mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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142 lines
3.2 KiB
C#
142 lines
3.2 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using SlimDX.Direct3D;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal class ShaderManager : ID3DResource
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Settings
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private string shadertechnique;
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private bool useshaders;
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// Shaders
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private Display2DShader display2dshader;
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private Things2DShader things2dshader;
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private World3DShader world3dshader;
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// Device
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private D3DDevice device;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public bool Enabled { get { return useshaders; } }
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public string ShaderTechnique { get { return shadertechnique; } }
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public Display2DShader Display2D { get { return display2dshader; } }
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public Things2DShader Things2D { get { return things2dshader; } }
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public World3DShader World3D { get { return world3dshader; } }
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public ShaderManager(D3DDevice device)
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{
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// Initialize
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this.device = device;
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// Load
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ReloadResource();
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// Register as resource
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device.RegisterResource(this);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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UnloadResource();
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// Unregister as resource
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device.UnregisterResource(this);
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// Done
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device = null;
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Resources
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// Clean up resources
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public void UnloadResource()
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{
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display2dshader.Dispose();
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things2dshader.Dispose();
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world3dshader.Dispose();
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}
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// Load resources
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public void ReloadResource()
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{
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Capabilities caps;
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// Check if we can use shaders
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caps = General.Map.Graphics.Device.GetDeviceCaps();
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useshaders = (caps.PixelShaderVersion.Major >= 2);
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shadertechnique = "SM20";
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// Initialize effects
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display2dshader = new Display2DShader(this);
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things2dshader = new Things2DShader(this);
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world3dshader = new World3DShader(this);
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}
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#endregion
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}
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}
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