mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-12 21:21:48 +00:00
d3c87b2a71
- Edit Selection mode now updates surface geometry when drag is released
189 lines
6.5 KiB
C#
189 lines
6.5 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.Direct3D9;
|
|
using SlimDX;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using System.Drawing.Imaging;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.Rendering
|
|
{
|
|
internal sealed class Display2DShader : D3DShader
|
|
{
|
|
#region ================== Variables
|
|
|
|
// Property handlers
|
|
private EffectHandle texture1;
|
|
private EffectHandle rendersettings;
|
|
private EffectHandle transformsettings;
|
|
private EffectHandle filtersettings;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public Texture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
// Constructor
|
|
public Display2DShader(ShaderManager manager) : base(manager)
|
|
{
|
|
// Load effect from file
|
|
effect = LoadEffect("display2d.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");
|
|
filtersettings = effect.GetParameter(null, "filtersettings");
|
|
}
|
|
|
|
// 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();
|
|
if(filtersettings != null) filtersettings.Dispose();
|
|
|
|
// Done
|
|
base.Dispose();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This sets the settings
|
|
public void SetSettings(float texelx, float texely, float fsaafactor, float alpha, bool bilinear)
|
|
{
|
|
if(manager.Enabled)
|
|
{
|
|
Vector4 values = new Vector4(texelx, texely, fsaafactor, 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));
|
|
TextureFilter filter = TextureFilter.Point;
|
|
if(bilinear) filter = TextureFilter.Linear;
|
|
effect.SetValue<int>(filtersettings, (int)filter);
|
|
}
|
|
}
|
|
|
|
// 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
|
|
}
|
|
}
|