Files
Client/GameTools/Zallad3D SceneClass/ShaderManager.cpp
LGram16 dd97ddec92 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>
2025-11-29 20:17:20 +09:00

162 lines
3.6 KiB
C++
Raw Blame History

#include "ShaderScene.h"
#include "ShaderManager.h"
#include "Shader_IndexHeader.h"
#include "Shader_Headers.h"
CShaderManager::CShaderManager() {
m_lstShaders.clear();
m_iShadersNum = 0;
}
CShaderManager::~CShaderManager() {
if((m_iShadersNum >0) && (m_lstShaders.size() > 0)) {
int i;
for( i = 0; i < m_lstShaders.size(); i++ ) {
if(m_lstShaders[i] != NULL) {
delete m_lstShaders[i];
m_lstShaders[i] = NULL;
}
}
m_lstShaders.clear();
m_iShadersNum = 0;
}
}
void CShaderManager::Apply(int iShaderIndex) {
if((iShaderIndex >= 0) && (iShaderIndex < m_iShadersNum)) {
if(m_lstShaders[iShaderIndex] != NULL) {
m_lstShaders[iShaderIndex]->Apply();
}
}
}
void CShaderManager::UnApply(int iShaderIndex) {
if((iShaderIndex >= 0) && (iShaderIndex < m_iShadersNum)) {
if(m_lstShaders[iShaderIndex] != NULL) {
m_lstShaders[iShaderIndex]->UnApply();
}
}
}
void CShaderManager::DeleteAllShader() {
if((m_iShadersNum >0) && (m_lstShaders.size() > 0)) {
int i;
for( i = 0; i < m_lstShaders.size(); i++ ) {
if(m_lstShaders[i] != NULL) {
delete m_lstShaders[i];
m_lstShaders[i] = NULL;
}
}
m_lstShaders.clear();
m_iShadersNum = 0;
}
}
CShaderScene *CShaderManager::GetShaderPtr(char *strShader) {
if((strShader != NULL) && (strlen(strShader) > 1)) {
int i;
for( i = 0; i < m_lstShaders.size() ; i++ ) {
if(m_lstShaders[i] != NULL) {
if(strcmp(strShader,m_lstShaders[i]->GetShaderName()) == 0)
return m_lstShaders[i];
}
}
if(LoadShader(strShader))
return m_lstShaders[(m_lstShaders.size() - 1)];
else
return NULL;
}
return NULL;
}
int CShaderManager::GetShader(char *strShader) {
if((strShader != NULL) && (strlen(strShader) > 1)) {
int i;
for( i = 0; i < m_lstShaders.size() ; i++ ) {
if(m_lstShaders[i] != NULL) {
if(strcmp(strShader,m_lstShaders[i]->GetShaderName()) == 0)
return i;
}
}
if(LoadShader(strShader))
return (m_lstShaders.size() - 1);
else
return -1;
}
return -1;
}
bool CShaderManager::LoadShader(char *strShader) {
int iShaderId = atoi(strShader);
if(iShaderId >= SHADER_ID_NUM)
return false;
VOID *pNewNode = NULL;
switch(iShaderId) {
case SHADER_ID_BUMPDIFFSPEC:
pNewNode = new CShader_BumpSpec;
((CShader_BumpSpec *)pNewNode)->Create(strShader);
m_lstShaders.push_back((CShader_BumpSpec *)pNewNode);
m_iShadersNum = m_lstShaders.size();
break;
case SHADER_ID_REFLECTION:
MessageBox(NULL,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20>Դϴ<D4B4>.","error",MB_OK);
return false;
break;
case SHADER_ID_DEPTHOFFIELD:
MessageBox(NULL,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20>Դϴ<D4B4>.","error",MB_OK);
return false;
break;
case SHADER_ID_GLARE:
pNewNode = new CShader_Glare;
((CShader_Glare *)pNewNode)->Create(strShader);
m_lstShaders.push_back((CShader_Glare *)pNewNode);
m_iShadersNum = m_lstShaders.size();
//MessageBox(NULL,"<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20>Դϴ<D4B4>.","error",MB_OK);
//return false;
break;
case SHADER_ID_SELFSHADOW:
MessageBox(NULL,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20>Դϴ<D4B4>.","error",MB_OK);
return false;
break;
case SHADER_ID_RAIN:
pNewNode = new CShader_Rain;
((CShader_Rain *)pNewNode)->Create(strShader);
m_lstShaders.push_back((CShader_Rain *)pNewNode);
m_iShadersNum = m_lstShaders.size();
break;
default:
MessageBox(NULL,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20>Դϴ<D4B4>.","error",MB_OK);
return false;
break;
};
return true;
}
void CShaderManager::Init() {
if((m_iShadersNum >0) && (m_lstShaders.size() > 0)) {
int i;
for( i = 0; i < m_lstShaders.size(); i++ ) {
if(m_lstShaders[i] != NULL) {
delete m_lstShaders[i];
m_lstShaders[i] = NULL;
}
}
m_lstShaders.clear();
m_iShadersNum = 0;
}
m_lstShaders.clear();
m_iShadersNum = 0;
}