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>
98 lines
2.6 KiB
C++
98 lines
2.6 KiB
C++
// HouseObject.h: interface for the CHouseObject class.
|
||
//
|
||
//////////////////////////////////////////////////////////////////////
|
||
|
||
#if !defined(AFX_HOUSEOBJECT_H__F85E679D_0A78_40BA_91F8_DABE3690E8F1__INCLUDED_)
|
||
#define AFX_HOUSEOBJECT_H__F85E679D_0A78_40BA_91F8_DABE3690E8F1__INCLUDED_
|
||
|
||
#if _MSC_VER > 1000
|
||
#pragma once
|
||
#endif // _MSC_VER > 1000
|
||
|
||
#include "BaseDataDefine.h"
|
||
#include "MeshObject.h"
|
||
#include "MeshObjectContainer.h"
|
||
#include "OctreeScene.h"
|
||
#include "LightObjectScene.h"
|
||
#include "ObjectScene.h"
|
||
#include "InHouseObjectMap.h"
|
||
#include "BspScene.h"
|
||
#include "SectorLight.h"
|
||
#include "LoadedObj.h"
|
||
#include "ByteDataObj.h"
|
||
|
||
class CHouseObject
|
||
{
|
||
public:
|
||
|
||
|
||
void RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice);
|
||
static DWORD m_dwShadowMapVertexShader;
|
||
static DWORD m_dwShadowMapPixelShader;
|
||
|
||
static DWORD m_dwHouseDiffuseVertexShader;
|
||
static DWORD m_dwHouseDiffusePixelShader;
|
||
|
||
static DWORD m_dwHouseSpecularVertexShader;
|
||
static DWORD m_dwHouseSpecularPixelShader;
|
||
|
||
static LPDIRECT3DCUBETEXTURE8 m_pNormalizeCubeMap;
|
||
|
||
matrix RenderShadow(LPDIRECT3DDEVICE8 pd3dDevice);
|
||
COctreeScene *m_pOctree;
|
||
void GetPolygon();
|
||
void CalcBox(vector3 &MinBox,vector3 &MaxBox,int iSelect = 0);
|
||
List<CLightObjectScene*> m_LightList;
|
||
List<CObjectScene*> m_ObjectList;
|
||
void GenerateOctree();
|
||
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
|
||
void GenerateLightmap(matrix matSet,matrix matHouseTM,int LightmapMode);
|
||
void GenerateNewLightmap(int ivalue,matrix matSet,matrix matHouseTM,CSectorLight *pLights,int iLights);
|
||
|
||
void GenerateCaldronLightmap(matrix matSet,matrix matHouseTM,CSectorLight *pLights,int iLights);
|
||
void GenerateCaldronPointLightmap(matrix matSet,matrix matHouseTM,CSectorLight *pLights,int iLights);
|
||
|
||
bool SettingNight(bool bNight);
|
||
|
||
CMeshObject *m_pInHouseObject;
|
||
CMeshObject *m_pMedHouseObject;
|
||
CMeshObject *m_pOutHouseObject;
|
||
CMeshObject *m_pLodHouseObject;
|
||
CBspScene *m_pBspObject;
|
||
CInHouseObjectMap *m_pInHouseMap;
|
||
|
||
CTexture m_Lightmap;
|
||
CTexture m_InLightmap;
|
||
|
||
CTexture m_Detailmap;
|
||
bool m_isHaveLightmap;
|
||
bool m_isHaveInLightmap;
|
||
|
||
CHouseObject();
|
||
virtual ~CHouseObject();
|
||
|
||
List<vector3*> m_pVertex;
|
||
List<long> m_nVertex;
|
||
List<WORD *> m_pIndices;
|
||
List<long> m_nIndices;
|
||
// Night <20><> <20><><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD>
|
||
bool m_bConvertNight;
|
||
bool m_bNightMap;
|
||
bool m_bNightUv;
|
||
bool m_bModulate2X;
|
||
|
||
// Night <20><> <20><><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>
|
||
List<void *> m_pBackupVertex;
|
||
List<void *> m_pBackupTmp;
|
||
CTexture m_BackupLightmap;
|
||
|
||
//========================
|
||
// Glare <20><EFBFBD>Ʈ
|
||
//========================
|
||
void RenderBlack( LPDIRECT3DDEVICE8 pd3dDevice );
|
||
|
||
|
||
};
|
||
|
||
#endif // !defined(AFX_HOUSEOBJECT_H__F85E679D_0A78_40BA_91F8_DABE3690E8F1__INCLUDED_)
|