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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86
GameTools/Zallad3D SceneClass/SceneStateMgr.cpp
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86
GameTools/Zallad3D SceneClass/SceneStateMgr.cpp
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/* *********************************************************************
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* CSceneStateMgr
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* 파일 : SceneStateMgr.cpp
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* 기능 : Caldron Engine 안에서 d3d 관련 matrix, State 등을 관리 하는 manager class
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* history :
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2003.12.15 (wizardbug) 작성
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********************************************************************** */
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#include "SceneStateMgr.h"
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#include "BaseGraphicsLayer.h"
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#include "SceneManager.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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D3DXMATRIX CSceneStateMgr::ms_matList[D3DMATRIX_NUM];
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DWORD CSceneStateMgr::ms_lstRenderState[D3DRENDERSTATE_NUM];
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DWORD CSceneStateMgr::ms_lstTextureStageState[D3DTEXTURESTAGE_NUM][D3DTEXTURESTAGESTATE_NUM];
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CSceneStateMgr::CSceneStateMgr()
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{
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}
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CSceneStateMgr::~CSceneStateMgr()
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{
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}
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void CSceneStateMgr::_ApplyD3DMatrix()
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{
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}
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void CSceneStateMgr::_Init()
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{
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int i,j;
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for(i = 0; i < D3DRENDERSTATE_NUM; i++ )
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{
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ms_lstRenderState[i] = 0xffffffff;
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}
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for(i = 0; i < D3DTEXTURESTAGE_NUM; i++ )
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{
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for(j = 0; j < D3DTEXTURESTAGESTATE_NUM; j++ )
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{
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ms_lstTextureStageState[i][j] = 0xffffffff;
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}
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}
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for(i = 0; i < D3DMATRIX_NUM; i++ )
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{
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D3DXMatrixIdentity(&(ms_matList[i]));
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}
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}
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void CSceneStateMgr::_Release() {
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}
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void CSceneStateMgr::_SetD3DRenderState(D3DRENDERSTATETYPE Type,DWORD Value) {
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if(D3DRENDERSTATE_NUM > Type)//ms_lstRenderState[Type] != Value) //Minotaurs
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{
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ms_lstRenderState[Type] = Value;
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CSceneManager::GetDevice()->SetRenderState(Type,Value);
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}
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}
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void CSceneStateMgr::_SetD3DTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value)
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{
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if(Stage < D3DTEXTURESTAGE_NUM && Type < D3DTEXTURESTAGESTATE_NUM)//ms_lstTextureStageState[Stage][Type] != Value)
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{
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ms_lstTextureStageState[Stage][Type] = Value;
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CSceneManager::GetDevice()->SetTextureStageState(Stage,Type,Value);
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}
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}
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