UltimateZoneBuilder/Source/Rendering/ShaderManager.cs
2007-10-19 17:05:21 +00:00

104 lines
2.3 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.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal class ShaderManager : IDisposable
{
#region ================== Constants
#endregion
#region ================== Variables
// Settings
private string shadertechnique;
private bool useshaders;
// Shaders
private Base2DShader base2dshader;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public bool Enabled { get { return useshaders; } }
public string ShaderTechnique { get { return shadertechnique; } }
public Base2DShader Base2D { get { return base2dshader; } }
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public ShaderManager()
{
Capabilities caps;
// Check if we can use shaders
caps = General.Map.Graphics.Device.GetDeviceCaps();
useshaders = (caps.PixelShaderVersion.Major >= 2);
shadertechnique = "SM20";
// Initialize effects
base2dshader = new Base2DShader(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Diposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
base2dshader.Dispose();
// Done
isdisposed = true;
}
}
#endregion
}
}