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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GameTools/Zallad3D SceneClass/LightEffectManager.h
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78
GameTools/Zallad3D SceneClass/LightEffectManager.h
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// LightEffectManager.h: interface for the CLightEffectManager class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_LIGHTEFFECTMANAGER_H__94D2B529_2919_44A4_BCB1_145A7831704B__INCLUDED_)
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#define AFX_LIGHTEFFECTMANAGER_H__94D2B529_2919_44A4_BCB1_145A7831704B__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "RenderTextureMipmap.h"
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#include "RenderTexture.h"
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#include "GlareTexture.h"
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#include "MeshObject.h"
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#include "RenderEnvTexture.h"
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#include "ShadowMap.h"
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class CLightEffectManager
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{
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public:
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static int m_RenderSizeX;
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static int m_RenderSizeY;
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static void RenderDOFZBuffer(LPDIRECT3DDEVICE8 pd3dDevice);
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static DWORD m_DepthAlphaShader;
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static bool m_FullSceneAnti;
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static DWORD m_dwMakeZBufferPixelShader;
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static CRenderTextureMipmap m_GlareTexture;
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static CShadowMap m_FullSceneTexture;
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static CRenderTextureMipmap m_SpecularGlareTexture;
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static CRenderTexture m_GlareCompositeTexture;
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static CRenderTexture m_DOFZBuffer;
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static CRenderTexture m_NearDOFTexture;
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static CGlareTexture m_DOFSmoothTexture;
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static CGlareTexture m_SmoothTexture;
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static LPDIRECT3DSURFACE8 m_pTempRenderSurface;
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static LPDIRECT3DSURFACE8 m_pTempRenderZBuffer;
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static int m_nScreenSize;
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class CGlareNode
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{
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public:
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CMeshObject *m_pMeshObject;
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matrix m_matPosition;
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bool m_bCubeEnv;
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};
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static List<CGlareNode> m_GlareList;
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static CTexture m_CharcterEnvTexture;
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static LPDIRECT3DCUBETEXTURE8 m_LightCubeTexture;
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static CRenderEnvTexture m_DiffuseLightCubeTexture;
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static CRenderEnvTexture m_SpecularLightTexture;
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static CRenderTexture m_SpGlareTexture;
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void RenderFullSceneTextureEnd(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderFullSceneAnti(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderFullSceneGlare(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderSpecularGlareTexture(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderGlareTexture(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderGlareScene(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderFullSceneTextureBegin(LPDIRECT3DDEVICE8 pd3dDevice);
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void PrepareLightingEnvmap(LPDIRECT3DDEVICE8 pd3dDevice);
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void Create(int nSize);
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CLightEffectManager();
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virtual ~CLightEffectManager();
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};
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#endif // !defined(AFX_LIGHTEFFECTMANAGER_H__94D2B529_2919_44A4_BCB1_145A7831704B__INCLUDED_)
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