Files
Client/GameTools/Zallad3D SceneClass/Glare.h
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

92 lines
2.8 KiB
C++

// Glare.h: interface for the CGlare class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GLARE_H__9702E92C_C698_40DC_AA7D_7964C33573D0__INCLUDED_)
#define AFX_GLARE_H__9702E92C_C698_40DC_AA7D_7964C33573D0__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define GLARETEXTURE_WIDTH 256
#define GLARETEXTURE_HEIGHT 256
#define NUM_256_TEXTURES 2
#define NUM_128_TEXTURES 8
#define NUM_64_TEXTURES 8
#define NUM_32_TEXTURES 8
#define NUM_16_TEXTURES 8
#define OFFSET1U 0.0f
#define OFFSET1V 1.0f
#define OFFSET2U 0.951f
#define OFFSET2V 0.309f
#define OFFSET3U 0.5878f
#define OFFSET3V -0.809f
#define OFFSET4U -0.5878f
#define OFFSET4V -0.809f
#define OFFSET5U -0.951f
#define OFFSET5V 0.309f
struct GLAREDISPLAY_VERTEX
{
float x, y, z, rhw;
DWORD color;
float u, v;
static const DWORD FVF;
};
class CGlareScene
{
public:
struct RenderTarget
{
UINT nHeight;
UINT nWidth;
LPDIRECT3DSURFACE8 pSurface;
LPDIRECT3DSURFACE8 pZSurface;
LPDIRECT3DTEXTURE8 pTexture;
};
public:
LPDIRECT3DDEVICE8 m_pd3dDevice;
RenderTarget m_RenderTarget256[NUM_256_TEXTURES];
RenderTarget m_RenderTarget128[NUM_128_TEXTURES];
RenderTarget m_RenderTarget64[NUM_64_TEXTURES];
RenderTarget m_RenderTarget32[NUM_32_TEXTURES];
RenderTarget m_RenderTarget16[NUM_16_TEXTURES];
LPDIRECT3DSURFACE8 m_pOldRenderTarget;
LPDIRECT3DSURFACE8 m_pOldZSurface;
D3DVIEWPORT8 m_OldViewport;
public:
CGlareScene();
virtual ~CGlareScene();
HRESULT Create( LPDIRECT3DDEVICE8 pDevice );
bool BeginRenderToTexture();
bool EndRenderToTexture();
void ShakeGlareImage( float weight16, float weight32, float weight64, float weight128 );
void Destroy();
void SetColorFactorShader( D3DCOLOR color );
void SetDiffuseColorShader();
protected:
HRESULT CreateRenderTarget( RenderTarget* pTarget, UINT nHeight, UINT nWidth );
void DownImage( RenderTarget* pSrc, RenderTarget* pDst, float offsetU, float offsetV);
void AccumulateImage( RenderTarget* pResult, RenderTarget* pSrc1, RenderTarget* pSrc2,
RenderTarget* pSrc3, RenderTarget* pSrc4 = NULL );
void AddBlurImage( RenderTarget* pResult, RenderTarget* pSrc1, RenderTarget* pSrc2,
RenderTarget* pSrc3, RenderTarget* pSrc4, float weight1, float weight2,
float weight3, float weight4 );
void SetTextureShader( LPDIRECT3DTEXTURE8 pTexture );
void SetTextureAlphaFactorShader( LPDIRECT3DTEXTURE8 pTexture, D3DCOLOR color );
void AddAttenuateThreeTextureShader( LPDIRECT3DTEXTURE8 pTex1,
LPDIRECT3DTEXTURE8 pTex2, LPDIRECT3DTEXTURE8 pTex3, D3DCOLOR color );
void Set3StageAccumAdderShader( LPDIRECT3DTEXTURE8 pTex1,
LPDIRECT3DTEXTURE8 pTex2, LPDIRECT3DTEXTURE8 pTex3 );
};
#endif // !defined(AFX_GLARE_H__9702E92C_C698_40DC_AA7D_7964C33573D0__INCLUDED_)