#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.Direct3D9; using SlimDX; using CodeImp.DoomBuilder.Geometry; using System.Drawing.Imaging; #endregion namespace CodeImp.DoomBuilder.Rendering { internal abstract class D3DShader { #region ================== Constants #endregion #region ================== Variables // The manager protected ShaderManager manager; // The effect protected Effect effect; // The vertex declaration protected VertexDeclaration vertexdecl; // Disposing protected bool isdisposed = false; #endregion #region ================== Properties // Disposing public bool IsDisposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer // Constructor public D3DShader(ShaderManager manager) { // Initialize this.manager = manager; // We have no destructor GC.SuppressFinalize(this); } // Disposer public virtual void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up manager = null; if(effect != null) effect.Dispose(); vertexdecl.Dispose(); // Done isdisposed = true; } } #endregion #region ================== Methods // This loads an effect protected Effect LoadEffect(string fxfile) { 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); 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); if((errors != null) && (errors != "")) { throw new Exception("Errors in effect file " + Path.GetFileName(fxfile) + ": " + errors); } } /* catch(Exception e) { throw new Exception(e.GetType().Name + " while loading effect " + fxfile + ": " + e.Message); } */ // Set the technique to use fx.Technique = manager.ShaderTechnique; // Return result return fx; } // This applies the shader public void Begin() { // Set vertex declaration General.Map.Graphics.Device.VertexDeclaration = vertexdecl; // Set effect if(manager.Enabled && General.Settings.QualityDisplay) effect.Begin(FX.DoNotSaveState); } // This begins a pass public void BeginPass(int index) { if(manager.Enabled && General.Settings.QualityDisplay) effect.BeginPass(index); } // This ends a pass public void EndPass() { if(manager.Enabled && General.Settings.QualityDisplay) effect.EndPass(); } // This ends te shader public void End() { if(manager.Enabled && General.Settings.QualityDisplay) effect.End(); } // This applies properties during a pass public void ApplySettings() { if(manager.Enabled && General.Settings.QualityDisplay) effect.CommitChanges(); } #endregion } }