UltimateZoneBuilder/Source/Core/Rendering/Renderer.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;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal abstract class Renderer : ID3DResource
{
#region ================== Constants
#endregion
#region ================== Variables
// Graphics
protected D3DDevice graphics;
// Disposing
protected bool isdisposed = false;
#endregion
#region ================== Properties
// Disposing
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Renderer(D3DDevice g)
{
// Initialize
this.graphics = g;
// Register as resource
g.RegisterResource(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
internal virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Unregister resource
graphics.UnregisterResource(this);
// Done
graphics = null;
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This calculates the sector brightness level
public int CalculateBrightness(int level)
{
float flevel = level;
// Simulat doom light levels
if((level < 192) && General.Map.Config.DoomLightLevels)
flevel = (192.0f - (float)(192 - level) * 1.5f);
byte blevel = (byte)General.Clamp((int)flevel, 0, 255);
PixelColor c = new PixelColor(255, blevel, blevel, blevel);
return c.ToInt();
}
// This is called when the graphics need to be reset
public virtual void Reset() { }
// For DirectX resources
public virtual void UnloadResource() { }
public virtual void ReloadResource() { }
#endregion
}
}