Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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wbview3d.cpp File Reference
#include "stdafx.h"
#include "resource.h"
#include "wwmath.h"
#include "ww3d.h"
#include "scene.h"
#include "rendobj.h"
#include "camera.h"
#include "intersec.h"
#include "W3DDevice/GameClient/W3DAssetManager.h"
#include "W3DDevice/GameClient/Module/W3DModelDraw.h"
#include "agg_def.h"
#include "msgloop.h"
#include "part_ldr.h"
#include "hanim.h"
#include "dx8wrapper.h"
#include "dx8indexbuffer.h"
#include "dx8vertexbuffer.h"
#include "dx8renderer.h"
#include "dx8fvf.h"
#include "vertmaterial.h"
#include "font3d.h"
#include "render2d.h"
#include "rddesc.h"
#include "textdraw.h"
#include "rect.h"
#include "mesh.h"
#include "meshmdl.h"
#include "line3d.h"
#include "dynamesh.h"
#include "sphereobj.h"
#include "ringobj.h"
#include "surfaceclass.h"
#include "vector2i.h"
#include "bmp2d.h"
#include "decalsys.h"
#include "shattersystem.h"
#include "light.h"
#include "texproject.h"
#include "keyboard.h"
#include "MapSettings.h"
#include "predlod.h"
#include "SelectMacrotexture.h"
#include "WorldBuilderView.h"
#include "WHeightMapEdit.h"
#include "WorldBuilderDoc.h"
#include "MainFrm.h"
#include "W3DDevice/GameClient/WorldHeightMap.h"
#include "W3DDevice/GameClient/W3DShaderManager.h"
#include "W3DDevice/GameClient/W3DDynamicLight.h"
#include "WBHeightMap.h"
#include "W3DDevice/GameClient/W3DScene.h"
#include "W3DDevice/Common/W3DConvert.h"
#include "W3DDevice/GameClient/W3DShadow.h"
#include "DrawObject.h"
#include "common/MapObject.h"
#include "common/GlobalData.h"
#include "ShadowOptions.h"
#include "worldbuilder.h"
#include "wbview3d.h"
#include "Common/Debug.h"
#include "Common/ThingFactory.h"
#include "GameClient/Water.h"
#include "Common/WellKnownKeys.h"
#include "Common/ThingTemplate.h"
#include "Common/Language.h"
#include "Common/FileSystem.h"
#include "Common/PlayerTemplate.h"
#include "GameLogic/SidesList.h"
#include "GameLogic/TerrainLogic.h"
#include "GameClient/View.h"
#include "GlobalLightOptions.h"
#include "LayersList.h"
#include "ImpassableOptions.h"
#include <d3dx8.h>

Go to the source code of this file.

Classes

class  PlaceholderView
 
class  SkeletonSceneClass
 

Macros

#define MAX_LOADSTRING   100
 
#define WINDOW_WIDTH   640
 
#define WINDOW_HEIGHT   480
 
#define UPDATE_TIME   100 /* 10 frames a second */
 
#define MOUSE_WHEEL_FACTOR   32
 
#define SAMPLE_DYNAMIC_LIGHT   1
 
#define TERRAIN_SAMPLE_SIZE   40.0f
 

Variables

PlaceholderView bogusTacticalView
 

Macro Definition Documentation

◆ MAX_LOADSTRING

#define MAX_LOADSTRING   100

Definition at line 114 of file wbview3d.cpp.

◆ MOUSE_WHEEL_FACTOR

#define MOUSE_WHEEL_FACTOR   32

Definition at line 118 of file wbview3d.cpp.

◆ SAMPLE_DYNAMIC_LIGHT

#define SAMPLE_DYNAMIC_LIGHT   1

Definition at line 120 of file wbview3d.cpp.

◆ TERRAIN_SAMPLE_SIZE

#define TERRAIN_SAMPLE_SIZE   40.0f

Definition at line 617 of file wbview3d.cpp.

◆ UPDATE_TIME

#define UPDATE_TIME   100 /* 10 frames a second */

Definition at line 117 of file wbview3d.cpp.

◆ WINDOW_HEIGHT

#define WINDOW_HEIGHT   480

Definition at line 116 of file wbview3d.cpp.

◆ WINDOW_WIDTH

#define WINDOW_WIDTH   640

Definition at line 115 of file wbview3d.cpp.

Variable Documentation

◆ bogusTacticalView

PlaceholderView bogusTacticalView

Definition at line 290 of file wbview3d.cpp.