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>
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45
Engine/Zalla3D Scene Class/FullSceneShader.cpp
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45
Engine/Zalla3D Scene Class/FullSceneShader.cpp
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// FullSceneShader.cpp: implementation of the CFullSceneShader class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "FullSceneShader.h"
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#include "FullScenePShader.h"
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#include "SceneManager.h"
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#include "GMMemory.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CFullSceneShader::CFullSceneShader(char *strFileName)
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{
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m_pPixelShader = new CFullScenePShader(strFileName);
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}
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CFullSceneShader::~CFullSceneShader()
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{
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if(m_pPixelShader)
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{
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delete m_pPixelShader;
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m_pPixelShader = NULL;
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}
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}
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void CFullSceneShader::Apply()
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{
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if(m_pPixelShader)
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m_pPixelShader->Apply();
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}
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void CFullSceneShader::Apply(int i)
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{
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if(m_pPixelShader)
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m_pPixelShader->Apply(i);
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}
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void CFullSceneShader::UnApply()
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{
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CSceneManager::GetDevice()->SetPixelShader(0);
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}
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