#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 sealed class Things2DShader : D3DShader { #region ================== Variables // Property handlers private EffectHandle texture1; private EffectHandle rendersettings; private EffectHandle transformsettings; #endregion #region ================== Properties public Texture Texture1 { set { if(manager.Enabled) effect.SetTexture(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"); rendersettings = effect.GetParameter(null, "rendersettings"); transformsettings = effect.GetParameter(null, "transformsettings"); } // Initialize world vertex declaration VertexElement[] elements = new VertexElement[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 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); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up if(texture1 != null) texture1.Dispose(); if(rendersettings != null) rendersettings.Dispose(); if(transformsettings != null) transformsettings.Dispose(); // Done base.Dispose(); } } #endregion #region ================== Methods // This sets the settings public void SetSettings(float alpha) { if(manager.Enabled) { Vector4 values = new Vector4(0.0f, 0.0f, 1.0f, alpha); effect.SetValue(rendersettings, values); Matrix world = manager.D3DDevice.Device.GetTransform(TransformState.World); Matrix view = manager.D3DDevice.Device.GetTransform(TransformState.View); effect.SetValue(transformsettings, Matrix.Multiply(world, view)); } } // This sets up the render pipeline public override void BeginPass(int index) { Device device = manager.D3DDevice.Device; if(!manager.Enabled) { // Sampler settings if(General.Settings.ClassicBilinear) { device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear); device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear); device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f); } else { device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Point); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Point); device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Point); device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f); } // Texture addressing device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap); device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap); device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap); // First texture stage device.SetTextureStageState(0, TextureStage.ColorOperation, TextureOperation.Modulate); device.SetTextureStageState(0, TextureStage.ColorArg1, TextureArgument.Texture); device.SetTextureStageState(0, TextureStage.ColorArg2, TextureArgument.Diffuse); device.SetTextureStageState(0, TextureStage.ResultArg, TextureArgument.Current); device.SetTextureStageState(0, TextureStage.TexCoordIndex, 0); // Second texture stage device.SetTextureStageState(1, TextureStage.ColorOperation, TextureOperation.Modulate); device.SetTextureStageState(1, TextureStage.ColorArg1, TextureArgument.Current); device.SetTextureStageState(1, TextureStage.ColorArg2, TextureArgument.TFactor); device.SetTextureStageState(1, TextureStage.ResultArg, TextureArgument.Current); device.SetTextureStageState(1, TextureStage.TexCoordIndex, 0); // No more further stages device.SetTextureStageState(2, TextureStage.ColorOperation, TextureOperation.Disable); // First alpha stage device.SetTextureStageState(0, TextureStage.AlphaOperation, TextureOperation.Modulate); device.SetTextureStageState(0, TextureStage.AlphaArg1, TextureArgument.Texture); device.SetTextureStageState(0, TextureStage.AlphaArg2, TextureArgument.Diffuse); // Second alpha stage device.SetTextureStageState(1, TextureStage.AlphaOperation, TextureOperation.Modulate); device.SetTextureStageState(1, TextureStage.AlphaArg1, TextureArgument.Current); device.SetTextureStageState(1, TextureStage.AlphaArg2, TextureArgument.TFactor); // No more further stages device.SetTextureStageState(2, TextureStage.AlphaOperation, TextureOperation.Disable); } base.BeginPass(index); } #endregion } }