Files
Client/Engine/Zalla3D Scene Class/FullSceneEffect.h
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

119 lines
2.9 KiB
C++

// FullSceneEffect.h: interface for the CFullSceneEffect class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_FULLSCENEEFFECT_H__3E5DCE3F_4B17_40D9_A830_FCE7E55D490A__INCLUDED_)
#define AFX_FULLSCENEEFFECT_H__3E5DCE3F_4B17_40D9_A830_FCE7E55D490A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <d3dx8.h>
#include <d3d8.h>
#include <vector>
#include "Vertex.h"
#include "FullSceneShader.h"
enum FULLSCENE_EFFECTS {
FULLSCENE_MOTIONBLUR = 0,
FULLSCENE_BRIGHT,
FULLSCENE_BLACK,
// FULLSCENE_CONTRAST,
FULLSCENE_EDGE,
FULLSCENE_NEGATIVE,
FULLSCENE_SEPIA,
// FULLSCENE_SOLAR,
FULLSCENE_EDGE2,
FULLSCENE_EDGE3,
FULLSCENE_SHARPEN,
// FULLSCENE_LEVEL,
FULLSCENE_SATURATION,
FULLSCENE_SATURATION2,
FULLSCENE_NUMS,
};
#define FULLSCENE_BLURTEXNUM 2
#define FULLSCENE_BLURTEXSIZE 1024
#define FULLSCENE_RENDERSIZE 1024
class CFullSceneEffect
{
protected:
LPDIRECT3DDEVICE8 m_pDevice;
D3DCAPS8 m_pCaps;
bool m_bPixelShader;
/* LPDIRECT3DTEXTURE8 m_pBlurTexture[FULLSCENE_BLURTEXNUM];
LPDIRECT3DSURFACE8 m_pBlurTextureSurf[FULLSCENE_BLURTEXNUM];
int m_iCurrentBlurTex;*/
int m_iBlurTexUpdateFrame; // BlurTex Update °£°Ý
int m_iBlurTexUpdateCount;
/*LPDIRECT3DTEXTURE8 m_pRenderTexture;
LPDIRECT3DSURFACE8 m_pRenderTextureSurface;
*/
LPDIRECT3DTEXTURE8 m_pRenderTexture[FULLSCENE_BLURTEXNUM + 1];
LPDIRECT3DSURFACE8 m_pRenderTextureSurface[FULLSCENE_BLURTEXNUM + 1];
int m_iCurrentTextureNum;
int m_iMaxCountNum;
LPDIRECT3DSURFACE8 m_pRenderZSurface;
LPDIRECT3DSURFACE8 m_pFrameBuffer;
LPDIRECT3DSURFACE8 m_pFrameZBuffer;
bool m_bFlag[FULLSCENE_NUMS];
bool m_bLockFlag[FULLSCENE_NUMS];
D3DVIEWPORT8 m_FrameViewport;
D3DVIEWPORT8 m_RenderViewport;
D3DVIEWPORT8 m_ClearViewport;
int m_iFrameWidth;
int m_iFrameHeight;
int m_iRenderWidth;
int m_iRenderHeight;
LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
std::vector<CFullSceneShader *> m_lstEffects;
int m_iBlurFirstUpdate;
bool m_bFullSceneEffect;
public:
CFullSceneEffect();
virtual ~CFullSceneEffect();
void Init(LPDIRECT3DDEVICE8 lpDevice);
void CreateVertexBuffer();
HRESULT BeginRender(DWORD dwClearColor);
HRESULT EndRender();
void Render(int i = 0);
void Update();
void SetFlag(int i,bool bFlag) {
if(!m_bLockFlag[i]) // lock ¾È°É·ÁÀÖ¾î¾ß Á¶ÀÛ°¡´É
m_bFlag[i] = bFlag;
}
bool GetFlag(int i) {return m_bFlag[i];}
void SetLockFlag(int i,bool bFlag) { m_bLockFlag[i] = bFlag;}
bool GetLockFlag(int i) { return m_bLockFlag[i];}
void SetBlurUpdateFrame(int iFrame) { m_iBlurTexUpdateFrame = iFrame;}
bool GetEnable() { return m_bFullSceneEffect;}
int GetRenderWidth() { return m_iRenderWidth;}
int GetRenderHeight() { return m_iRenderHeight;}
VOID SetFullSceneEffectEnable( bool bFullScene ) { m_bFullSceneEffect = bFullScene ; }
};
#endif // !defined(AFX_FULLSCENEEFFECT_H__3E5DCE3F_4B17_40D9_A830_FCE7E55D490A__INCLUDED_)