UltimateZoneBuilder/Source/Rendering/ShaderManager.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 class ShaderManager : ID3DResource
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{
#region ================== Constants
#endregion
#region ================== Variables
// Settings
private string shadertechnique;
private bool useshaders;
// Shaders
private Display2DShader display2dshader;
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private Things2DShader things2dshader;
private World3DShader world3dshader;
private Color2DShader color2dshader;
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// Device
private D3DDevice device;
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// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public bool Enabled { get { return useshaders; } }
public string ShaderTechnique { get { return shadertechnique; } }
public Display2DShader Display2D { get { return display2dshader; } }
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public Things2DShader Things2D { get { return things2dshader; } }
public World3DShader World3D { get { return world3dshader; } }
public Color2DShader Color2D { get { return color2dshader; } }
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public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public ShaderManager(D3DDevice device)
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{
// Initialize
this.device = device;
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// Load
ReloadResource();
// Register as resource
device.RegisterResource(this);
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// We have no destructor
GC.SuppressFinalize(this);
}
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// Disposer
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public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
UnloadResource();
// Unregister as resource
device.UnregisterResource(this);
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// Done
device = null;
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isdisposed = true;
}
}
#endregion
#region ================== Resources
// Clean up resources
public void UnloadResource()
{
display2dshader.Dispose();
things2dshader.Dispose();
world3dshader.Dispose();
color2dshader.Dispose();
}
// Load resources
public void ReloadResource()
{
Capabilities caps;
// Check if we can use shaders
caps = General.Map.Graphics.Device.GetDeviceCaps();
useshaders = (caps.PixelShaderVersion.Major >= 2);
shadertechnique = "SM20";
// Initialize effects
display2dshader = new Display2DShader(this);
things2dshader = new Things2DShader(this);
world3dshader = new World3DShader(this);
color2dshader = new Color2DShader(this);
}
#endregion
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}
}