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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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105 lines
2.3 KiB
C#
105 lines
2.3 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using SlimDX.Direct3D;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal class ShaderManager : IDisposable
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Settings
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private string shadertechnique;
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private bool useshaders;
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// Shaders
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private Base2DShader base2dshader;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public bool Enabled { get { return useshaders; } }
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public string ShaderTechnique { get { return shadertechnique; } }
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public Base2DShader Base2D { get { return base2dshader; } }
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public ShaderManager()
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{
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Capabilities caps;
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// Check if we can use shaders
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caps = General.Map.Graphics.Device.GetDeviceCaps();
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useshaders = (caps.PixelShaderVersion.Major >= 2);
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shadertechnique = "SM20";
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// Initialize effects
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base2dshader = new Base2DShader(this);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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base2dshader.Dispose();
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// Done
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isdisposed = true;
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}
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}
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#endregion
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}
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}
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