- fixed some bugs in the shaders

- included VC80 redist libraries (required for slimdx)
- updated todo list
This commit is contained in:
codeimp 2008-05-26 06:54:32 +00:00
parent 20d1546a26
commit cfdddb66ee
10 changed files with 90 additions and 56 deletions

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Build/msvcm80.dll Normal file

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Build/msvcp80.dll Normal file

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@ -1,14 +1,14 @@
- All core builder modes must be config-specific so that anyone
can remove them to replace them with their own mode
- Make things filter
- Add log in main window for debug versions
- Change toolbar buttons
- Make seperate attribute for editing modes to create a button
- Make classes and attributes to manually add buttons to the toolbar
- Make things filter
- Add log in main window for debug versions
- Change linedefs in configurations
- Proper formatting
- Enummed arguments support
@ -20,6 +20,8 @@
- On mousemove (?) already show the sector outline it will create
- On click make the sector
- Show action associations when highlighting line/sector/thing
- Make sector gradient features
- Make 3D Mode (config specific!)

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@ -31,9 +31,12 @@ Name: desktopicon; Description: {cm:CreateDesktopIcon}; GroupDescription: {cm:Ad
[Files]
Source: Builder.exe; DestDir: {app}; Flags: ignoreversion
Source: Builder.cfg; DestDir: {app}; Flags: ignoreversion
Source: SlimDX.dll; DestDir: {app}; Flags: ignoreversion
Source: Sharpzip.dll; DestDir: {app}; Flags: ignoreversion
Source: Builder.cfg; DestDir: {app}; Flags: ignoreversion
Source: msvcr80.dll; DestDir: {app}; Flags: ignoreversion
Source: msvcp80.dll; DestDir: {app}; Flags: ignoreversion
Source: msvcm80.dll; DestDir: {app}; Flags: ignoreversion
Source: Compilers\*; DestDir: {app}\Compilers; Flags: ignoreversion
Source: Configurations\*; DestDir: {app}\Configurations; Flags: ignoreversion
Source: Scripting\*; DestDir: {app}\Scripting; Flags: ignoreversion

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@ -30,10 +30,13 @@ Name: desktopicon; Description: {cm:CreateDesktopIcon}; GroupDescription: {cm:Ad
[Files]
Source: Builder.exe; DestDir: {app}; Flags: ignoreversion
Source: Builder.cfg; DestDir: {app}; Flags: ignoreversion
Source: Builder.pdb; DestDir: {app}; Flags: ignoreversion
Source: SlimDX.dll; DestDir: {app}; Flags: ignoreversion
Source: Sharpzip.dll; DestDir: {app}; Flags: ignoreversion
Source: Builder.cfg; DestDir: {app}; Flags: ignoreversion
Source: msvcr80.dll; DestDir: {app}; Flags: ignoreversion
Source: msvcp80.dll; DestDir: {app}; Flags: ignoreversion
Source: msvcm80.dll; DestDir: {app}; Flags: ignoreversion
Source: Compilers\*; DestDir: {app}\Compilers; Flags: ignoreversion
Source: Configurations\*; DestDir: {app}\Configurations; Flags: ignoreversion
Source: Scripting\*; DestDir: {app}\Scripting; Flags: ignoreversion

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@ -339,44 +339,58 @@ namespace CodeImp.DoomBuilder.Rendering
{
PresentParameters displaypp;
// Unload all Direct3D resources
foreach(ID3DResource res in resources) res.UnloadResource();
// Lose backbuffers
if(backbuffer != null) backbuffer.Dispose();
if(depthbuffer != null) depthbuffer.Dispose();
backbuffer = null;
depthbuffer = null;
// Make present parameters
displaypp = CreatePresentParameters(adapter);
// Test the cooperative level
Result coopresult = device.TestCooperativeLevel();
try
// Can we reset?
//if(coopresult.Name != "D3DERR_DEVICENOTRESET")
{
// Reset the device
device.Reset(displaypp);
// Unload all Direct3D resources
foreach(ID3DResource res in resources) res.UnloadResource();
// Lose backbuffers
if(backbuffer != null) backbuffer.Dispose();
if(depthbuffer != null) depthbuffer.Dispose();
backbuffer = null;
depthbuffer = null;
// Make present parameters
displaypp = CreatePresentParameters(adapter);
try
{
// Reset the device
device.Reset(displaypp);
}
catch(Exception)
{
// Failed to re-initialize
return false;
}
// Keep a reference to the original buffers
backbuffer = device.GetBackBuffer(0, 0);
depthbuffer = device.DepthStencilSurface;
// Get the viewport
viewport = device.Viewport;
// Initialize settings
SetupSettings();
// Reload all Direct3D resources
foreach(ID3DResource res in resources) res.ReloadResource();
// Success
return true;
}
catch(Exception)
/*
else
{
// Failed to re-initialize
// Failed
return false;
}
// Keep a reference to the original buffers
backbuffer = device.GetBackBuffer(0, 0);
depthbuffer = device.DepthStencilSurface;
// Get the viewport
viewport = device.Viewport;
// Initialize settings
SetupSettings();
// Reload all Direct3D resources
foreach(ID3DResource res in resources) res.ReloadResource();
// Success
return true;
*/
}
#endregion

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@ -103,32 +103,44 @@ namespace CodeImp.DoomBuilder.Rendering
Effect fx;
string errors;
Stream fxdata;
byte[] alldata;
// Return null when not using shaders
if(!manager.Enabled) return null;
//try
// Load the resource
fxdata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources." + fxfile);
fxdata.Seek(0, SeekOrigin.Begin);
try
{
// Load the resource
fxdata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources." + fxfile);
alldata = new byte[(int)fxdata.Length];
fxdata.Read(alldata, 0, (int)fxdata.Length);
// Load effect from file
fx = Effect.FromMemory(General.Map.Graphics.Device, alldata, null, null, null, ShaderFlags.None, null, out errors);
// Compile effect
fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.None, null, out errors);
if((errors != null) && (errors != ""))
{
throw new Exception("Errors in effect file " + Path.GetFileName(fxfile) + ": " + errors);
throw new Exception("Errors in effect file " + fxfile + ": " + errors);
}
}
/*
catch(Exception e)
catch(Exception)
{
throw new Exception(e.GetType().Name + " while loading effect " + fxfile + ": " + e.Message);
// Compiling failed, try with debug information
try
{
// Compile effect
fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.Debug, null, out errors);
if((errors != null) && (errors != ""))
{
throw new Exception("Errors in effect file " + fxfile + ": " + errors);
}
}
catch(Exception e)
{
// No debug information, just crash
throw new Exception(e.GetType().Name + " while loading effect " + fxfile + ": " + e.Message);
}
}
*/
fxdata.Dispose();
// Set the technique to use
fx.Technique = manager.ShaderTechnique;

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@ -43,7 +43,7 @@ sampler2D texture1samp = sampler_state
MipFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
MipMapLodBias = 0f;
MipMapLodBias = 0.0f;
};
// Texture sampler settings
@ -55,7 +55,7 @@ sampler2D texture1linear = sampler_state
MipFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
MipMapLodBias = 0f;
MipMapLodBias = 0.0f;
};
// Transformation

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@ -32,7 +32,7 @@ sampler2D texturesamp = sampler_state
MipFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
MipMapLodBias = 0f;
MipMapLodBias = 0.0f;
};
// Vertex shader