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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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336 lines
9.5 KiB
C#
Executable file
336 lines
9.5 KiB
C#
Executable file
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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 SlimDX.Direct3D9;
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using SlimDX;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal sealed class World3DShader : D3DShader
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{
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#region ================== Variables
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// Property handlers
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private readonly EffectHandle texture1;
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private readonly EffectHandle worldviewproj;
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private readonly EffectHandle minfiltersettings;
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private readonly EffectHandle magfiltersettings;
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private readonly EffectHandle mipfiltersettings;
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private readonly EffectHandle maxanisotropysetting;
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private readonly EffectHandle highlightcolor;
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//mxd
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private readonly EffectHandle vertexColorHandle;
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private readonly EffectHandle lightPositionAndRadiusHandle; //lights
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private readonly EffectHandle lightOrientationHandle;
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private readonly EffectHandle light2RadiusHandle;
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private readonly EffectHandle lightColorHandle;
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private readonly EffectHandle ignoreNormalsHandle;
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private readonly EffectHandle spotLightHandle;
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private readonly EffectHandle world;
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private readonly EffectHandle camPosHandle; //used for fog rendering
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// [ZZ]
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private readonly EffectHandle stencilColorHandle;
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#endregion
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#region ================== Properties
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private Matrix wwp;
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public Matrix WorldViewProj
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{
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set
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{
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if(wwp != value)
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{
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effect.SetValue(worldviewproj, value);
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wwp = value;
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settingschanged = true;
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}
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}
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}
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public BaseTexture Texture1 { set { effect.SetTexture(texture1, value); settingschanged = true; } }
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//mxd
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private Color4 vertexcolor;
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public Color4 VertexColor
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{
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set
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{
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if(vertexcolor != value)
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{
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effect.SetValue(vertexColorHandle, value);
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vertexcolor = value;
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settingschanged = true;
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}
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}
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}
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// [ZZ]
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private Color4 stencilcolor;
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public Color4 StencilColor
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{
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set
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{
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if (stencilcolor != value)
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{
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effect.SetValue(stencilColorHandle, value);
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stencilcolor = value;
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settingschanged = true;
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}
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}
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}
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//lights
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private Color4 lightcolor;
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public Color4 LightColor
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{
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set
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{
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if(lightcolor != value)
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{
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effect.SetValue(lightColorHandle, value);
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lightcolor = value;
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settingschanged = true;
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}
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}
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}
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// [ZZ] emulating broken gz lights
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private bool ignorenormals;
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public bool IgnoreNormals
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{
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set
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{
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if (ignorenormals != value)
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{
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effect.SetValue(ignoreNormalsHandle, value ? 1f : 0f);
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ignorenormals = value;
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settingschanged = true;
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}
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}
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}
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private bool spotlight;
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public bool SpotLight
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{
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set
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{
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if (spotlight != value)
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{
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effect.SetValue(spotLightHandle, value ? 1f : 0f);
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spotlight = value;
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settingschanged = true;
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}
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}
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}
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private Vector4 lightpos;
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public Vector4 LightPositionAndRadius
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{
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set
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{
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if(lightpos != value)
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{
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effect.SetValue(lightPositionAndRadiusHandle, value);
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lightpos = value;
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settingschanged = true;
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}
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}
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}
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private Vector3 lightori;
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public Vector3 LightOrientation
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{
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set
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{
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if (lightori != value)
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{
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effect.SetValue(lightOrientationHandle, value);
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lightori = value;
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settingschanged = true;
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}
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}
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}
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private Vector2 light2rad;
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public Vector2 Light2Radius
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{
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set
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{
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if (light2rad != value)
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{
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effect.SetValue(light2RadiusHandle, value);
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light2rad = value;
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settingschanged = true;
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}
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}
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}
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//fog
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private Vector4 campos;
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public Vector4 CameraPosition
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{
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set
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{
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if(campos != value)
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{
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effect.SetValue(camPosHandle, value);
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campos = value;
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settingschanged = true;
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}
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}
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}
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private Matrix mworld;
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public Matrix World
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{
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set
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{
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if(mworld != value)
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{
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effect.SetValue(world, value);
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mworld = value;
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settingschanged = true;
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}
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}
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}
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//mxd. This sets the highlight color
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private Color4 hicolor;
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public Color4 HighlightColor
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{
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set
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{
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if(hicolor != value)
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{
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effect.SetValue(highlightcolor, value);
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hicolor = value;
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settingschanged = true;
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}
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public World3DShader(ShaderManager manager) : base(manager)
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{
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// Load effect from file
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effect = LoadEffect("world3d.fx");
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// Get the property handlers from effect
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if(effect != null)
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{
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worldviewproj = effect.GetParameter(null, "worldviewproj");
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texture1 = effect.GetParameter(null, "texture1");
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minfiltersettings = effect.GetParameter(null, "minfiltersettings");
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magfiltersettings = effect.GetParameter(null, "magfiltersettings");
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mipfiltersettings = effect.GetParameter(null, "mipfiltersettings");
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highlightcolor = effect.GetParameter(null, "highlightcolor");
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maxanisotropysetting = effect.GetParameter(null, "maxanisotropysetting");
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//mxd
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vertexColorHandle = effect.GetParameter(null, "vertexColor");
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//lights
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lightPositionAndRadiusHandle = effect.GetParameter(null, "lightPosAndRadius");
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lightOrientationHandle = effect.GetParameter(null, "lightOrientation");
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light2RadiusHandle = effect.GetParameter(null, "light2Radius");
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lightColorHandle = effect.GetParameter(null, "lightColor");
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ignoreNormalsHandle = effect.GetParameter(null, "ignoreNormals");
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spotLightHandle = effect.GetParameter(null, "spotLight");
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//fog
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camPosHandle = effect.GetParameter(null, "campos");
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// [ZZ]
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stencilColorHandle = effect.GetParameter(null, "stencilColor");
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world = effect.GetParameter(null, "world");
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}
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// Initialize world vertex declaration
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VertexElement[] ve = {
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new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
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new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
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new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
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new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0), //mxd
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VertexElement.VertexDeclarationEnd
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};
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vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, ve);
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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 override 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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if(texture1 != null) texture1.Dispose();
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if(worldviewproj != null) worldviewproj.Dispose();
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if(minfiltersettings != null) minfiltersettings.Dispose();
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if(magfiltersettings != null) magfiltersettings.Dispose();
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if(mipfiltersettings != null) mipfiltersettings.Dispose();
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if(highlightcolor != null) highlightcolor.Dispose();
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if(maxanisotropysetting != null) maxanisotropysetting.Dispose();
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//mxd
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if(vertexColorHandle != null) vertexColorHandle.Dispose();
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if(lightColorHandle != null) lightColorHandle.Dispose();
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if (ignoreNormalsHandle != null) ignoreNormalsHandle.Dispose();
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if(lightPositionAndRadiusHandle != null) lightPositionAndRadiusHandle.Dispose();
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if(camPosHandle != null) camPosHandle.Dispose();
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if (stencilColorHandle != null) stencilColorHandle.Dispose();
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if(world != null) world.Dispose();
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This sets the constant settings
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public void SetConstants(bool bilinear, float maxanisotropy)
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{
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//mxd. It's still nice to have anisotropic filtering when texture filtering is disabled
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TextureFilter magminfilter = (bilinear ? TextureFilter.Linear : TextureFilter.Point);
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effect.SetValue(magfiltersettings, magminfilter);
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effect.SetValue(minfiltersettings, (maxanisotropy > 1.0f ? TextureFilter.Anisotropic : magminfilter));
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effect.SetValue(mipfiltersettings, (bilinear ? TextureFilter.Linear : TextureFilter.None)); // [SB] use None, otherwise textures are still filtered
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effect.SetValue(maxanisotropysetting, maxanisotropy);
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settingschanged = true; //mxd
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}
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#endregion
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}
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}
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