UltimateZoneBuilder/Source/Core/Rendering/World3DShader.cs
2018-02-04 04:18:59 +02:00

336 lines
9.5 KiB
C#
Executable file

#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 SlimDX.Direct3D9;
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal sealed class World3DShader : D3DShader
{
#region ================== Variables
// Property handlers
private readonly EffectHandle texture1;
private readonly EffectHandle worldviewproj;
private readonly EffectHandle minfiltersettings;
private readonly EffectHandle magfiltersettings;
private readonly EffectHandle mipfiltersettings;
private readonly EffectHandle maxanisotropysetting;
private readonly EffectHandle highlightcolor;
//mxd
private readonly EffectHandle vertexColorHandle;
private readonly EffectHandle lightPositionAndRadiusHandle; //lights
private readonly EffectHandle lightOrientationHandle;
private readonly EffectHandle light2RadiusHandle;
private readonly EffectHandle lightColorHandle;
private readonly EffectHandle ignoreNormalsHandle;
private readonly EffectHandle spotLightHandle;
private readonly EffectHandle world;
private readonly EffectHandle camPosHandle; //used for fog rendering
// [ZZ]
private readonly EffectHandle stencilColorHandle;
#endregion
#region ================== Properties
private Matrix wwp;
public Matrix WorldViewProj
{
set
{
if(wwp != value)
{
effect.SetValue(worldviewproj, value);
wwp = value;
settingschanged = true;
}
}
}
public BaseTexture Texture1 { set { effect.SetTexture(texture1, value); settingschanged = true; } }
//mxd
private Color4 vertexcolor;
public Color4 VertexColor
{
set
{
if(vertexcolor != value)
{
effect.SetValue(vertexColorHandle, value);
vertexcolor = value;
settingschanged = true;
}
}
}
// [ZZ]
private Color4 stencilcolor;
public Color4 StencilColor
{
set
{
if (stencilcolor != value)
{
effect.SetValue(stencilColorHandle, value);
stencilcolor = value;
settingschanged = true;
}
}
}
//lights
private Color4 lightcolor;
public Color4 LightColor
{
set
{
if(lightcolor != value)
{
effect.SetValue(lightColorHandle, value);
lightcolor = value;
settingschanged = true;
}
}
}
// [ZZ] emulating broken gz lights
private bool ignorenormals;
public bool IgnoreNormals
{
set
{
if (ignorenormals != value)
{
effect.SetValue(ignoreNormalsHandle, value ? 1f : 0f);
ignorenormals = value;
settingschanged = true;
}
}
}
private bool spotlight;
public bool SpotLight
{
set
{
if (spotlight != value)
{
effect.SetValue(spotLightHandle, value ? 1f : 0f);
spotlight = value;
settingschanged = true;
}
}
}
private Vector4 lightpos;
public Vector4 LightPositionAndRadius
{
set
{
if(lightpos != value)
{
effect.SetValue(lightPositionAndRadiusHandle, value);
lightpos = value;
settingschanged = true;
}
}
}
private Vector3 lightori;
public Vector3 LightOrientation
{
set
{
if (lightori != value)
{
effect.SetValue(lightOrientationHandle, value);
lightori = value;
settingschanged = true;
}
}
}
private Vector2 light2rad;
public Vector2 Light2Radius
{
set
{
if (light2rad != value)
{
effect.SetValue(light2RadiusHandle, value);
light2rad = value;
settingschanged = true;
}
}
}
//fog
private Vector4 campos;
public Vector4 CameraPosition
{
set
{
if(campos != value)
{
effect.SetValue(camPosHandle, value);
campos = value;
settingschanged = true;
}
}
}
private Matrix mworld;
public Matrix World
{
set
{
if(mworld != value)
{
effect.SetValue(world, value);
mworld = value;
settingschanged = true;
}
}
}
//mxd. This sets the highlight color
private Color4 hicolor;
public Color4 HighlightColor
{
set
{
if(hicolor != value)
{
effect.SetValue(highlightcolor, value);
hicolor = value;
settingschanged = true;
}
}
}
#endregion
#region ================== Constructor / Disposer
// Constructor
public World3DShader(ShaderManager manager) : base(manager)
{
// Load effect from file
effect = LoadEffect("world3d.fx");
// Get the property handlers from effect
if(effect != null)
{
worldviewproj = effect.GetParameter(null, "worldviewproj");
texture1 = effect.GetParameter(null, "texture1");
minfiltersettings = effect.GetParameter(null, "minfiltersettings");
magfiltersettings = effect.GetParameter(null, "magfiltersettings");
mipfiltersettings = effect.GetParameter(null, "mipfiltersettings");
highlightcolor = effect.GetParameter(null, "highlightcolor");
maxanisotropysetting = effect.GetParameter(null, "maxanisotropysetting");
//mxd
vertexColorHandle = effect.GetParameter(null, "vertexColor");
//lights
lightPositionAndRadiusHandle = effect.GetParameter(null, "lightPosAndRadius");
lightOrientationHandle = effect.GetParameter(null, "lightOrientation");
light2RadiusHandle = effect.GetParameter(null, "light2Radius");
lightColorHandle = effect.GetParameter(null, "lightColor");
ignoreNormalsHandle = effect.GetParameter(null, "ignoreNormals");
spotLightHandle = effect.GetParameter(null, "spotLight");
//fog
camPosHandle = effect.GetParameter(null, "campos");
// [ZZ]
stencilColorHandle = effect.GetParameter(null, "stencilColor");
world = effect.GetParameter(null, "world");
}
// Initialize world vertex declaration
VertexElement[] ve = {
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),
new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0), //mxd
VertexElement.VertexDeclarationEnd
};
vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, ve);
// 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(worldviewproj != null) worldviewproj.Dispose();
if(minfiltersettings != null) minfiltersettings.Dispose();
if(magfiltersettings != null) magfiltersettings.Dispose();
if(mipfiltersettings != null) mipfiltersettings.Dispose();
if(highlightcolor != null) highlightcolor.Dispose();
if(maxanisotropysetting != null) maxanisotropysetting.Dispose();
//mxd
if(vertexColorHandle != null) vertexColorHandle.Dispose();
if(lightColorHandle != null) lightColorHandle.Dispose();
if (ignoreNormalsHandle != null) ignoreNormalsHandle.Dispose();
if(lightPositionAndRadiusHandle != null) lightPositionAndRadiusHandle.Dispose();
if(camPosHandle != null) camPosHandle.Dispose();
if (stencilColorHandle != null) stencilColorHandle.Dispose();
if(world != null) world.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This sets the constant settings
public void SetConstants(bool bilinear, float maxanisotropy)
{
//mxd. It's still nice to have anisotropic filtering when texture filtering is disabled
TextureFilter magminfilter = (bilinear ? TextureFilter.Linear : TextureFilter.Point);
effect.SetValue(magfiltersettings, magminfilter);
effect.SetValue(minfiltersettings, (maxanisotropy > 1.0f ? TextureFilter.Anisotropic : magminfilter));
effect.SetValue(mipfiltersettings, (bilinear ? TextureFilter.Linear : TextureFilter.None)); // [SB] use None, otherwise textures are still filtered
effect.SetValue(maxanisotropysetting, maxanisotropy);
settingschanged = true; //mxd
}
#endregion
}
}