#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.Direct3D; using SlimDX.Direct3D9; using SlimDX; using CodeImp.DoomBuilder.Geometry; using System.Drawing.Imaging; #endregion namespace CodeImp.DoomBuilder.Rendering { public class ShaderManager : IDisposable { #region ================== Constants #endregion #region ================== Variables // Settings private string shadertechnique; private bool useshaders; // Shaders private Display2DShader display2dshader; private Things2DShader things2dshader; // 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 bool IsDisposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer // Constructor public ShaderManager() { Capabilities caps; // Check if we can use shaders caps = General.Map.Graphics.Device.GetDeviceCaps(); useshaders = (caps.PixelShaderVersion.Major >= 2); shadertechnique = "SM20"; // Initialize effects display2dshader = new Display2DShader(this); things2dshader = new Things2DShader(this); // We have no destructor GC.SuppressFinalize(this); } // Diposer public void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up display2dshader.Dispose(); things2dshader.Dispose(); // Done isdisposed = true; } } #endregion } }