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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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70
GameTools/WORLDCREATOR/ShaderManager.cpp
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70
GameTools/WORLDCREATOR/ShaderManager.cpp
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#include "ShaderScene.h"
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#include "ShaderManager.h"
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CShaderManager::CShaderManager() {
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m_lstShaders.clear();
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m_iShadersNum = 0;
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}
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CShaderManager::~CShaderManager() {
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if((m_iShadersNum >0) && (m_lstShaders.size() > 0)) {
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int i;
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for( i = 0; i < m_lstShaders.size(); i++ ) {
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if(m_lstShaders[i] != NULL) {
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delete m_lstShader[i];
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m_lstShaders[i] = NULL;
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}
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}
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m_lstShaders.clear();
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m_iShadersNum = 0;
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}
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}
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void CShaderManager::Apply(int iShaderIndex) {
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if((iShaderIndex >= 0) && (iShaderIndex < m_iShadersNum)) {
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if(m_lstShader[iShaderIndex] != NULL) {
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m_lstShader[iShaderIndex]->Apply();
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break;
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}
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}
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}
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void CShaderManager::DeleteAllShader() {
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if((m_iShadersNum >0) && (m_lstShaders.size() > 0)) {
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int i;
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for( i = 0; i < m_lstShaders.size(); i++ ) {
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if(m_lstShaders[i] != NULL) {
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delete m_lstShader[i];
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m_lstShaders[i] = NULL;
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}
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}
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m_lstShaders.clear();
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m_iShadersNum = 0;
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}
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}
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int CShaderManager::GetShader(char *strShader) {
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if((strShader != NULL) && (strlen(&strShader) > 1) {
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int i;
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for( i = 0; i < m_lstShaders.size() ; i++ ) {
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if(m_lstShaders[i] != NULL) {
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if(strcmp(strShader,m_lstShaders[i]->GetShaderName()) == 0)
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return i;
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}
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}
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LoadShader(strShader);
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return (m_lstShaders.size() - 1);
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}
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return -1;
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}
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void CShaderManager::LoadShader(char *strShader) {
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CShaderScene *pNewNode = new CShaderScene;
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pNewNode->Create(strShader);
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m_lstShaders.push_back(pNewNode);
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m_iShadersNum = m_lstShaders.size();
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}
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