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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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157 lines
4.9 KiB
C#
Executable file
157 lines
4.9 KiB
C#
Executable file
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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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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal class ShaderManager : IRenderResource, IDisposable
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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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// Shaders
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private VertexDeclaration flatvertexdecl;
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private VertexDeclaration worldvertexdecl;
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// Device
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private RenderDevice device;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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public VertexDeclaration FlatVertexDecl { get { return flatvertexdecl; } }
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public VertexDeclaration WorldVertexDecl { get { return worldvertexdecl; } }
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public bool IsDisposed { get { return isdisposed; } }
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internal RenderDevice D3DDevice { get { return device; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public ShaderManager(RenderDevice device)
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{
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// Initialize
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this.device = device;
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// Load
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ReloadResource();
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// Register as resource
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device.RegisterResource(this);
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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 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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UnloadResource();
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// Unregister as resource
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device.UnregisterResource(this);
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// Done
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device = null;
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Resources
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// Clean up resources
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public void UnloadResource()
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{
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flatvertexdecl.Dispose();
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worldvertexdecl.Dispose();
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}
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// Load resources
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public void ReloadResource()
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{
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flatvertexdecl = new VertexDeclaration(new VertexElement[] {
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new VertexElement(0, 0, DeclarationType.Float3, DeclarationUsage.Position),
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new VertexElement(0, 12, DeclarationType.Color, DeclarationUsage.Color),
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new VertexElement(0, 16, DeclarationType.Float2, DeclarationUsage.TextureCoordinate)
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});
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worldvertexdecl = new VertexDeclaration(new VertexElement[] {
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new VertexElement(0, 0, DeclarationType.Float3, DeclarationUsage.Position),
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new VertexElement(0, 12, DeclarationType.Color, DeclarationUsage.Color),
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new VertexElement(0, 16, DeclarationType.Float2, DeclarationUsage.TextureCoordinate),
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new VertexElement(0, 24, DeclarationType.Float3, DeclarationUsage.Normal)
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});
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}
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#endregion
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public void SetDisplay2DSettings(float texelx, float texely, float fsaafactor, float alpha, bool bilinear)
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{
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Vector4 values = new Vector4(texelx, texely, fsaafactor, alpha);
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D3DDevice.SetUniform(UniformName.rendersettings, values);
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Matrix world = D3DDevice.GetTransform(TransformState.World);
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Matrix view = D3DDevice.GetTransform(TransformState.View);
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D3DDevice.SetUniform(UniformName.transformsettings, world * view);
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D3DDevice.SetSamplerFilter(0, bilinear ? TextureFilter.Linear : TextureFilter.Point);
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}
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public void SetThings2DSettings(float alpha)
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{
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Vector4 values = new Vector4(0.0f, 0.0f, 1.0f, alpha);
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D3DDevice.SetUniform(UniformName.rendersettings, values);
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Matrix world = D3DDevice.GetTransform(TransformState.World);
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Matrix view = D3DDevice.GetTransform(TransformState.View);
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D3DDevice.SetUniform(UniformName.transformsettings, world * view);
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}
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//mxd. Used to render models
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public void SetThings2DTransformSettings(Matrix world)
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{
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Matrix view = D3DDevice.GetTransform(TransformState.View);
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D3DDevice.SetUniform(UniformName.transformsettings, world * view);
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}
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public void SetWorld3DConstants(bool bilinear, float maxanisotropy)
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{
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//mxd. It's still nice to have anisotropic filtering when texture filtering is disabled
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TextureFilter magminfilter = (bilinear ? TextureFilter.Linear : TextureFilter.Point);
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D3DDevice.SetSamplerFilter(0,
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maxanisotropy > 1.0f ? TextureFilter.Anisotropic : magminfilter,
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magminfilter,
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bilinear ? TextureFilter.Linear : TextureFilter.None, // [SB] use None, otherwise textures are still filtered
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maxanisotropy);
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}
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}
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}
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