Files
Client/GameTools/Zallad3D SceneClass/Shader_BumpSpecP.cpp
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

116 lines
4.0 KiB
C++

#include "Shader_BumpSpecP.h"
#include "SceneManager.h"
#include "SceneStateMgr.h"
CShader_BumpSpecP::CShader_BumpSpecP() {
CreatePixelShaderFromFile("c:/MP-project/Shaders/1_BumpDiffSpec.psh");
m_pIllumTexture = new CTexture;
m_pIllumTexture->SetPath(SHADERTEXTUREPATH);
m_pIllumTexture->Load("Illumap.dds");
m_pBumpTexture = new CTexture;
m_pBumpTexture->Load("mon_ninus.dds");
/*m_pBaseTexture = new CTexture;
m_pBumpTexture = new CTexture;
m_pIllumTexture = new CTexture;
*/
}
CShader_BumpSpecP::~CShader_BumpSpecP() {
// 내부에서 사용되는 pointer나 texture 해제
/*
if(m_pBaseTexture != NULL) {
delete m_pBaseTexture;
m_pBaseTexture = NULL;
}
if(m_pBumpTexture != NULL) {
delete m_pBumpTexture;
m_pBumpTexture = NULL;
}
if(m_pIllumTexture != NULL) {
delete m_pIllumTexture;
m_pIllumTexture = NULL;
}
*/
if(m_pBumpTexture != NULL) {
delete m_pBumpTexture;
m_pBumpTexture = NULL;
}
if(m_pIllumTexture != NULL) {
delete m_pIllumTexture;
m_pIllumTexture = NULL;
}
}
void CShader_BumpSpecP::SetupPixelShaderConstants() {
// Texture Stage Setting.
// Texture Load ..
// shader constants Setting.
//등등
LPDIRECT3DDEVICE8 lpDevice = CSceneManager::GetDevice();
CSceneStateMgr::_SetD3DTextureStageState(0,D3DTSS_MAGFILTER,D3DTEXF_LINEAR);
CSceneStateMgr::_SetD3DTextureStageState(0,D3DTSS_MINFILTER,D3DTEXF_LINEAR);
CSceneStateMgr::_SetD3DTextureStageState(0,D3DTSS_MIPFILTER,D3DTEXF_LINEAR);
CSceneStateMgr::_SetD3DTextureStageState(1,D3DTSS_MAGFILTER,D3DTEXF_LINEAR);
CSceneStateMgr::_SetD3DTextureStageState(1,D3DTSS_MINFILTER,D3DTEXF_LINEAR);
CSceneStateMgr::_SetD3DTextureStageState(1,D3DTSS_MIPFILTER,D3DTEXF_LINEAR);
CSceneStateMgr::_SetD3DTextureStageState(3,D3DTSS_MAGFILTER,D3DTEXF_LINEAR);
CSceneStateMgr::_SetD3DTextureStageState(3,D3DTSS_MINFILTER,D3DTEXF_LINEAR);
CSceneStateMgr::_SetD3DTextureStageState(3,D3DTSS_MIPFILTER,D3DTEXF_LINEAR);
// Base texture stage
CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
CSceneStateMgr::_SetD3DRenderState( D3DRS_WRAP0, 0 );
// bump map texture stage
CSceneStateMgr::_SetD3DTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
CSceneStateMgr::_SetD3DTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
CSceneStateMgr::_SetD3DRenderState( D3DRS_WRAP1, 0 );
// Illumination texture
CSceneStateMgr::_SetD3DTextureStageState(2, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
CSceneStateMgr::_SetD3DTextureStageState(2, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
CSceneStateMgr::_SetD3DTextureStageState(2, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP);
CSceneStateMgr::_SetD3DRenderState( D3DRS_WRAP2, 0);
CSceneStateMgr::_SetD3DTextureStageState(3, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
CSceneStateMgr::_SetD3DTextureStageState(3, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
CSceneStateMgr::_SetD3DTextureStageState(3, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP);
CSceneStateMgr::_SetD3DRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZENABLE,TRUE);
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,TRUE);
CSceneStateMgr::_SetD3DRenderState(D3DRS_ALPHABLENDENABLE,FALSE);
CSceneStateMgr::_SetD3DRenderState( D3DRS_LIGHTING, FALSE );
}
void CShader_BumpSpecP::Apply() {
/* CSceneManager::GetDevice()->SetTexture(0, m_pBaseTexture->GetTexture() );
CSceneManager::GetDevice()->SetTexture(1, m_pBumpTexture->GetTexture() );
CScencManager::GetDevice()->SetTexture(3, m_pIllumTexture->GetTexture() );
*/
// CSceneManager::GetDevice()->SetTexture(1, m_pBumpTexture->GetTexture());
CSceneManager::GetDevice()->SetTexture(3, m_pIllumTexture->GetTexture());
CSceneManager::GetDevice()->SetPixelShader(m_dwPixelShader);
SetupPixelShaderConstants();
}
void CShader_BumpSpecP::SetNormalTexture(char *strTexName) {
if(m_pBumpTexture != NULL) {
delete m_pBumpTexture;
CTexture::SetPath(SHADERTEXTUREPATH);
m_pBumpTexture = new CTexture;
m_pBumpTexture->Load(strTexName);
}
}