UltimateZoneBuilder/Source/Core/Rendering/World3DShader.cs
codeimp b5491b4b08 - Fixed some visual mode editing bugs
- Fixed highlight and selection in visual mode when shader model 2.0 is not available
- Added option to turn off glow animation of highlight and selection in visual mode
2009-05-04 06:13:56 +00:00

260 lines
9.3 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.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal sealed class World3DShader : D3DShader
{
#region ================== Variables
// Property handlers
private EffectHandle texture1;
private EffectHandle worldviewproj;
private EffectHandle minfiltersettings;
private EffectHandle magfiltersettings;
private EffectHandle modulatecolor;
private EffectHandle highlightcolor;
#endregion
#region ================== Properties
public Matrix WorldViewProj { set { if(manager.Enabled) effect.SetValue<Matrix>(worldviewproj, value); } }
public Texture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public World3DShader(ShaderManager manager) : base(manager)
{
// Load effect from file
effect = LoadEffect("world3d.fx");
// Get the property handlers from effect
if(effect != null)
{
worldviewproj = effect.GetParameter(null, "worldviewproj");
texture1 = effect.GetParameter(null, "texture1");
minfiltersettings = effect.GetParameter(null, "minfiltersettings");
magfiltersettings = effect.GetParameter(null, "magfiltersettings");
modulatecolor = effect.GetParameter(null, "modulatecolor");
highlightcolor = effect.GetParameter(null, "highlightcolor");
}
// 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(worldviewproj != null) worldviewproj.Dispose();
if(minfiltersettings != null) minfiltersettings.Dispose();
if(magfiltersettings != null) magfiltersettings.Dispose();
if(modulatecolor != null) modulatecolor.Dispose();
if(highlightcolor != null) highlightcolor.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This sets the constant settings
public void SetConstants(bool bilinear, bool useanisotropic)
{
if(manager.Enabled)
{
if(bilinear)
{
effect.SetValue(magfiltersettings, (int)TextureFilter.Linear);
if(useanisotropic) effect.SetValue<int>(minfiltersettings, (int)TextureFilter.Anisotropic);
}
else
{
effect.SetValue(magfiltersettings, (int)TextureFilter.Point);
effect.SetValue(minfiltersettings, (int)TextureFilter.Point);
}
}
}
// This sets the modulation color
public void SetModulateColor(int modcolor)
{
if(manager.Enabled)
{
effect.SetValue(modulatecolor, new Color4(modcolor));
}
}
// This sets the highlight color
public void SetHighlightColor(int hicolor)
{
if(manager.Enabled)
{
effect.SetValue(highlightcolor, new Color4(hicolor));
}
}
// 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.VisualBilinear)
{
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
if((index == 0) || (index == 2))
{
// Normal
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);
}
else
{
// Full brightness
device.SetTextureStageState(0, TextureStage.ColorOperation, TextureOperation.SelectArg1);
device.SetTextureStageState(0, TextureStage.ColorArg1, TextureArgument.Texture);
device.SetTextureStageState(0, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(0, TextureStage.TexCoordIndex, 0);
}
// 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 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);
// Second alpha stage
device.SetTextureStageState(1, TextureStage.AlphaOperation, TextureOperation.Modulate);
device.SetTextureStageState(1, TextureStage.AlphaArg1, TextureArgument.Current);
device.SetTextureStageState(1, TextureStage.AlphaArg2, TextureArgument.TFactor);
// Highlight?
if(index > 1)
{
// Third texture stage
device.SetTextureStageState(2, TextureStage.ColorOperation, TextureOperation.AddSigned);
device.SetTextureStageState(2, TextureStage.ColorArg1, TextureArgument.Current);
device.SetTextureStageState(2, TextureStage.ColorArg2, TextureArgument.Texture);
device.SetTextureStageState(2, TextureStage.ColorArg0, TextureArgument.Texture);
device.SetTextureStageState(2, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(2, TextureStage.TexCoordIndex, 0);
// Third alpha stage
device.SetTextureStageState(2, TextureStage.AlphaOperation, TextureOperation.SelectArg1);
device.SetTextureStageState(2, TextureStage.AlphaArg1, TextureArgument.Current);
// Fourth texture stage
device.SetTextureStageState(3, TextureStage.ColorOperation, TextureOperation.AddSigned);
device.SetTextureStageState(3, TextureStage.ColorArg1, TextureArgument.Current);
device.SetTextureStageState(3, TextureStage.ColorArg2, TextureArgument.Texture);
device.SetTextureStageState(3, TextureStage.ColorArg0, TextureArgument.Texture);
device.SetTextureStageState(3, TextureStage.ResultArg, TextureArgument.Current);
device.SetTextureStageState(3, TextureStage.TexCoordIndex, 0);
// Fourth alpha stage
device.SetTextureStageState(3, TextureStage.AlphaOperation, TextureOperation.SelectArg1);
device.SetTextureStageState(3, TextureStage.AlphaArg1, TextureArgument.Current);
// No more further stages
device.SetTextureStageState(4, TextureStage.ColorOperation, TextureOperation.Disable);
device.SetTextureStageState(4, TextureStage.AlphaOperation, TextureOperation.Disable);
}
else
{
// No more further stages
device.SetTextureStageState(2, TextureStage.ColorOperation, TextureOperation.Disable);
device.SetTextureStageState(2, TextureStage.AlphaOperation, TextureOperation.Disable);
}
}
base.BeginPass(index);
}
#endregion
}
}