#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 { internal sealed class Things2DShader : D3DShader { #region ================== Variables // Property handlers private EffectHandle texture1; private EffectHandle thingcolor; #endregion #region ================== Properties public Texture Texture1 { set { if(manager.Enabled) effect.SetValue(texture1, value); } } #endregion #region ================== Constructor / Disposer // Constructor public Things2DShader(ShaderManager manager) : base(manager) { // Load effect from file effect = LoadEffect("things2d.fx"); // Get the property handlers from effect if(effect != null) { texture1 = effect.GetParameter(null, "texture1"); thingcolor = effect.GetParameter(null, "thingcolor"); } // Initialize world vertex declaration VertexElement[] elements = new VertexElement[] { new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), VertexElement.VertexDeclarationEnd }; vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, elements); // We have no destructor GC.SuppressFinalize(this); } // Diposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up texture1.Dispose(); thingcolor.Dispose(); // Done base.Dispose(); } } #endregion #region ================== Methods // This sets the settings public void SetColors(PixelColor thing) { // Set settings if(manager.Enabled) effect.SetValue(thingcolor, thing.ToColorValue()); } #endregion } }