#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 SlimDX.Direct3D9; using SlimDX; #endregion namespace CodeImp.DoomBuilder.Rendering { internal sealed class Things2DShader : D3DShader { #region ================== Variables // Property handlers private readonly EffectHandle texture1; private readonly EffectHandle rendersettings; private readonly EffectHandle transformsettings; private readonly EffectHandle fillcolor; //mxd #endregion #region ================== Properties public Texture Texture1 { set { effect.SetTexture(texture1, value); settingschanged = true; } } //mxd private Color4 fc; public Color4 FillColor { set { if(fc != value) { effect.SetValue(fillcolor, value); fc = value; settingschanged = true; } } } #endregion #region ================== Constructor / Disposer // Constructor public Things2DShader(ShaderManager manager) : base(manager) { // Load effect from file effect = LoadEffect("things2d.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"); fillcolor = effect.GetParameter(null, "fillColor"); //mxd } // Initialize world vertex declaration VertexElement[] elements = new[] { 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(fillcolor != null) fillcolor.Dispose(); //mxd // Done base.Dispose(); } } #endregion #region ================== Methods // This sets the settings public void SetSettings(float alpha) { Vector4 values = new Vector4(0.0f, 0.0f, 1.0f, alpha); effect.SetValue(rendersettings, values); Matrix world = manager.D3DDevice.Device.GetTransform(TransformState.World); Matrix view = manager.D3DDevice.Device.GetTransform(TransformState.View); effect.SetValue(transformsettings, world * view); settingschanged = true; //mxd } //mxd. Used to render models public void SetTransformSettings(Matrix world) { Matrix view = manager.D3DDevice.Device.GetTransform(TransformState.View); effect.SetValue(transformsettings, world * view); settingschanged = true; } #endregion } }