#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 class ShaderManager : ID3DResource { #region ================== Constants #endregion #region ================== Variables // Settings private string shadertechnique; private bool useshaders; // Shaders private Display2DShader display2dshader; private Things2DShader things2dshader; private World3DShader world3dshader; private Color2DShader color2dshader; private Texture2DShader texture2dshader; // Device private D3DDevice device; // 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; } } public Things2DShader Things2D { get { return things2dshader; } } public World3DShader World3D { get { return world3dshader; } } public Color2DShader Color2D { get { return color2dshader; } } public Texture2DShader Texture2D { get { return texture2dshader; } } public bool IsDisposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer // Constructor public ShaderManager(D3DDevice device) { // Initialize this.device = device; // Load ReloadResource(); // Register as resource device.RegisterResource(this); // We have no destructor GC.SuppressFinalize(this); } // Disposer public void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up UnloadResource(); // Unregister as resource device.UnregisterResource(this); // Done device = null; isdisposed = true; } } #endregion #region ================== Resources // Clean up resources public void UnloadResource() { display2dshader.Dispose(); things2dshader.Dispose(); world3dshader.Dispose(); color2dshader.Dispose(); texture2dshader.Dispose(); } // Load resources public void ReloadResource() { Capabilities caps; // Check if we can use shaders caps = General.Map.Graphics.Device.Capabilities; 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); texture2dshader = new Texture2DShader(this); } #endregion } }