mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
5d47e331d8
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".
181 lines
3.8 KiB
C#
181 lines
3.8 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.IO;
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using SlimDX.Direct3D9;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal abstract class D3DShader
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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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// The manager
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protected ShaderManager manager;
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// The effect
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protected Effect effect;
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// The vertex declaration
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protected VertexDeclaration vertexdecl;
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// Disposing
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protected bool isdisposed;
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//mxd. Settings changes
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protected bool settingschanged;
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#endregion
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#region ================== Properties
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// Disposing
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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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protected D3DShader(ShaderManager manager)
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{
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// Initialize
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this.manager = manager;
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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 virtual 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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manager = null;
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if(effect != null) effect.Dispose();
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vertexdecl.Dispose();
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This loads an effect
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protected Effect LoadEffect(string fxfile)
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{
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Effect fx;
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string errors = string.Empty;
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// Load the resource
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Stream fxdata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources." + fxfile);
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fxdata.Seek(0, SeekOrigin.Begin);
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try
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{
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// Compile effect
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fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.None, null, out errors);
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if(!string.IsNullOrEmpty(errors))
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{
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throw new Exception("Errors in effect file " + fxfile + ": " + errors);
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}
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}
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catch(Exception)
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{
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// Compiling failed, try with debug information
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try
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{
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//mxd. Rewind before use!
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fxdata.Seek(0, SeekOrigin.Begin);
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// Compile effect
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fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.Debug, null, out errors);
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if(!string.IsNullOrEmpty(errors))
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{
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throw new Exception("Errors in effect file " + fxfile + ": " + errors);
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}
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}
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catch(Exception e)
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{
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// No debug information, just crash
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throw new Exception(e.GetType().Name + " while loading effect " + fxfile + ": " + e.Message + "\nInitial message: " + errors);
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}
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}
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fxdata.Dispose();
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// Set the technique to use
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fx.Technique = manager.ShaderTechnique;
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// Return result
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return fx;
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}
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// This applies the shader
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public void Begin()
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{
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// Set vertex declaration
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General.Map.Graphics.Device.VertexDeclaration = vertexdecl;
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// Set effect
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effect.Begin(FX.DoNotSaveState);
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}
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// This begins a pass
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public virtual void BeginPass(int index)
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{
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effect.BeginPass(index);
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}
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// This ends a pass
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public void EndPass()
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{
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effect.EndPass();
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}
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// This ends te shader
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public void End()
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{
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effect.End();
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}
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// This applies properties during a pass
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public void ApplySettings()
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{
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if(settingschanged)
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{
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effect.CommitChanges();
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settingschanged = false; //mxd
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}
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}
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#endregion
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}
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}
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