UltimateZoneBuilder/Source/Core/Rendering/Things2DShader.cs
MaxED 9c7b8e4e3c Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00

193 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;
using CodeImp.DoomBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal sealed class Things2DShader : D3DShader
{
#region ================== Variables
// Property handlers
private EffectHandle texture1;
private EffectHandle rendersettings;
private EffectHandle transformsettings;
//mxd
private EffectHandle fillColorHandle;
#endregion
#region ================== Properties
public Texture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); } }
//mxd
public Color4 FillColor { set { if (manager.Enabled) effect.SetValue<Color4>(fillColorHandle, value); } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public Things2DShader(ShaderManager manager) : base(manager)
{
// Load effect from file
effect = LoadEffect("things2d.fx");
// Get the property handlers from effect
if(effect != null)
{
texture1 = effect.GetParameter(null, "texture1");
rendersettings = effect.GetParameter(null, "rendersettings");
transformsettings = effect.GetParameter(null, "transformsettings");
//mxd
fillColorHandle = effect.GetParameter(null, "fillColor");
}
// Initialize world vertex declaration
VertexElement[] elements = new VertexElement[]
{
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),
VertexElement.VertexDeclarationEnd
};
vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, elements);
// 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(rendersettings != null) rendersettings.Dispose();
if(transformsettings != null) transformsettings.Dispose();
//mxd
if (fillColorHandle != null) fillColorHandle.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This sets the settings
public void SetSettings(float alpha)
{
if(manager.Enabled)
{
Vector4 values = new Vector4(0.0f, 0.0f, 1.0f, alpha);
effect.SetValue(rendersettings, values);
Matrix world = manager.D3DDevice.Device.GetTransform(TransformState.World);
Matrix view = manager.D3DDevice.Device.GetTransform(TransformState.View);
effect.SetValue(transformsettings, Matrix.Multiply(world, view));
}
}
//mxd. Used to render models
public void SetTransformSettings(Vector2D position, Matrix rotation, Matrix scale)
{
if (manager.Enabled) {
Matrix view = manager.D3DDevice.Device.GetTransform(TransformState.View);
Matrix m_position = Matrix.Translation(position.x, position.y, 0.0f);
Matrix world = rotation * scale * m_position;
effect.SetValue(transformsettings, Matrix.Multiply(world, view));
}
}
// This sets up the render pipeline
public override void BeginPass(int index)
{
Device device = manager.D3DDevice.Device;
if(!manager.Enabled)
{
// Sampler settings
if(General.Settings.ClassicBilinear)
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
}
else
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
}
// Texture addressing
device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);
device.SetSamplerState(0, SamplerState.AddressV, TextureAddress.Wrap);
device.SetSamplerState(0, SamplerState.AddressW, TextureAddress.Wrap);
// First texture stage
device.SetTextureStageState(0, TextureStage.ColorOperation, TextureOperation.Modulate);
device.SetTextureStageState(0, TextureStage.ColorArg1, TextureArgument.Texture);
device.SetTextureStageState(0, TextureStage.ColorArg2, TextureArgument.Diffuse);
device.SetTextureStageState(0, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(0, TextureStage.TexCoordIndex, 0);
// Second texture stage
device.SetTextureStageState(1, TextureStage.ColorOperation, TextureOperation.Modulate);
device.SetTextureStageState(1, TextureStage.ColorArg1, TextureArgument.Current);
device.SetTextureStageState(1, TextureStage.ColorArg2, TextureArgument.TFactor);
device.SetTextureStageState(1, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(1, TextureStage.TexCoordIndex, 0);
// No more further stages
device.SetTextureStageState(2, TextureStage.ColorOperation, TextureOperation.Disable);
// First alpha stage
device.SetTextureStageState(0, TextureStage.AlphaOperation, TextureOperation.Modulate);
device.SetTextureStageState(0, TextureStage.AlphaArg1, TextureArgument.Texture);
device.SetTextureStageState(0, TextureStage.AlphaArg2, TextureArgument.Diffuse);
// Second alpha stage
device.SetTextureStageState(1, TextureStage.AlphaOperation, TextureOperation.Modulate);
device.SetTextureStageState(1, TextureStage.AlphaArg1, TextureArgument.Current);
device.SetTextureStageState(1, TextureStage.AlphaArg2, TextureArgument.TFactor);
// No more further stages
device.SetTextureStageState(2, TextureStage.AlphaOperation, TextureOperation.Disable);
}
base.BeginPass(index);
}
#endregion
}
}