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