Initial commit: ROW Client source code

Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
5135 changed files with 1745744 additions and 0 deletions

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#include "./d3dbufferpools.h"
#include "SceneManager.h"
#include "GMMemory.h"
using namespace Caldron::Scene;
void CD3DBufferObj::CreateBuffer(int iType,unsigned int uiSize,DWORD dwDecl,LPDIRECT3DRESOURCE8 lpBuffer)
{
m_iBufferObjType = iType;
m_uiBufferSize = uiSize;
m_dwValue = dwDecl;
m_pBuffers = lpBuffer;
}
void CD3DBufferObj::NullBuffer()
{
SafeRelease(m_pBuffers);
m_pBuffers = NULL;
m_iBufferObjType = 0;
m_uiBufferSize = 0;
m_dwValue = 0;
}
CD3DBufferPools::CD3DBufferPools(void)
{
for(int i = 0; i < D3DBUFFER_SIZENUM - 1; i++ )
{
m_DVertexBufferNums[i] = 0;
m_DIndexBufferNums[i] = 0;
}
m_DCustomVertexBufferPools.clear();
m_DCustomIndexBufferPools.clear();
m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1] = 0;
m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1] = 0;
for(int i = 0; i < D3DBUFFER_SIZENUM - 1; i++ )
{
m_SVertexBufferNums[i] = 0;
m_SIndexBufferNums[i] = 0;
}
m_SCustomVertexBufferPools.clear();
m_SCustomIndexBufferPools.clear();
m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1] = 0;
m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1] = 0;
}
CD3DBufferPools::~CD3DBufferPools(void)
{
// Dynamic Buffer Clear
for(int i = 0; i < D3DBUFFER_SIZENUM - 1; i++ )
{
while(!m_DVertexBufferPools[i].empty())
{
CD3DBufferObj *pObj = m_DVertexBufferPools[i].front();
m_DVertexBufferPools[i].pop();
if(pObj)
{
pObj->NullBuffer();
SafeDelete(pObj);
}
}
while(!m_DIndexBufferPools[i].empty())
{
CD3DBufferObj *pObj = m_DIndexBufferPools[i].front();
m_DIndexBufferPools[i].pop();
if(pObj)
{
pObj->NullBuffer();
SafeDelete(pObj);
}
}
m_DVertexBufferNums[i] = 0;
m_DIndexBufferNums[i] = 0;
}
for(int i = 0; i < (int)m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1]; i++ )
{
if(m_DCustomVertexBufferPools[i])
{
m_DCustomVertexBufferPools[i]->NullBuffer();
SafeDelete(m_DCustomVertexBufferPools[i]);
m_DCustomVertexBufferPools[i] = NULL;
}
}
m_DCustomVertexBufferPools.clear();
for(int i = 0; i < (int)m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1]; i++ )
{
if(m_DCustomIndexBufferPools[i])
{
m_DCustomIndexBufferPools[i]->NullBuffer();
SafeDelete(m_DCustomIndexBufferPools[i]);
m_DCustomIndexBufferPools[i] = NULL;
}
}
m_DCustomIndexBufferPools.clear();
// Static Buffer Clear
for(int i = 0; i < D3DBUFFER_SIZENUM - 1; i++ )
{
while(!m_SVertexBufferPools[i].empty())
{
CD3DBufferObj *pObj = m_SVertexBufferPools[i].front();
m_SVertexBufferPools[i].pop();
if(pObj)
{
pObj->NullBuffer();
SafeDelete(pObj);
}
}
while(!m_SIndexBufferPools[i].empty())
{
CD3DBufferObj *pObj = m_SIndexBufferPools[i].front();
m_SIndexBufferPools[i].pop();
if(pObj)
{
pObj->NullBuffer();
SafeDelete(pObj);
}
}
m_SVertexBufferNums[i] = 0;
m_SIndexBufferNums[i] = 0;
}
for(int i = 0; i < (int)m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1]; i++ )
{
if(m_SCustomVertexBufferPools[i])
{
m_SCustomVertexBufferPools[i]->NullBuffer();
SafeDelete(m_SCustomVertexBufferPools[i]);
m_SCustomVertexBufferPools[i] = NULL;
}
}
m_SCustomVertexBufferPools.clear();
for(int i = 0; i < (int)m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1]; i++ )
{
if(m_SCustomIndexBufferPools[i])
{
m_SCustomIndexBufferPools[i]->NullBuffer();
SafeDelete(m_SCustomIndexBufferPools[i]);
m_SCustomIndexBufferPools[i] = NULL;
}
}
m_SCustomIndexBufferPools.clear();
}
LPDIRECT3DVERTEXBUFFER8 CD3DBufferPools::GetVertexBuffer(unsigned int uiSize,DWORD dwDecl,bool bDynamic)
{
LPDIRECT3DVERTEXBUFFER8 pReturn = NULL;
int i,j;
if(bDynamic)
{
for(i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(uiSize <= ArrBufferSize[i])
{
if(m_DVertexBufferNums[i])
{
CD3DBufferObj *pObj = m_DVertexBufferPools[i].front();
m_DVertexBufferPools[i].pop();
m_DVertexBufferNums[i]--;
if(pObj)
{
pReturn = (LPDIRECT3DVERTEXBUFFER8) pObj->m_pBuffers;
SafeDelete(pObj);
return pReturn;
}
return NULL;
}
return (pReturn = (LPDIRECT3DVERTEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_VERTEX,i,dwDecl));
}
}
// Custom Size
if(m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1])
{
for(j = 0; j < (int)m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1]; j++ )
{
if((m_DCustomVertexBufferPools[j]->m_uiBufferSize) >= uiSize)
{
pReturn = ((LPDIRECT3DVERTEXBUFFER8)m_DCustomVertexBufferPools[j]->m_pBuffers);
SafeDelete(m_DCustomVertexBufferPools[j]);
m_DCustomVertexBufferPools.erase(m_DCustomVertexBufferPools.begin() + j);
m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1]--;
return pReturn;
}
}
}
}
else //static
{
for(i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(uiSize <= ArrBufferSize[i])
{
if(m_SVertexBufferNums[i])
{
CD3DBufferObj *pObj = m_SVertexBufferPools[i].front();
m_SVertexBufferPools[i].pop();
m_SVertexBufferNums[i]--;
if(pObj)
{
pReturn = (LPDIRECT3DVERTEXBUFFER8) pObj->m_pBuffers;
SafeDelete(pObj);
return pReturn;
}
return NULL;
}
return (pReturn = (LPDIRECT3DVERTEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_VERTEX,i,dwDecl));
}
}
// Custom Size
if(m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1])
{
for(j = 0; j < (int)m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1]; j++ )
{
if((m_SCustomVertexBufferPools[j]->m_uiBufferSize) >= uiSize)
{
pReturn = ((LPDIRECT3DVERTEXBUFFER8)m_SCustomVertexBufferPools[j]->m_pBuffers);
SafeDelete(m_SCustomVertexBufferPools[j]);
m_SCustomVertexBufferPools.erase(m_SCustomVertexBufferPools.begin() + j);
m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1]--;
return pReturn;
}
}
}
}
return (pReturn = (LPDIRECT3DVERTEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_VERTEX,-1,dwDecl,uiSize));
}
LPDIRECT3DINDEXBUFFER8 CD3DBufferPools::GetIndexBuffer(unsigned int uiSize,DWORD dwFormat,bool bDynamic)
{
LPDIRECT3DINDEXBUFFER8 pReturn = NULL;
int i,j;
if(bDynamic)
{
for(i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(uiSize <= ArrBufferSize[i])
{
if(m_DIndexBufferNums[i])
{
CD3DBufferObj *pObj = m_DIndexBufferPools[i].front();
m_DIndexBufferPools[i].pop();
m_DIndexBufferNums[i]--;
if(pObj)
{
pReturn = (LPDIRECT3DINDEXBUFFER8) pObj->m_pBuffers;
SafeDelete(pObj);
return pReturn;
}
return NULL;
}
return (pReturn = (LPDIRECT3DINDEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_INDEX,i,dwFormat));
}
}
// Custom Size
if(m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1])
{
for(j = 0; j < (int)m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1]; j++ )
{
if((m_DCustomIndexBufferPools[j]->m_uiBufferSize) >= uiSize)
{
pReturn = ((LPDIRECT3DINDEXBUFFER8)m_DCustomIndexBufferPools[j]->m_pBuffers);
SafeDelete(m_DCustomIndexBufferPools[j]);
m_DCustomIndexBufferPools.erase(m_DCustomIndexBufferPools.begin() + j);
m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1]--;
return pReturn;
}
}
}
}
else //Static Buffer
{
for(i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(uiSize <= ArrBufferSize[i])
{
if(m_SIndexBufferNums[i])
{
CD3DBufferObj *pObj = m_SIndexBufferPools[i].front();
m_SIndexBufferPools[i].pop();
m_SIndexBufferNums[i]--;
if(pObj)
{
pReturn = (LPDIRECT3DINDEXBUFFER8) pObj->m_pBuffers;
SafeDelete(pObj);
return pReturn;
}
return NULL;
}
return (pReturn = (LPDIRECT3DINDEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_INDEX,i,dwFormat));
}
}
// Custom Size
if(m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1])
{
for(j = 0; j < (int)m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1]; j++ )
{
if((m_SCustomIndexBufferPools[j]->m_uiBufferSize) >= uiSize)
{
pReturn = ((LPDIRECT3DINDEXBUFFER8)m_SCustomIndexBufferPools[j]->m_pBuffers);
SafeDelete(m_SCustomIndexBufferPools[j]);
m_SCustomIndexBufferPools.erase(m_SCustomIndexBufferPools.begin() + j);
m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1]--;
return pReturn;
}
}
}
}
return (pReturn = (LPDIRECT3DINDEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_INDEX,-1,dwFormat,uiSize));
}
void CD3DBufferPools::UnRef(unsigned int iType,LPDIRECT3DRESOURCE8 lpBuffer)
{
// ppuchuu 2004/11/15
if( NULL == lpBuffer )
{
return;
}
// edith 2008.12.12 버퍼풀의 최대개수를 제한한다.
unsigned int iMaxPoolCount = 100;
bool bDynamic = false;
if(iType == Scene::D3DBUFFEROBJ_VERTEX)
{
D3DVERTEXBUFFER_DESC VertexBufferDesc;
((LPDIRECT3DVERTEXBUFFER8)lpBuffer)->GetDesc(&VertexBufferDesc);
if(VertexBufferDesc.Usage & D3DUSAGE_DYNAMIC)
bDynamic = true;
if(bDynamic)
{
// 최대개수 지정.
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(VertexBufferDesc.Size <= ArrBufferSize[i])
{
if(m_DVertexBufferNums[i] >= iMaxPoolCount)
{
SafeRelease(lpBuffer);
return;
}
break;
}
}
}
else
{
// 최대개수 지정
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(VertexBufferDesc.Size <= ArrBufferSize[i])
{
if(m_SVertexBufferNums[i] >= iMaxPoolCount)
{
SafeRelease(lpBuffer);
return;
}
break;
}
}
}
CD3DBufferObj *pObj = new CD3DBufferObj;
pObj->CreateBuffer(iType,VertexBufferDesc.Size,VertexBufferDesc.FVF,lpBuffer);
if(bDynamic)
{
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(pObj->m_uiBufferSize <= ArrBufferSize[i])
{
m_DVertexBufferPools[i].push(pObj);
m_DVertexBufferNums[i]++;
return;
}
}
m_DCustomVertexBufferPools.push_back(pObj);
m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1]++;
}
else // Static Buffer
{
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(pObj->m_uiBufferSize <= ArrBufferSize[i])
{
m_SVertexBufferPools[i].push(pObj);
m_SVertexBufferNums[i]++;
return;
}
}
m_SCustomVertexBufferPools.push_back(pObj);
m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1]++;
}
}
else if(iType == Scene::D3DBUFFEROBJ_INDEX)
{
D3DINDEXBUFFER_DESC IndexBufferDesc;
((LPDIRECT3DINDEXBUFFER8)lpBuffer)->GetDesc(&IndexBufferDesc);
if(IndexBufferDesc.Usage & D3DUSAGE_DYNAMIC)
bDynamic = true;
if(bDynamic)
{
// 최대개수 지정.
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(IndexBufferDesc.Size <= ArrBufferSize[i])
{
if(m_DIndexBufferNums[i] >= iMaxPoolCount)
{
SafeRelease(lpBuffer);
return;
}
break;
}
}
}
else
{
// 최대개수 지정
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(IndexBufferDesc.Size <= ArrBufferSize[i])
{
if(m_SIndexBufferNums[i] >= iMaxPoolCount)
{
SafeRelease(lpBuffer);
return;
}
break;
}
}
}
CD3DBufferObj *pObj = new CD3DBufferObj;
pObj->CreateBuffer(iType,IndexBufferDesc.Size,IndexBufferDesc.Format,lpBuffer);
if(bDynamic)
{
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(pObj->m_uiBufferSize <= ArrBufferSize[i])
{
m_DIndexBufferPools[i].push(pObj);
m_DIndexBufferNums[i]++;
return;
}
}
m_DCustomIndexBufferPools.push_back(pObj);
m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1]++;
}
else // Static
{
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(pObj->m_uiBufferSize <= ArrBufferSize[i])
{
m_SIndexBufferPools[i].push(pObj);
m_SIndexBufferNums[i]++;
return;
}
}
m_SCustomIndexBufferPools.push_back(pObj);
m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1]++;
}
}
}
LPDIRECT3DRESOURCE8 CD3DBufferPools::CreateBuffer(bool bDynamic,unsigned int iType,int iSizeType,DWORD dwValue,unsigned int uiCustomSize)
{
unsigned int uiSize = 0;
if(iSizeType >= 0)
uiSize = ArrBufferSize[iSizeType];
else
uiSize = uiCustomSize;
if(iType == Scene::D3DBUFFEROBJ_VERTEX)
{
LPDIRECT3DVERTEXBUFFER8 lpVertex;
if(!bDynamic)
{
// if(Caldron::Failed(CSceneManager::GetDevice()->CreateVertexBuffer(uiSize,D3DUSAGE_WRITEONLY,dwValue,D3DPOOL_DEFAULT,&lpVertex)))
if(Caldron::Failed(CSceneManager::GetDevice()->CreateVertexBuffer(uiSize,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&lpVertex)))
{
MessageBox(NULL,"Buffer Create Faile(1)","Error",MB_OK);
}
}
else
{
if(Caldron::Failed(CSceneManager::GetDevice()->CreateVertexBuffer(uiSize,D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,0,D3DPOOL_DEFAULT,&lpVertex)))
{
MessageBox(NULL,"Buffer Create Faile(2)","Error",MB_OK);
}
}
return lpVertex;
}
else if(iType == Scene::D3DBUFFEROBJ_INDEX)
{
LPDIRECT3DINDEXBUFFER8 lpIndex;
if(!bDynamic)
{
if(Caldron::Failed(CSceneManager::GetDevice()->CreateIndexBuffer(uiSize,D3DUSAGE_WRITEONLY,(D3DFORMAT)dwValue,D3DPOOL_MANAGED,&lpIndex)))
// if(Caldron::Failed(CSceneManager::GetDevice()->CreateIndexBuffer(uiSize,D3DUSAGE_WRITEONLY,(D3DFORMAT)dwValue,D3DPOOL_DEFAULT,&lpIndex)))
{
MessageBox(NULL,"Buffer Create Faile(3)","Error",MB_OK);
}
}
else
{
if(Caldron::Failed(CSceneManager::GetDevice()->CreateIndexBuffer(uiSize,D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,(D3DFORMAT)dwValue,D3DPOOL_DEFAULT ,&lpIndex)))
{
MessageBox(NULL,"Buffer Create Faile(4)","Error",MB_OK);
}
}
return lpIndex;
}
return NULL;
}
void CD3DBufferPools::InitBuffer()
{
int i,j;
for( i = 0; i < 8; i++ )
{
LPDIRECT3DVERTEXBUFFER8 lpVertexBuffer[80];
LPDIRECT3DINDEXBUFFER8 lpIndexBuffer[80];
for( j = 0;j < 80; j++ )
{
if(j < 15)
{
lpVertexBuffer[j] = GetVertexBuffer(ArrBufferSize[i] - 10,0,false);
lpIndexBuffer[j] = GetIndexBuffer(ArrBufferSize[i] - 10,D3DFMT_INDEX16,false);
}
else
{
lpVertexBuffer[j] = GetVertexBuffer(ArrBufferSize[i] - 10,0,true);
lpIndexBuffer[j] = GetIndexBuffer(ArrBufferSize[i] - 10,D3DFMT_INDEX16,true);
}
}
for(j = 0;j < 80; j++ )
{
UnRef(D3DBUFFEROBJ_VERTEX,lpVertexBuffer[j]);
UnRef(D3DBUFFEROBJ_INDEX,lpIndexBuffer[j]);
lpVertexBuffer[j] = NULL;
lpIndexBuffer[j] = NULL;
}
}
for(i = 0; i < 5; i++ )
{
LPDIRECT3DVERTEXBUFFER8 lpCustomBuffer[5];
lpCustomBuffer[0] = GetVertexBuffer(150000,0,true);
lpCustomBuffer[1] = GetVertexBuffer(100000,0,true);
lpCustomBuffer[2] = GetVertexBuffer(50000,0,true);
lpCustomBuffer[3] = GetVertexBuffer(50000,0,true);
lpCustomBuffer[4] = GetVertexBuffer(150000,0,true);
for(j = 0; j < 5; j++ )
{
UnRef(D3DBUFFEROBJ_VERTEX,lpCustomBuffer[j]);
lpCustomBuffer[j] = NULL;
}
}
}

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#pragma once
#include "../../include/Caldron.h"
namespace Caldron {
namespace Scene {
enum D3DBUFFFEROBJ_TYPE
{
D3DBUFFEROBJ_VERTEX = 0,
D3DBUFFEROBJ_INDEX,
D3DBUFFEROBJ_TYPENUM,
};
enum D3DBUFFER_SIZE
{
D3DBUFFER_SIZE1 = 0, // 100
D3DBUFFER_SIZE2 = 1, // 250
D3DBUFFER_SIZE3 = 2, // 500
D3DBUFFER_SIZE4 = 3, // 1000
D3DBUFFER_SIZE5 = 4, // 3000
D3DBUFFER_SIZE6 = 5, // 7000
D3DBUFFER_SIZE7 = 6, // 10000
D3DBUFFER_SIZE8 = 7, // 20000
D3DBUFFER_SIZE9 = 8, // Custom Buffer
D3DBUFFER_SIZENUM = 9,
};
// edith 2010.01.29 D3D ¹öÆÛ Å©±â Á¶Àý
const unsigned int ArrBufferSize[8] = {
100,
250,
500,
1000,
3000,
7000,
10000,
20000
};
class CD3DBufferObj
{
public:
int m_iBufferObjType;
LPDIRECT3DRESOURCE8 m_pBuffers;
unsigned int m_uiBufferSize;
DWORD m_dwValue;
CD3DBufferObj() : m_pBuffers(NULL),m_uiBufferSize(0),m_dwValue(0){}
~CD3DBufferObj()
{
//SafeRelease(m_pBuffers);
m_pBuffers = NULL;
}
void NullBuffer();
void CreateBuffer(int iType,unsigned int uiSize,DWORD dwDecl,LPDIRECT3DRESOURCE8 lpBuffer);
};
class CD3DBufferPools
{
public:
CD3DBufferPools(void);
~CD3DBufferPools(void);
void InitBuffer();
LPDIRECT3DVERTEXBUFFER8 GetVertexBuffer(unsigned int uiSize,DWORD dwDecl,bool bDynamic = false);
LPDIRECT3DINDEXBUFFER8 GetIndexBuffer(unsigned int uiSize,DWORD dwFormat,bool bDynamic = false);
void UnRef(unsigned int iType,LPDIRECT3DRESOURCE8 lpBuffer);
LPDIRECT3DRESOURCE8 CreateBuffer(bool bDynamic,unsigned int iType,int iSizeType,DWORD dwValue,unsigned int uiCustomSize = 0);
// Dynamic Buffer
std::queue<CD3DBufferObj *> m_DVertexBufferPools[D3DBUFFER_SIZENUM -1];
std::vector<CD3DBufferObj *> m_DCustomVertexBufferPools;
unsigned int m_DVertexBufferNums[D3DBUFFER_SIZENUM];
std::queue<CD3DBufferObj *> m_DIndexBufferPools[D3DBUFFER_SIZENUM -1];
std::vector<CD3DBufferObj *> m_DCustomIndexBufferPools;
unsigned int m_DIndexBufferNums[D3DBUFFER_SIZENUM];
// Static Buffer
std::queue<CD3DBufferObj *> m_SVertexBufferPools[D3DBUFFER_SIZENUM -1];
std::vector<CD3DBufferObj *> m_SCustomVertexBufferPools;
unsigned int m_SVertexBufferNums[D3DBUFFER_SIZENUM];
std::queue<CD3DBufferObj *> m_SIndexBufferPools[D3DBUFFER_SIZENUM -1];
std::vector<CD3DBufferObj *> m_SCustomIndexBufferPools;
unsigned int m_SIndexBufferNums[D3DBUFFER_SIZENUM];
};
}}

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#include "DrawElement.h"
#include <algorithm>
namespace Caldron
{
namespace Scene
{
IDirect3DDevice8* CDrawElementMgr::ms_pDevice;
std::vector< DRAW_ELEMENT > CDrawElementMgr::ms_avecDynamicDrawElement[MAX_DRAW_ELEMENT_LAYER];
// std::vector< DRAW_ELEMENT > CDrawElementMgr::ms_avecStaticDrawElement[MAX_DRAW_ELEMENT_LAYER];
int CDrawElementMgr::ms_nDynamicVertexBufferCount;
DWORD CDrawElementMgr::ms_dwDynamicVertexBufferSize;
int CDrawElementMgr::ms_nDynamicIndexBufferCount;
DWORD CDrawElementMgr::ms_dwDynamicIndexBufferSize;
// int CDrawElementMgr::ms_nStaticVertexBufferCount;
// DWORD CDrawElementMgr::ms_dwStaticVertexBufferSize;
// int CDrawElementMgr::ms_nStaticIndexBufferCount;
// DWORD CDrawElementMgr::ms_dwStaticIndexBufferSize;
// IDirect3DVertexBuffer8** CDrawElementMgr::ms_apDynamicVertexBuffer;
// IDirect3DIndexBuffer8** CDrawElementMgr::ms_apDynaicIndexBuffer;
IDirect3DVertexBuffer8* CDrawElementMgr::ms_pDynamicVertexBuffer;
IDirect3DIndexBuffer8* CDrawElementMgr::ms_pDynamicIndexBuffer;
std::map< CBaseMesh*, UINT > CDrawElementMgr::ms_mapVBAllocationInfo;
std::map< CBaseMesh*, UINT > CDrawElementMgr::ms_mapIBAllocationInfo;
int CDrawElementMgr::ms_nVBUsedInByte;
int CDrawElementMgr::ms_nIBUsedInByte;
// IDirect3DVertexBuffer8** CDrawElementMgr::ms_apStaticVertexBuffer;
// IDirect3DIndexBuffer8** CDrawElementMgr::ms_apStaticIndexBuffer;
DRAW_ELEMENT CDrawElementMgr::ms_LastTimeDE;
bool CDrawElementMgr::_Init( IDirect3DDevice8* pDevice, DRAW_ELEMENT_MGR_INIT_PARAM* pInitParam )
{
ms_pDevice = pDevice;
HRESULT hr;
// dynamic VB 할당
hr = pDevice->CreateVertexBuffer( pInitParam->dwDynamicVertexBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
0, D3DPOOL_DEFAULT, &ms_pDynamicVertexBuffer );
if( FAILED(hr) )
{
return false;
}
// dynamic IB 할당
hr = pDevice->CreateIndexBuffer( pInitParam->dwDynamicIndexBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ms_pDynamicIndexBuffer );
if( FAILED(hr) )
{
return false;
}
// static VB 할당
// 현재없음
// static IB 할당
// 현재없음
ms_nDynamicVertexBufferCount = 1;//pInitParam->nDynamicVertexBufferCount;
ms_dwDynamicVertexBufferSize = pInitParam->dwDynamicVertexBufferSize;
ms_nDynamicIndexBufferCount = 1;//pInitParam->nDynamicIndexBufferCount;
ms_dwDynamicIndexBufferSize = pInitParam->dwDynamicIndexBufferSize;
// ms_nStaticVertexBufferCount = pInitParam->nStaticVertexBufferCount;
// ms_dwStaticVertexBufferSize = pInitParam->dwStaticVertexBufferSize;
// ms_nStaticIndexBufferCount = pInitParam->nStaticIndexBufferCount;
// ms_dwStaticIndexBufferSize = pInitParam->dwStaticIndexBufferSize;
ms_LastTimeDE.pMesh = NULL;
ms_LastTimeDE.pTM = NULL;
ms_LastTimeDE.pTextureTM = NULL;
ms_LastTimeDE.textureSlot.apTexture[0] = NULL;
ms_LastTimeDE.textureSlot.nUsed = 1;
ms_LastTimeDE.hVertexShader = NULL;
ms_LastTimeDE.hPixelShader = NULL;
ms_LastTimeDE.pStateSet = NULL;
return true;
}
bool CDrawElementMgr::_RegisterDrawElement( int nLayer, DRAW_ELEMENT& rDE )
{
if( nLayer >= MAX_DRAW_ELEMENT_LAYER )
{
return false;
}
if( false == rDE.ValidityCheck() )
{
return false;
}
// D/E 각 요소들에 대한 lock 이 필요할듯.. 그런데 이렇게 하려면 각 요소들 모두 lockable 한 객체로 바꿔줘야한다.
rDE.pMesh->Lock();
ms_avecDynamicDrawElement[nLayer].push_back( rDE );
return true;
}
// bool CDrawElementMgr::_RegisterStaticDrawElement( int nLayer, DRAW_ELEMENT& rDE )
// {
// //
// // 현재는 dynamic 일때와 구현이 같으나 차후 바뀔 수 있음
// //
//
// if( nLayer >= MAX_DRAW_ELEMENT_LAYER )
// {
// return false;
// }
//
// if( false ==rDE.ValidityCheck() )
// {
// return false;
// }
//
// // D/E 각 요소들에 대한 lock 이 필요할듯.. 그런데 이렇게 하려면 각 요소들 모두 lockable 한 객체로 바꿔줘야한다.
//
// ms_avecDynamicDrawElement[nLayer].push_back( rDE );
//
// return true;
// }
void CDrawElementMgr::_Process()
{
VIB_PACKET packet;
// sort
_Sort();
// optimize
_Optimize();
for( int i = 0; i < MAX_DRAW_ELEMENT_LAYER; ++i )
{
// per-layer setting ( ex) Render Target Change )
// render target, view matrix, projection matrix 변경 적용
std::vector< DRAW_ELEMENT > & rvecDE = ms_avecDynamicDrawElement[i]; // shortcut to i-th layer of D/E vector
for( int j = 0; j < rvecDE.size(); ++j )
{
DRAW_ELEMENT &rCurrentDrawElement = rvecDE[j];
// mesh data uploading (to VB/IB )
_UploadMesh( rCurrentDrawElement, packet );
// draw primitive(include state setting)
_Render( rCurrentDrawElement, packet );
// unlock D/E related components
// 지금은 CMesh 만 Lock/Unlock 구현되어있음
rCurrentDrawElement.pMesh->Unlock();
}
// flush D/E list 'cause this is DYNAMIC D/E list
rvecDE.clear();
}
ms_pDevice->SetStreamSource( 0, NULL, 0 );
ms_pDevice->SetIndices( NULL, 0 );
}
void CDrawElementMgr::_Close()
{
// VB/IB 해제
SafeRelease( ms_pDynamicVertexBuffer );
SafeRelease( ms_pDynamicIndexBuffer );
}
// D/E sort comparison processor
bool DE_Ascend( DRAW_ELEMENT rDE1, DRAW_ELEMENT rDE2 )
{
if( rDE1.textureSlot.apTexture[0] > rDE2.textureSlot.apTexture[0] ) return false;
if( rDE1.pTM > rDE2.pTM ) return false;
if( rDE1.hVertexShader > rDE2.hVertexShader ) return false;
if( rDE1.hPixelShader > rDE2.hPixelShader ) return false;
if( rDE1.pStateSet > rDE2.pStateSet ) return false;
if( rDE1.pMesh > rDE2.pMesh ) return false;
return true;
}
void CDrawElementMgr::_Sort()
{
for( int i = 0; i < MAX_DRAW_ELEMENT_LAYER; ++i )
{
std::stable_sort( ms_avecDynamicDrawElement[i].begin(), ms_avecDynamicDrawElement[i].end(), DE_Ascend );
}
}
void CDrawElementMgr::_Optimize()
{
// nothing now..
}
void CDrawElementMgr::_UploadMesh( DRAW_ELEMENT &rDE, VIB_PACKET &rPacket )
{
std::map< CBaseMesh*, UINT >::iterator it;
BYTE* pByteDataInBuffer = NULL;
UINT uSizeInByte; // 할당될 mesh data 의 byte 사이즈
UINT uAllocOffset; // buffer 상에 upload 될 위치
UINT uRemain; // buffer 상에 남아있는 공간
HRESULT hr;
// VB 상에 이미 upload 되어있는 mesh 인가?
it = ms_mapVBAllocationInfo.find( rDE.pMesh );
if( it != ms_mapVBAllocationInfo.end() )
{
// 그렇다면 기존 정보만 VIB packet 에 기록
rPacket.uPositionInVB = it->second;
}
else
{
// 아니면 할당 과정
//////////////////////////////////////////////////////////////////////////
//
// DrawPrimitive 계열의 offset 관련 파라미터들이 vertex 갯수 단위이므로
// mesh vertex data가 upload 될 경우 그 위치를 vertex size에 맞게 align
// 해 준다.
//
uSizeInByte = rDE.pMesh->GetVertexCount() * rDE.pMesh->GetVertexSize();
UINT uUsedAlignFixed = (ms_nVBUsedInByte % rDE.pMesh->GetVertexSize() ) ?
( ( ms_nVBUsedInByte/rDE.pMesh->GetVertexSize() ) + 1 ) * rDE.pMesh->GetVertexSize() :
ms_nVBUsedInByte; // vertex size 경계에 맞춰 올림
uRemain = ms_dwDynamicVertexBufferSize - uUsedAlignFixed;
// Lock VB
if( uRemain < uSizeInByte )
{
// 공간이 부족할때 -> discard all & reset alloc info
uAllocOffset = 0;
hr = ms_pDynamicVertexBuffer->Lock( uAllocOffset, uSizeInByte, &pByteDataInBuffer, D3DLOCK_DISCARD );
if( FAILED(hr) )
{
return; // Lock 실패시 걍 리턴..-_-
}
// VB flush, 할당정보 clear
ms_mapVBAllocationInfo.clear();
ms_nVBUsedInByte = 0;
}
else
{
// 공간이 충분할때 -> 걍 Lock
uAllocOffset = uUsedAlignFixed;
hr = ms_pDynamicVertexBuffer->Lock( uAllocOffset, uSizeInByte, &pByteDataInBuffer, D3DLOCK_NOOVERWRITE );
if( FAILED(hr) )
{
return; // Lock 실패시 걍 리턴..-_-
}
}
// upload, 할당정보 갱신
rDE.pMesh->UploadVertexData( pByteDataInBuffer );
ms_pDynamicVertexBuffer->Unlock();
ms_mapVBAllocationInfo[rDE.pMesh] = uAllocOffset;
ms_nVBUsedInByte = uUsedAlignFixed + uSizeInByte;
}
// indexed mesh 가 아니면 -> 종료
if( !( rDE.pMesh->IsIndexed() ) )
{
return;
}
// IB 에도 VB 와 같은 과정 반복
// IB 상에 이미 upload 되어있는 mesh 인가?
it = ms_mapIBAllocationInfo.find( rDE.pMesh );
if( it != ms_mapIBAllocationInfo.end() )
{
// 그렇다면 기존 정보만 VIB packet 에 기록
rPacket.uPositionInIB = it->second;
}
else
{
// 아니면 할당 과정
uSizeInByte = rDE.pMesh->GetIndexCount() * sizeof(WORD);
uRemain = ms_dwDynamicIndexBufferSize - ms_nIBUsedInByte;
// Lock IB
if( uRemain < uSizeInByte )
{
// 공간이 부족할때 -> discard all & reset alloc info
uAllocOffset = 0;
hr = ms_pDynamicIndexBuffer->Lock( uAllocOffset, uSizeInByte, &pByteDataInBuffer, D3DLOCK_DISCARD );
if( FAILED(hr) )
{
return; // Lock 실패시 걍 리턴..-_-
}
// IB flush, 할당정보 clear
ms_mapIBAllocationInfo.clear();
ms_nIBUsedInByte = 0;
}
else
{
// 공간이 충분할때 -> 걍 Lock
uAllocOffset = ms_nIBUsedInByte;
hr = ms_pDynamicIndexBuffer->Lock( uAllocOffset, uSizeInByte, &pByteDataInBuffer, D3DLOCK_NOOVERWRITE );
if( FAILED(hr) )
{
return; // Lock 실패시 걍 리턴..-_-
}
}
// upload, 할당정보 갱신
rDE.pMesh->UploadIndexData( pByteDataInBuffer );
ms_pDynamicIndexBuffer->Unlock();
ms_mapIBAllocationInfo[rDE.pMesh] = uAllocOffset;
ms_nIBUsedInByte += uSizeInByte;
}
}
void CDrawElementMgr::_Render( DRAW_ELEMENT &rDE, VIB_PACKET &rPacket )
{
// 임시코드
ms_pDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
ms_pDevice->LightEnable( 0, TRUE );
// ms_LastTimeDE 와 rDE 각 컴포넌트별 비교 후 다른 컴포넌트의 적용
// rPacket 에 VB/IB 가 last time 과 다를 경우 stream source 를 바꿔줘야..하지만
// 현재는 VB/IB 가 하나뿐이므로 생략
// ...하려고 했으나, SSS에 stride 가 파라미터로 들어가므로 매번 해주는것으로 결정-_-;
ms_pDevice->SetStreamSource( 0, ms_pDynamicVertexBuffer, rDE.pMesh->GetVertexSize() );
ms_pDevice->SetTransform( D3DTS_WORLD, rDE.pTM );
if( NULL == rDE.hVertexShader )
{
DWORD dwFVF = rDE.pMesh->GetFVF();
ms_pDevice->SetVertexShader( dwFVF );
}
else
{
ms_pDevice->SetVertexShader( rDE.hVertexShader );
}
ms_pDevice->SetPixelShader( rDE.hPixelShader );
if( NULL == rDE.textureSlot.apTexture[0] )
{
ms_pDevice->SetTexture( 0, NULL );
}
else
{
ms_pDevice->SetTexture( 0, rDE.textureSlot.apTexture[0]->GetTexture() );
}
if( rDE.pMesh->IsIndexed() )
{
ms_pDevice->SetIndices( ms_pDynamicIndexBuffer, rPacket.uPositionInVB / rDE.pMesh->GetVertexSize() );
ms_pDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, rDE.pMesh->GetVertexCount(),
rPacket.uPositionInIB / sizeof(WORD), rDE.pMesh->GetIndexCount() / 3 );
}
else
{
ms_pDevice->DrawPrimitive( D3DPT_TRIANGLELIST, rPacket.uPositionInVB / rDE.pMesh->GetVertexSize(),
rDE.pMesh->GetVertexCount()/3 );
}
// last time 데이터 업데이트
ms_LastTimeDE = rDE;
}
}
}

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#pragma once
#pragma warning( disable : 4786 )
#include "../../include/Caldron.h"
#include "Mesh.h"
//#include "Texture.h"
#include "NTexture.h"
#include "StateSet.h"
#include <vector>
//////////////////////////////////////////////////////////////////////////
//
// 1차적으로 dynamic buffer 만, VB/IB 각 1개씩으로만 구현
//
namespace Caldron
{
namespace Scene
{
const int MAX_DRAW_ELEMENT_LAYER = 5;
const int MAX_TEXTURE_SLOT = 8;
struct TEXTURE_SLOT
{
//CTexture* apTexture[MAX_TEXTURE_SLOT];
CROSSM::CNTexture* apTexture[MAX_TEXTURE_SLOT];
int nUsed;
TEXTURE_SLOT()
{
apTexture[0] = NULL;
nUsed = 1;
}
/*
TEXTURE_SLOT( int n, CTexture pt0, CTexture pt1 = NULL, CTexture pt2 = NULL, CTexture pt3 = NULL )
{
apTexture[0] = pt0;
apTexture[1] = pt1;
apTexture[2] = pt2;
apTexture[3] = pt3;
nUsed = n;
}
*/
};
struct DRAW_ELEMENT
{
CBaseMesh* pMesh;
D3DMATRIX* pTM;
D3DMATRIX* pTextureTM;
TEXTURE_SLOT textureSlot;
DWORD hVertexShader;
DWORD hPixelShader;
CStateSet* pStateSet;
// VB/IB 내 upload 후 위치 저장용 데이터부분 필요
DRAW_ELEMENT() {}
DRAW_ELEMENT( CBaseMesh* _pMesh, D3DMATRIX* _pTM, D3DMATRIX* _pTextureTM, TEXTURE_SLOT* _pTextureSlot, DWORD _hVertexShader, DWORD _hPixelShader, CStateSet* _pStateSet )
{
pMesh = _pMesh;
pTM = _pTM;
pTextureTM = _pTextureTM;
textureSlot = *_pTextureSlot;
hVertexShader = _hVertexShader;
hPixelShader = _hPixelShader ;
pStateSet = _pStateSet;
}
bool ValidityCheck()
{
if( NULL == pMesh ) return false;
//if( NULL == pTextureSlot ) return false;
// VS, PS 모두 null 일 경우 가능
if( NULL == pStateSet ) return false;
return true;
}
};
struct DRAW_ELEMENT_MGR_INIT_PARAM
{
int nDynamicVertexBufferCount;
DWORD dwDynamicVertexBufferSize;
int nDynamicIndexBufferCount;
DWORD dwDynamicIndexBufferSize;
int nStaticVertexBufferCount;
DWORD dwStaticVertexBufferSize;
int nStaticIndexBufferCount;
DWORD dwStaticIndexBufferSize;
};
struct VIB_PACKET
{
//IDirect3DVertexBuffer8* pVB;
//IDirect3DIndexBuffer8* pIB;
UINT uPositionInVB;
UINT uPositionInIB;
VIB_PACKET()
{
uPositionInVB = 0;
uPositionInIB = 0;
}
};
class CDrawElementMgr
{
public:
// 초기화( InitDevice 성 초기화)
static bool _Init( IDirect3DDevice8* pDevice, DRAW_ELEMENT_MGR_INIT_PARAM* pInitParam );
// Draw Element 등록
static bool _RegisterDrawElement( int nLayer, DRAW_ELEMENT& rDE );
// Static Draw Element 등록
// static bool _RegisterStaticDrawElement( int nLayer, DRAW_ELEMENT& rDE );
// register 된 D/E 들을 sort 하고 최적화한 후 DrawPrimitive 호출
static void _Process();
// 종료( _Init 와 pair )
static void _Close();
private:
static IDirect3DDevice8* ms_pDevice;
static std::vector< DRAW_ELEMENT > ms_avecDynamicDrawElement[MAX_DRAW_ELEMENT_LAYER];
// static std::vector< DRAW_ELEMENT > ms_avecStaticDrawElement[MAX_DRAW_ELEMENT_LAYER];
static int ms_nDynamicVertexBufferCount;
static DWORD ms_dwDynamicVertexBufferSize;
static int ms_nDynamicIndexBufferCount;
static DWORD ms_dwDynamicIndexBufferSize;
// static int ms_nStaticVertexBufferCount;
// static DWORD ms_dwStaticVertexBufferSize;
// static int ms_nStaticIndexBufferCount;
// static DWORD ms_dwStaticIndexBufferSize;
// static IDirect3DVertexBuffer8** ms_apDynamicVertexBuffer;
// static IDirect3DIndexBuffer8** ms_apDynaicIndexBuffer;
static IDirect3DVertexBuffer8* ms_pDynamicVertexBuffer;
static IDirect3DIndexBuffer8* ms_pDynamicIndexBuffer;
// static IDirect3DVertexBuffer8** ms_apStaticVertexBuffer;
// static IDirect3DIndexBuffer8** ms_apStaticIndexBuffer;
static std::map< CBaseMesh*, UINT > ms_mapVBAllocationInfo;
static std::map< CBaseMesh*, UINT > ms_mapIBAllocationInfo;
static int ms_nVBUsedInByte;
static int ms_nIBUsedInByte;
static DRAW_ELEMENT ms_LastTimeDE;
// Process 내부 동작 컴포넌트들
static void _Sort();
static void _Optimize();
static void _UploadMesh( DRAW_ELEMENT &rDE, VIB_PACKET &rPacket );
static void _Render( DRAW_ELEMENT &rDE, VIB_PACKET &rPacket );
};
}
}

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#pragma once
#pragma warning( disable : 4786 )
#include "../../include/Caldron.h"
namespace Caldron
{
namespace Scene
{
class CBaseMesh
{
public:
CBaseMesh()
{
m_nLockCount = 0;
}
virtual ~CBaseMesh()
{
// m_nLockCount 가 0이 아닐 경우 경고 메시지를 띄워줄 수 있다.
}
void Lock()
{
// thread safe code 필요할지도?
++m_nLockCount;
}
void Unlock()
{
// thread safe code 필요할지도?
if( m_nLockCount > 0 )
{
// 음수 lock count 에 대한 경고 메시지 출력할수 있을듯
--m_nLockCount;
}
}
bool IsLocked()
{
return (m_nLockCount>0);
}
// VB 로 vertex 내용 upload 시 사용
virtual void UploadVertexData( void* p ) = 0;
// IB 로 index 내용 upload 시 사용
virtual void UploadIndexData( void* p ) = 0;
//
virtual int GetVertexCount() = 0;
virtual int GetIndexCount() = 0;
virtual int GetVertexSize() = 0;
virtual DWORD GetFVF() = 0;
bool IsIndexed()
{
return m_bIndexed;
}
protected:
int m_nLockCount;
bool m_bIndexed;
};
template <class _T>
class CMesh : public CBaseMesh
{
public:
CMesh()
{
}
~CMesh()
{
}
// VB 로 vertex 내용 upload 시 사용
void UploadVertexData( void* p )
{
if( 0 == m_vecVertexData.size() )
{
return;
}
MoveMemory( p, &(m_vecVertexData[0]), sizeof(_T) * m_vecVertexData.size() );
}
// IB 로 index 내용 upload 시 사용
void UploadIndexData( void* p )
{
if( 0 == m_vecIndexData.size() )
{
return;
}
MoveMemory( p, &(m_vecIndexData[0]), sizeof(_T) * m_vecIndexData.size() );
}
//
int GetVertexCount()
{
return m_vecVertexData.size();
}
//
int GetIndexCount()
{
return m_vecIndexData.size();
}
int GetVertexSize()
{
return sizeof( _T );
}
DWORD GetFVF()
{
return _T::GetFVF();
}
// vertex 갯수 설정(공간확보)
void SetVertexCount( int n )
{
m_vecVertexData.resize( n );
}
// 해당 index 갯수 설정(공간 확보)
void SetIndexCount( int n )
{
m_vecIndexData.resize( n );
if( 0 == n )
{
m_bIndexed = false;
}
else
{
m_bIndexed = true;
}
}
//
_T* GetVertexWritePtr()
{
if( IsLocked() )
{
return NULL;
}
if( 0 == m_vecVertexData.size() )
{
return NULL;
}
return &(m_vecVertexData[0]);
}
WORD* GetIndexWritePtr()
{
if( IsLocked() )
{
return NULL;
}
if( 0 == m_vecIndexData.size() )
{
return NULL;
}
return &(m_vecIndexData[0]);
}
private:
std::vector< _T > m_vecVertexData;
std::vector< WORD > m_vecIndexData;
};
}
}

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#include "StateSet.h"
namespace Caldron
{
namespace Scene
{
}
}

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#pragma once
#pragma warning( disable : 4786 )
#include "../../include/Caldron.h"
#include "Mesh.h"
#include "Texture.h"
namespace Caldron
{
namespace Scene
{
class CStateSet
{
public:
};
class CStateSetMgr
{
public:
// 초기화( InitDevice 성 초기화)
static bool _Init( IDirect3DDevice8* pDevice );
// StateSet Manager 외부에서 d3d device 로 직접 시도된 state change 들을 검사해 device 와 StateSet Mgr 의 state를 동기화
static void _GetCurrentDeviceState();
// 지정된 StateSet 의 내용을 D3D Device 에 적용
static void _ApplyStateSet( CStateSet* pStateSet );
private:
// 각 state 변수들
};
}
}