Files
Client/GameTools/Zallad3D SceneClass/LightEffectManager.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

79 lines
2.3 KiB
C++

// LightEffectManager.h: interface for the CLightEffectManager class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_LIGHTEFFECTMANAGER_H__94D2B529_2919_44A4_BCB1_145A7831704B__INCLUDED_)
#define AFX_LIGHTEFFECTMANAGER_H__94D2B529_2919_44A4_BCB1_145A7831704B__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "RenderTextureMipmap.h"
#include "RenderTexture.h"
#include "GlareTexture.h"
#include "MeshObject.h"
#include "RenderEnvTexture.h"
#include "ShadowMap.h"
class CLightEffectManager
{
public:
static int m_RenderSizeX;
static int m_RenderSizeY;
static void RenderDOFZBuffer(LPDIRECT3DDEVICE8 pd3dDevice);
static DWORD m_DepthAlphaShader;
static bool m_FullSceneAnti;
static DWORD m_dwMakeZBufferPixelShader;
static CRenderTextureMipmap m_GlareTexture;
static CShadowMap m_FullSceneTexture;
static CRenderTextureMipmap m_SpecularGlareTexture;
static CRenderTexture m_GlareCompositeTexture;
static CRenderTexture m_DOFZBuffer;
static CRenderTexture m_NearDOFTexture;
static CGlareTexture m_DOFSmoothTexture;
static CGlareTexture m_SmoothTexture;
static LPDIRECT3DSURFACE8 m_pTempRenderSurface;
static LPDIRECT3DSURFACE8 m_pTempRenderZBuffer;
static int m_nScreenSize;
class CGlareNode
{
public:
CMeshObject *m_pMeshObject;
matrix m_matPosition;
bool m_bCubeEnv;
};
static List<CGlareNode> m_GlareList;
static CTexture m_CharcterEnvTexture;
static LPDIRECT3DCUBETEXTURE8 m_LightCubeTexture;
static CRenderEnvTexture m_DiffuseLightCubeTexture;
static CRenderEnvTexture m_SpecularLightTexture;
static CRenderTexture m_SpGlareTexture;
void RenderFullSceneTextureEnd(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderFullSceneAnti(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderFullSceneGlare(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderSpecularGlareTexture(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderGlareTexture(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderGlareScene(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderFullSceneTextureBegin(LPDIRECT3DDEVICE8 pd3dDevice);
void PrepareLightingEnvmap(LPDIRECT3DDEVICE8 pd3dDevice);
void Create(int nSize);
CLightEffectManager();
virtual ~CLightEffectManager();
};
#endif // !defined(AFX_LIGHTEFFECTMANAGER_H__94D2B529_2919_44A4_BCB1_145A7831704B__INCLUDED_)