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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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130 lines
4 KiB
C#
Executable file
130 lines
4 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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using SlimDX.Direct3D9;
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using SlimDX;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal sealed class Display2DShader : D3DShader
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{
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#region ================== Variables
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// Property handlers
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private readonly EffectHandle texture1;
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private readonly EffectHandle rendersettings;
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private readonly EffectHandle transformsettings;
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private readonly EffectHandle filtersettings;
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private readonly EffectHandle desaturationHandle;
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#endregion
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#region ================== Properties
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public Texture Texture1 { set { effect.SetTexture(texture1, value); settingschanged = true; } }
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// [ZZ]
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private float desaturation;
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public float Desaturation
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{
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set
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{
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if (desaturation != value)
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{
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effect.SetValue(desaturationHandle, value);
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desaturation = value;
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settingschanged = true;
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}
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Display2DShader(ShaderManager manager) : base(manager)
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{
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// Load effect from file
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effect = LoadEffect("display2d.fx");
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// Get the property handlers from effect
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if(effect != null)
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{
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texture1 = effect.GetParameter(null, "texture1");
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rendersettings = effect.GetParameter(null, "rendersettings");
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transformsettings = effect.GetParameter(null, "transformsettings");
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filtersettings = effect.GetParameter(null, "filtersettings");
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desaturationHandle = effect.GetParameter(null, "desaturation"); // [ZZ]
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}
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// Initialize world vertex declaration
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VertexElement[] elements = new[]
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{
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new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
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new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
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new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
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VertexElement.VertexDeclarationEnd
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};
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vertexdecl = new VertexDeclaration(General.Map.Graphics.Device, elements);
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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 override 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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if(texture1 != null) texture1.Dispose();
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if(rendersettings != null) rendersettings.Dispose();
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if(transformsettings != null) transformsettings.Dispose();
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if(filtersettings != null) filtersettings.Dispose();
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if(desaturationHandle != null) desaturationHandle.Dispose();
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This sets the settings
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public void SetSettings(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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effect.SetValue(rendersettings, values);
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Matrix world = manager.D3DDevice.Device.GetTransform(TransformState.World);
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Matrix view = manager.D3DDevice.Device.GetTransform(TransformState.View);
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effect.SetValue(transformsettings, world * view);
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TextureFilter filter = (bilinear ? TextureFilter.Linear : TextureFilter.Point);
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effect.SetValue(filtersettings, (int)filter);
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settingschanged = true; //mxd
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}
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#endregion
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}
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}
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