ZoneBuilder/Source/Core/Rendering/Things2DShader.cs
2016-01-23 03:15:37 +01:00

133 lines
3.5 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 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
}
}