mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-02 16:42:30 +00:00
002d6e9c89
Fixed occasional TreeView flickering in Edit Things window, Browse Action window and Tag Explorer panel. Updated Thing category icons in the Edit Things window. They now have "opened" and "closed" states. Internal: added BufferedTreeView to the core controls. Updated ZDoom game configurations (sector crush mode). Updated ZDoom ACC.
248 lines
6.6 KiB
C#
248 lines
6.6 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;
|
|
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 vertexColorHadle;
|
|
private readonly EffectHandle lightPositionAndRadiusHandle; //lights
|
|
private readonly EffectHandle lightColorHandle;
|
|
private readonly EffectHandle world;
|
|
private readonly EffectHandle camPosHandle; //used for fog rendering
|
|
|
|
#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(vertexColorHadle, value);
|
|
vertexcolor = value;
|
|
settingschanged = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//lights
|
|
private Color4 lightcolor;
|
|
public Color4 LightColor
|
|
{
|
|
set
|
|
{
|
|
if(lightcolor != value)
|
|
{
|
|
effect.SetValue(lightColorHandle, value);
|
|
lightcolor = value;
|
|
settingschanged = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
private Vector4 lightpos;
|
|
public Vector4 LightPositionAndRadius
|
|
{
|
|
set
|
|
{
|
|
if(lightpos != value)
|
|
{
|
|
effect.SetValue(lightPositionAndRadiusHandle, value);
|
|
lightpos = 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
|
|
vertexColorHadle = effect.GetParameter(null, "vertexColor");
|
|
//lights
|
|
lightPositionAndRadiusHandle = effect.GetParameter(null, "lightPosAndRadius");
|
|
lightColorHandle = effect.GetParameter(null, "lightColor");
|
|
//fog
|
|
camPosHandle = effect.GetParameter(null, "campos");
|
|
|
|
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(vertexColorHadle != null) vertexColorHadle.Dispose();
|
|
if(lightColorHandle != null) lightColorHandle.Dispose();
|
|
if(lightPositionAndRadiusHandle != null) lightPositionAndRadiusHandle.Dispose();
|
|
if(camPosHandle != null) camPosHandle.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, TextureFilter.Linear);
|
|
effect.SetValue(maxanisotropysetting, maxanisotropy);
|
|
|
|
settingschanged = true; //mxd
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|