UltimateZoneBuilder/Source/Core/Rendering/D3DShader.cs
MaxED 0366f13c9a Flat textures were loaded incorrectly in some cases.
UDMF map parser should work ~35% faster now.
Texture browser form: keyboard focus was not updated when switching between textures using Tab key.
"Graphics" folder is now checked when searching for texture patches.
Various cosmetic changes here and there.
2013-12-20 09:24:43 +00:00

174 lines
3.8 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 System.IO;
using SlimDX.Direct3D9;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal abstract class D3DShader
{
#region ================== Constants
#endregion
#region ================== Variables
// The manager
protected ShaderManager manager;
// The effect
protected Effect effect;
// The vertex declaration
protected VertexDeclaration vertexdecl;
// Disposing
protected bool isdisposed = false;
#endregion
#region ================== Properties
// Disposing
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public D3DShader(ShaderManager manager)
{
// Initialize
this.manager = manager;
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
manager = null;
if(effect != null) effect.Dispose();
vertexdecl.Dispose();
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This loads an effect
protected Effect LoadEffect(string fxfile)
{
// Return null when not using shaders
if(!manager.Enabled) return null;
Effect fx;
string errors;
// Load the resource
Stream fxdata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources." + fxfile);
fxdata.Seek(0, SeekOrigin.Begin);
try
{
// Compile effect
fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.None, null, out errors);
if(!string.IsNullOrEmpty(errors))
{
throw new Exception("Errors in effect file " + fxfile + ": " + errors);
}
}
catch(Exception)
{
// Compiling failed, try with debug information
try
{
// Compile effect
fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.Debug, null, out errors);
if(!string.IsNullOrEmpty(errors))
{
throw new Exception("Errors in effect file " + fxfile + ": " + errors);
}
}
catch(Exception e)
{
// No debug information, just crash
throw new Exception(e.GetType().Name + " while loading effect " + fxfile + ": " + e.Message);
}
}
fxdata.Dispose();
// Set the technique to use
fx.Technique = manager.ShaderTechnique;
// Return result
return fx;
}
// This applies the shader
public void Begin()
{
// Set vertex declaration
General.Map.Graphics.Device.VertexDeclaration = vertexdecl;
// Set effect
if(manager.Enabled) effect.Begin(FX.DoNotSaveState);
}
// This begins a pass
public virtual void BeginPass(int index)
{
if(manager.Enabled) effect.BeginPass(index);
}
// This ends a pass
public void EndPass()
{
if(manager.Enabled) effect.EndPass();
}
// This ends te shader
public void End()
{
if(manager.Enabled) effect.End();
}
// This applies properties during a pass
public void ApplySettings()
{
if(manager.Enabled) effect.CommitChanges();
}
#endregion
}
}