UltimateZoneBuilder/Source/Rendering/Things2DShader.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
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internal sealed class Things2DShader : D3DShader
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{
#region ================== Variables
// Property handlers
private EffectHandle texture1;
#endregion
#region ================== Properties
public Texture Texture1 { set { if(manager.Enabled) effect.SetValue(texture1, value); } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public Things2DShader(ShaderManager manager) : base(manager)
{
// Load effect from file
effect = LoadEffect("things2d.fx");
// Get the property handlers from effect
if(effect != null)
{
texture1 = effect.GetParameter(null, "texture1");
}
// Initialize world vertex declaration
VertexElement[] elements = new VertexElement[]
{
new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0),
new VertexElement(0, 16, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
new VertexElement(0, 20, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
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VertexElement.VertexDeclarationEnd
};
vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, elements);
// We have no destructor
GC.SuppressFinalize(this);
}
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// Disposer
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public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(texture1 != null) texture1.Dispose();
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// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
#endregion
}
}