UltimateZoneBuilder/Source/Core/Rendering/ShaderManager.cs
MaxED ada38c4454 Fixed, Visual mode: fixed D3DERR_INVALIDCALL error caused by a bug in classic skybox texture creation.
Fixed, Visual mode: aspect ratio was not updated when render area was resized.
Fixed, Visual mode: vertex handles were disappearing after using Reload Resources (F8) action.
Changed, internal: removed most of the fixed pipeline rendering code. The editor can no longer be used on a video card without Shader Model 2.0 support.
2016-01-14 22:15:54 +00:00

121 lines
2.6 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 SlimDX.Direct3D9;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal class ShaderManager : ID3DResource
{
#region ================== Constants
#endregion
#region ================== Variables
// Settings
private readonly string shadertechnique;
// Shaders
private Display2DShader display2dshader;
private Things2DShader things2dshader;
private World3DShader world3dshader;
// Device
private D3DDevice device;
// Disposing
private bool isdisposed;
#endregion
#region ================== Properties
public string ShaderTechnique { get { return shadertechnique; } }
public Display2DShader Display2D { get { return display2dshader; } }
public Things2DShader Things2D { get { return things2dshader; } }
public World3DShader World3D { get { return world3dshader; } }
public bool IsDisposed { get { return isdisposed; } }
internal D3DDevice D3DDevice { get { return device; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public ShaderManager(D3DDevice device)
{
// Initialize
this.device = device;
shadertechnique = "SM20"; //mxd
// Load
ReloadResource();
// Register as resource
device.RegisterResource(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
UnloadResource();
// Unregister as resource
device.UnregisterResource(this);
// Done
device = null;
isdisposed = true;
}
}
#endregion
#region ================== Resources
// Clean up resources
public void UnloadResource()
{
display2dshader.Dispose();
things2dshader.Dispose();
world3dshader.Dispose();
}
// Load resources
public void ReloadResource()
{
// Initialize effects
display2dshader = new Display2DShader(this);
things2dshader = new Things2DShader(this);
world3dshader = new World3DShader(this);
}
#endregion
}
}