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>
95 lines
1.8 KiB
C++
95 lines
1.8 KiB
C++
// Shader_ClassicBumpSpec.cpp: implementation of the CShader_ClassicBumpSpec class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "TextureUtils.h"
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#include "Shader_ClassicBumpSpec.h"
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#include "Shader_ClassicBumpSpecV.h"
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#include "Shader_ClassicBumpSpecP.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CShader_ClassicBumpSpec::CShader_ClassicBumpSpec()
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{
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m_pDiffPixelShader = new CShader_ClassicBumpSpecP(0);
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m_pDiffVertexShader = new CShader_ClassicBumpSpecV(0);
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m_pSpecPixelShader = new CShader_ClassicBumpSpecP(1);
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m_pSpecVertexShader = new CShader_ClassicBumpSpecV(1);
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m_pDiffuseTex = NULL;
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m_pSpecTex = NULL;
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m_iCurrentShader = 0;
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}
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CShader_ClassicBumpSpec::~CShader_ClassicBumpSpec()
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{
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if(m_pDiffVertexShader)
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{
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delete m_pDiffVertexShader;
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m_pDiffVertexShader = NULL;
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}
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if(m_pDiffPixelShader)
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{
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delete m_pDiffPixelShader;
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m_pDiffPixelShader = NULL;
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}
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if(m_pSpecVertexShader)
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{
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delete m_pSpecVertexShader;
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m_pSpecVertexShader = NULL;
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}
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if(m_pSpecPixelShader)
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{
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delete m_pSpecPixelShader;
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m_pSpecPixelShader = NULL;
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}
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if(m_pDiffuseTex)
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{
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delete m_pDiffuseTex;
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m_pDiffuseTex = NULL;
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}
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if(m_pSpecTex)
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{
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delete m_pSpecTex;
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m_pSpecTex = NULL;
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}
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}
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void CShader_ClassicBumpSpec::Apply()
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{
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if(m_iCurrentShader == 0) //diff
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{
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if(m_pDiffVertexShader)
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m_pDiffVertexShader->Apply();
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if(m_pDiffPixelShader)
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m_pDiffPixelShader->Apply();
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}
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else if(m_iCurrentShader == 1) //spec
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{
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if(m_pSpecVertexShader)
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m_pSpecVertexShader->Apply();
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if(m_pSpecPixelShader)
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m_pSpecPixelShader->Apply();
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}
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}
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void CShader_ClassicBumpSpec::UnApply()
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{
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ApplyOldState();
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}
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