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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
46 lines
1.1 KiB
C++
46 lines
1.1 KiB
C++
// Shader_SelfShadowV.cpp: implementation of the CShader_SelfShadowV class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "Shader_SelfShadowV.h"
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#include "SceneManager.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CShader_SelfShadowV::CShader_SelfShadowV()
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{
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DWORD vertexshaderdeclaration[]=
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{
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D3DVSD_STREAM(0),
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(D3DVSD_REG(0, D3DVSDT_FLOAT3)), // vertex position
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(D3DVSD_REG(1, D3DVSDT_FLOAT3)), // vertex normal
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(D3DVSD_REG(2, D3DVSDT_FLOAT2)), // vertex texture coord
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(D3DVSD_REG(3, D3DVSDT_FLOAT3)), // S
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(D3DVSD_REG(4, D3DVSDT_FLOAT3)), // T
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D3DVSD_END()
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};
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CreateVertexShader("c:/MP-project/Shaders/ShadowMap.vsh",vertexshaderdeclaration);
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m_iShaderVersion = 0;
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}
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CShader_SelfShadowV::~CShader_SelfShadowV()
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{
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}
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void CShader_SelfShadowV::Apply()
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{
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CSceneManager::GetDevice()->SetVertexShader(m_dwVertexShader);
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SetupVertexShaderConstants();
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}
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void CShader_SelfShadowV::SetupVertexShaderConstants()
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{
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}
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