Files
Client/GameTools/Zallad3D SceneClass/SceneStateMgr.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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

70 lines
1.7 KiB
C++

/* *********************************************************************
* CSceneStateMgr
* 파일 : SceneStateMgr.h
* 기능 : Caldron Engine 안에서 d3d 관련 matrix, State 등을 관리 하는 manager class
* history :
2003.12.15 (wizardbug) 작성
********************************************************************** */
#if !defined(AFX_SCENESTATEMGR_H__A66E73D5_3657_498A_B9E3_CEF9ADE40B7C__INCLUDED_)
#define AFX_SCENESTATEMGR_H__A66E73D5_3657_498A_B9E3_CEF9ADE40B7C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SceneManager.h"
enum D3DMATRIX__{
D3DMATRIX_WORLD,
D3DMATRIX_VIEW,
D3DMATRIX_PROJECT,
D3DMATRIX_EXT1,
D3DMATRIX_EXT2,
D3DMATRIX_EXT3,
D3DMATRIX_NUM
};
const int D3DRENDERSTATE_NUM = 210;
const int D3DTEXTURESTAGE_NUM = 8;
const int D3DTEXTURESTAGESTATE_NUM = 33;
class CSceneStateMgr
{
public:
CSceneStateMgr();
virtual ~CSceneStateMgr();
static void _Init();
static void _Release();
inline static D3DXMATRIX _GetD3DMatrix(const int &iIndex)
{
return (ms_matList[iIndex]);
}
inline static void _SetD3DMatrix(const int &iIndex, const D3DXMATRIX &matObj)
{
if((iIndex >= 0) && (iIndex < D3DMATRIX_NUM))
{
ms_matList[iIndex] = matObj;
}
}
static void _ApplyD3DMatrix();
static void _SetD3DRenderState(D3DRENDERSTATETYPE Type,DWORD Value);
static void _SetD3DTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
protected:
static D3DXMATRIX ms_matList[D3DMATRIX_NUM];
static DWORD ms_lstRenderState[D3DRENDERSTATE_NUM];
static DWORD ms_lstTextureStageState[D3DTEXTURESTAGE_NUM][D3DTEXTURESTAGESTATE_NUM];
};
#endif // !defined(AFX_SCENESTATEMGR_H__A66E73D5_3657_498A_B9E3_CEF9ADE40B7C__INCLUDED_)