UltimateZoneBuilder/Source/Core/Rendering/D3DShader.cs
MaxED 5d47e331d8 Fixed, DB2 bug: hlsl effect stream was not rewound when trying to compile it in debug mode, which resulted in always receiving IndexOutOfRangeException when trying to do it.
Fixed, Visual mode: textures on floors, ceilings and single-sided wall parts are now rendered ignoring texture alpha.
Changed, Game configurations, Sector_Set3dFloor:160 action: renamed the fourth argument from "Alpha" to "Opacity".
2016-01-26 08:00:54 +00:00

181 lines
3.8 KiB
C#

#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.IO;
using SlimDX.Direct3D9;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal abstract class D3DShader
{
#region ================== Constants
#endregion
#region ================== Variables
// The manager
protected ShaderManager manager;
// The effect
protected Effect effect;
// The vertex declaration
protected VertexDeclaration vertexdecl;
// Disposing
protected bool isdisposed;
//mxd. Settings changes
protected bool settingschanged;
#endregion
#region ================== Properties
// Disposing
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
protected D3DShader(ShaderManager manager)
{
// Initialize
this.manager = manager;
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
manager = null;
if(effect != null) effect.Dispose();
vertexdecl.Dispose();
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This loads an effect
protected Effect LoadEffect(string fxfile)
{
Effect fx;
string errors = string.Empty;
// Load the resource
Stream fxdata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources." + fxfile);
fxdata.Seek(0, SeekOrigin.Begin);
try
{
// Compile effect
fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.None, null, out errors);
if(!string.IsNullOrEmpty(errors))
{
throw new Exception("Errors in effect file " + fxfile + ": " + errors);
}
}
catch(Exception)
{
// Compiling failed, try with debug information
try
{
//mxd. Rewind before use!
fxdata.Seek(0, SeekOrigin.Begin);
// Compile effect
fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.Debug, null, out errors);
if(!string.IsNullOrEmpty(errors))
{
throw new Exception("Errors in effect file " + fxfile + ": " + errors);
}
}
catch(Exception e)
{
// No debug information, just crash
throw new Exception(e.GetType().Name + " while loading effect " + fxfile + ": " + e.Message + "\nInitial message: " + errors);
}
}
fxdata.Dispose();
// Set the technique to use
fx.Technique = manager.ShaderTechnique;
// Return result
return fx;
}
// This applies the shader
public void Begin()
{
// Set vertex declaration
General.Map.Graphics.Device.VertexDeclaration = vertexdecl;
// Set effect
effect.Begin(FX.DoNotSaveState);
}
// This begins a pass
public virtual void BeginPass(int index)
{
effect.BeginPass(index);
}
// This ends a pass
public void EndPass()
{
effect.EndPass();
}
// This ends te shader
public void End()
{
effect.End();
}
// This applies properties during a pass
public void ApplySettings()
{
if(settingschanged)
{
effect.CommitChanges();
settingschanged = false; //mxd
}
}
#endregion
}
}