#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 } }