UltimateZoneBuilder/Source/Core/Rendering/ShaderManager.cs
2019-08-09 23:22:16 +02:00

115 lines
2.4 KiB
C#
Executable file

#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;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal class ShaderManager : IRenderResource, IDisposable
{
#region ================== Constants
#endregion
#region ================== Variables
// Shaders
private Display2DShader display2dshader;
private Things2DShader things2dshader;
private World3DShader world3dshader;
// Device
private RenderDevice device;
// Disposing
private bool isdisposed;
#endregion
#region ================== Properties
public Display2DShader Display2D { get { return display2dshader; } }
public Things2DShader Things2D { get { return things2dshader; } }
public World3DShader World3D { get { return world3dshader; } }
public bool IsDisposed { get { return isdisposed; } }
internal RenderDevice D3DDevice { get { return device; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public ShaderManager(RenderDevice device)
{
// Initialize
this.device = device;
// Load
ReloadResource();
// Register as resource
device.RegisterResource(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
UnloadResource();
// Unregister as resource
device.UnregisterResource(this);
// Done
device = null;
isdisposed = true;
}
}
#endregion
#region ================== Resources
// Clean up resources
public void UnloadResource()
{
display2dshader.Dispose();
things2dshader.Dispose();
world3dshader.Dispose();
}
// Load resources
public void ReloadResource()
{
// Initialize effects
display2dshader = new Display2DShader(this);
things2dshader = new Things2DShader(this);
world3dshader = new World3DShader(this);
}
#endregion
}
}