Files
Client/GameTools/Zallad3D SceneClass/Shader_Rain.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

46 lines
1.1 KiB
C++

// Shader_Rain.h: interface for the CShader_Rain class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SHADER_RAIN_H__8B92D5A3_F3E3_475F_B75F_C6BBF856EF35__INCLUDED_)
#define AFX_SHADER_RAIN_H__8B92D5A3_F3E3_475F_B75F_C6BBF856EF35__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "ShaderScene.h"
#define SPLASH_RATIOS 1
class RainVertex {
public:
D3DXVECTOR3 vecPos;
D3DXVECTOR3 vecNormal;
float fLoop;
RainVertex() : vecPos(0.0f,0.0f,0.0f),vecNormal(0.0f,0.0f,0.0f),fLoop(0.0f) {}
};
class CShader_RainV;
class CShader_Rain : public CShaderScene
{
public:
CShader_Rain();
virtual ~CShader_Rain();
virtual void Apply();
virtual void UnApply();
protected:
CShader_RainV *m_pVertexShader;
LPDIRECT3DDEVICE8 m_pDevice;
};
//
float CalcTriangleArea(D3DXVECTOR3 vecA,D3DXVECTOR3 vecB,D3DXVECTOR3 vecC);
void CreateRainBuffer(LPDIRECT3DVERTEXBUFFER8 pRainBuffer,DWORD &dwVertsNum,D3DXVECTOR3 *pPos,D3DXVECTOR3 *pNormal,WORD *pIndex,int iIndexNum);
#endif // !defined(AFX_SHADER_RAIN_H__8B92D5A3_F3E3_475F_B75F_C6BBF856EF35__INCLUDED_)