mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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c6b0f38563
The editor will fail more gracefully when no D3D device is detected. In some cases the editor was constantly checking D3D device availability when minimized. Added more DX-related debug output (only in Debug builds).
119 lines
No EOL
3.2 KiB
C#
119 lines
No EOL
3.2 KiB
C#
#region ================== Namespaces
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using System;
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using CodeImp.DoomBuilder.VisualModes;
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using SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.GZBuilder.Rendering
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{
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internal sealed class VisualVertexHandle : IDisposable, ID3DResource
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{
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#region ================== Variables
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private VertexBuffer upper;
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private VertexBuffer lower;
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private bool isdisposed;
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#endregion
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#region ================== Properties
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public VertexBuffer Upper { get { return upper; } }
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public VertexBuffer Lower { get { return lower; } }
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#endregion
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#region ================== Constructor / Disposer
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public VisualVertexHandle()
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{
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// Create geometry
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ReloadResource();
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// Register as resource
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General.Map.Graphics.RegisterResource(this);
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}
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public 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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if(upper != null) upper.Dispose();
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if(lower != null) lower.Dispose();
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// Unregister resource
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General.Map.Graphics.UnregisterResource(this);
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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 is called resets when the device is reset
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// (when resized or display adapter was changed)
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public void ReloadResource()
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{
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float radius = VisualVertex.DEFAULT_SIZE * General.Settings.GZVertexScale3D;
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WorldVertex c = new WorldVertex();
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WorldVertex v0 = new WorldVertex(-radius, -radius, -radius);
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WorldVertex v1 = new WorldVertex(-radius, radius, -radius);
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WorldVertex v2 = new WorldVertex(radius, radius, -radius);
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WorldVertex v3 = new WorldVertex(radius, -radius, -radius);
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WorldVertex v4 = new WorldVertex(-radius, -radius, radius);
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WorldVertex v5 = new WorldVertex(-radius, radius, radius);
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WorldVertex v6 = new WorldVertex(radius, radius, radius);
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WorldVertex v7 = new WorldVertex(radius, -radius, radius);
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WorldVertex[] vu = new WorldVertex[]{ c, v0,
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c, v1,
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c, v2,
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c, v3,
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v0, v1,
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v1, v2,
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v2, v3,
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v3, v0 };
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upper = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vu.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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upper.Lock(0, WorldVertex.Stride * vu.Length, LockFlags.None).WriteRange(vu);
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upper.Unlock();
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WorldVertex[] vl = new WorldVertex[]{ c, v4,
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c, v5,
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c, v6,
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c, v7,
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v4, v5,
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v5, v6,
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v6, v7,
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v7, v4, };
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lower = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vl.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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lower.Lock(0, WorldVertex.Stride * vl.Length, LockFlags.None).WriteRange(vl);
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lower.Unlock();
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}
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// This is called before a device is reset
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// (when resized or display adapter was changed)
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public void UnloadResource()
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{
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// Trash geometry buffers
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if(upper != null) upper.Dispose();
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if(lower != null) lower.Dispose();
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upper = null;
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lower = null;
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}
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#endregion
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}
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} |