
void SetColor(DWORD dwColor,DWORD dwCenterColor,DWORD *dwLayerColor);
CRenderTexture m_CloudOctaveBlendTexture;
void Update(LPDIRECT3DDEVICE8 pd3dDevice,float fTime);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
float Noise3D(int x, int y, int z);
void Create();
CCloudScene();
virtual ~CCloudScene();
};
#endif // !defined(AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_)