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TextureClass.cs
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TextureClass.cs
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using System;
using System.IO;
using System.Collections.Generic;
using System.ComponentModel;
using System.Text;
using System.Drawing.Design;
using System.Windows.Forms;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
namespace ModelViewer
{
/// <summary>
/// Class to handle loading images from the property grid.
/// </summary>
internal class FilteredFileNameEditor : UITypeEditor
{
private OpenFileDialog ofd = new OpenFileDialog();
public override UITypeEditorEditStyle GetEditStyle(ITypeDescriptorContext context)
{
return UITypeEditorEditStyle.Modal;
}
public override object EditValue(ITypeDescriptorContext context, IServiceProvider provider, object value)
{
ofd.FileName = value.ToString();
ofd.Filter = "Image Files (*.BMP;*.DDS;*.JPG;*.PNG;*.TGA)|*.BMP;*.JPG;*.DDS;*.PNG;*.TGA";
ofd.Filter += "|Bitmap Files (.BMP)|*.BMP";
ofd.Filter += "|DirectX Files (.DDS)|*.DDS";
ofd.Filter += "|Jpeg Files (.JPG)|*.JPG";
ofd.Filter += "|PNG Files (.PNG)|*.PNG";
ofd.Filter += "|Target Files (.TGA)|*.TGA";
ofd.Filter += "|All files (*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
return ofd.FileName;
}
return base.EditValue(context, provider, value);
}
}
/// <summary>
/// Class to store a texture and various properties stored with it.
/// </summary>
[DefaultPropertyAttribute("Texture")]
public class TextureClass
{
protected string pathName; // Path to where the file is located.
protected string textureEffectName; // String used for setting the texture in the shader.
protected string textureEffectBool; // String used for setting whether the texture is to be used in the shader.
protected Texture texture; // The texture.
protected bool enableTexture; // Bool for if the texture is being used or not
protected Effect effect; // Copy of the effect for handling the shader.
protected Device device; // Copy of the rendering device.
protected DateTime modified; // DateTime the texture was last modified.
protected EffectHandle technique; // Technique being used for the model the texture is assigned to.
/// <summary>
/// Default constructor for use with child classes.
/// </summary>
public TextureClass()
{
enableTexture = false;
technique = "PerPixel";
}
/// <summary>
/// Primary Constructor.
/// </summary>
/// <param name="device">Copy of the device.</param>
/// <param name="effect">Copy of the effect.</param>
/// <param name="effectName">Name used for setting the texture in the shader.</param>
/// <param name="effectBool">Name used for toggling the use of the texture in the shader.</param>
public TextureClass(Device device, Effect effect, string effectName, string effectBool)
{
pathName = "";
this.device = device;
this.effect = effect;
textureEffectName = effectName;
textureEffectBool = effectBool;
enableTexture = false;
technique = "PerPixel";
}
#region Set/Get Methods.
/// <summary>
/// Get method for the technique assigned to this class.
/// </summary>
[Browsable(false)]
public EffectHandle Technique
{
get
{
return technique;
}
}
[Browsable(false)]
public Device Device
{
set
{
device = value;
if(!pathName.Equals(""))
texture = TextureLoader.FromFile(value, pathName, 0, 0, 3, Usage.None, Format.A8B8G8R8,
Pool.Managed, Filter.Linear, Filter.Box, 0);
}
}
[Browsable(false)]
public Effect Effect
{
set
{
effect = value;
}
}
/// <summary>
/// Get method for the texture variable name within the shader.
/// </summary>
[Browsable(false)]
public string EffectName
{
get
{
return textureEffectName;
}
}
/// <summary>
/// Get method for the texture variable bool within the shader.
/// </summary>
[Browsable(false)]
public string EffectBool
{
get
{
return textureEffectBool;
}
}
/// <summary>
/// Set/Get Method for the texture
/// </summary>
[Browsable(false)]
public Texture Texture
{
get
{
return texture;
}
set
{
texture = value;
effect.SetValue(textureEffectName, texture);
effect.SetValue(textureEffectBool, true);
enableTexture = true;
modified = new FileInfo(pathName).LastWriteTime;
}
}
/// <summary>
/// Set/Get method for the path name. Set method also handles loading in a texture.
/// </summary>
[Editor(typeof(FilteredFileNameEditor), typeof(UITypeEditor)),
CategoryAttribute("Path"), DescriptionAttribute("Path of the texture.")]
public virtual string Path
{
get
{
return pathName;
}
set
{
pathName = value;
if (!pathName.Equals(""))
{
texture = TextureLoader.FromFile(device, value, 0, 0, 3, Usage.None, Format.A8B8G8R8, Pool.Managed, Filter.Linear, Filter.Box, 0);
effect.SetValue(textureEffectName, texture);
effect.SetValue(textureEffectBool, true);
enableTexture = true;
modified = new FileInfo(pathName).LastWriteTime;
}
else
{
Enable = false;
modified = new DateTime();
}
}
}
/// <summary>
/// Get method for the last time this texture was modified.
/// </summary>
[CategoryAttribute("Path"), DescriptionAttribute("Time the texture was last modified")]
public DateTime LastModified
{
get
{
return modified;
}
}
/// <summary>
/// Set/Get method for whether the texture is enabled or not.
/// </summary>
[Browsable(false)]
public virtual bool Enable
{
get
{
return enableTexture;
}
set
{
enableTexture = value;
effect.SetValue(textureEffectBool, enableTexture);
}
}
#endregion
/// <summary>
/// Method to output the texture information to a csv style string.
/// </summary>
public override string ToString()
{
StringBuilder temp = new StringBuilder();
temp.Append(pathName);
temp.Append(",");
temp.Append(enableTexture);
return temp.ToString();
}
/// <summary>
/// Method to read in the texture values from a csv style string.
/// </summary>
/// <param name="input"></param>
public virtual void FromString(string input)
{
if (input.Length == 0)
return;
string[] values = input.Split(',');
Path = values[0];
Enable = bool.Parse(values[1]);
}
/// <summary>
/// Method to handle disposing of the texture
/// </summary>
public void Dispose()
{
try
{
texture.Dispose();
}
catch (NullReferenceException)
{ }
}
}
/// <summary>
/// Child class to include options specific to a specular map.
/// </summary>
[DefaultPropertyAttribute("Specular")]
public class SpecularClass : TextureClass
{
private int specPower; // Strength of the specular decay.
private bool useAlpha; // Bool to handle if the alpha channel should be used to control the specPower.
/// <summary>
/// Primary Constructor.
/// </summary>
/// <param name="device">Copy of the device.</param>
/// <param name="effect">Copy of the effect.</param>
/// <param name="effectName">Name used for setting the texture in the shader.</param>
/// <param name="effectBool">Name used for toggling the use of the texture in the shader.</param>
public SpecularClass(Device device, Effect effect, string effectName, string effectBool)
{
pathName = "";
this.device = device;
this.effect = effect;
textureEffectName = effectName;
textureEffectBool = effectBool;
specPower = 100;
useAlpha = false;
}
#region Set/Get Methods.
/// <summary>
/// Set/Get method for the specular falloff.
/// </summary>
[CategoryAttribute("Specular"), DescriptionAttribute("Change the falloff for the specular channel"), BrowsableAttribute(true)]
public int SpecularFalloff
{
get
{
return specPower;
}
set
{
specPower = value;
effect.SetValue("shine", specPower);
}
}
/// <summary>
/// Set/Get method to enable/disable using the alpha for specular decay control.
/// </summary>
[CategoryAttribute("Specular"), DescriptionAttribute("Change if you want the alpha channel to control the specular shine."),
BrowsableAttribute(true)]
public bool UseAlpha
{
get
{
return useAlpha;
}
set
{
useAlpha = value;
effect.SetValue("useSpecularAlpha", useAlpha);
}
}
#endregion
/// <summary>
/// Method to output the texture information to a csv style string.
/// </summary>
public override string ToString()
{
StringBuilder temp = new StringBuilder(base.ToString());
temp.Append(",");
temp.Append(specPower);
temp.Append(",");
temp.Append(useAlpha);
return temp.ToString();
}
/// <summary>
/// Method to read in the texture values from a csv style string.
/// </summary>
public override void FromString(string input)
{
if (input.Length == 0)
return;
string[] values = input.Split(',');
Path = values[0];
Enable = bool.Parse(values[1]);
SpecularFalloff = int.Parse(values[2]);
UseAlpha = bool.Parse(values[3]);
}
}
[DefaultPropertyAttribute("Emissive")]
public class EmissiveClass : TextureClass
{
private float glowStrength; // Strength of the glow.
/// <summary>
/// Default Constructor.
/// </summary>
/// <param name="device">Copy of the rendering device.</param>
/// <param name="effect">Copy of the effect class.</param>
public EmissiveClass(Device device, Effect effect)
{
pathName = "";
this.device = device;
this.effect = effect;
glowStrength = 3.0f;
}
/// <summary>
/// Set/Get method for the path name. Set method also handles loading in a texture.
/// </summary>
[Editor(typeof(FilteredFileNameEditor), typeof(UITypeEditor)),
CategoryAttribute("Path"), DescriptionAttribute("Path of the texture.")]
public override string Path
{
get
{
return pathName;
}
set
{
pathName = value;
if (!pathName.Equals(""))
{
texture = TextureLoader.FromFile(device, value, 0, 0, 3, Usage.None, Format.A8B8G8R8, Pool.Managed, Filter.Linear, Filter.Box, 0);
enableTexture = true;
modified = new FileInfo(pathName).LastWriteTime;
}
else
{
Enable = false;
modified = new DateTime();
}
}
}
/// <summary>
/// Set/Get method for whether the texture is enabled or not.
/// </summary>
[Browsable(false)]
public override bool Enable
{
get
{
return enableTexture;
}
set
{
enableTexture = value;
}
}
/// <summary>
/// Strength of the glow.
/// </summary>
[CategoryAttribute("Emissive"), DescriptionAttribute("Set the strength of the glow.")]
public float Strength
{
get
{
return glowStrength;
}
set
{
glowStrength = value;
effect.SetValue("glowStrength", glowStrength);
}
}
/// <summary>
/// Method to output the texture information to a csv style string.
/// </summary>
public override string ToString()
{
StringBuilder temp = new StringBuilder(base.ToString());
temp.Append(",");
temp.Append(glowStrength);
return temp.ToString();
}
/// <summary>
/// Method to read in the texture values from a csv style string.
/// </summary>
public override void FromString(string input)
{
if (input.Length == 0)
return;
string[] values = input.Split(',');
Path = values[0];
Enable = bool.Parse(values[1]);
glowStrength = float.Parse(values[2]);
}
}
/// <summary>
/// Child class to handle properties related to a normal map.
/// </summary>
[DefaultPropertyAttribute("Normal")]
public class NormalClass : TextureClass
{
private float normalStrength; // Strength of the normal map.
private float heightStrength; // Strength of the parallax map.
private int minSamples; // Minimum number of samples to use for the parallax method.
private int maxSamples; // Maximum number of samples to use for the parallax method.
private bool useParallax; // Bool to enable/disable parallax mapping.
private Caps devCaps; // Caps to check card capabilities.
/// <summary>
/// Primary Constructor.
/// </summary>
/// <param name="device">Copy of the device.</param>
/// <param name="effect">Copy of the effect.</param>
/// <param name="effectName">Name used for setting the texture in the shader.</param>
/// <param name="effectBool">Name used for toggling the use of the texture in the shader.</param>
public NormalClass(Device device, Effect effect, string effectName, string effectBool)
{
pathName = "";
this.device = device;
this.effect = effect;
textureEffectName = effectName;
textureEffectBool = effectBool;
normalStrength = 1.0f;
heightStrength = 0.05f;
minSamples = 5;
maxSamples = 50;
useParallax = false;
devCaps = Manager.GetDeviceCaps(0, DeviceType.Hardware);
}
#region Set/Get Methods.
/// <summary>
/// Set/Get method for the path name. Set method also handles loading in a texture.
/// </summary>
[Editor(typeof(FilteredFileNameEditor), typeof(UITypeEditor)),
CategoryAttribute("Path"), DescriptionAttribute("Path of the texture.")]
public override string Path
{
get
{
return pathName;
}
set
{
pathName = value;
if (!pathName.Equals(""))
{
texture = TextureLoader.FromFile(device, value, 0, 0, 3, Usage.None, Format.A8B8G8R8, Pool.Managed, Filter.Linear, Filter.Box, 0);
effect.SetValue(textureEffectName, texture);
effect.SetValue(textureEffectBool, true);
enableTexture = true;
modified = new FileInfo(pathName).LastWriteTime;
// Set the technique.
if (!useParallax)
{
effect.Technique = "NormalMap";
technique = "NormalMap";
}
else
{
effect.Technique = "ParallaxMap";
technique = "ParallaxMap";
}
}
else
{
Enable = false;
modified = new DateTime();
}
}
}
/// <summary>
/// Set/Get for enabling the normal/parallax map.
/// </summary>
[CategoryAttribute("General"), DescriptionAttribute("Enable/Disable the Texture")]
//[Browsable(false)]
public override bool Enable
{
get
{
return enableTexture;
}
set
{
enableTexture = value;
effect.SetValue(textureEffectBool, enableTexture);
// Set the technique.
if (!enableTexture)
{
effect.Technique = "PerPixel";
technique = "PerPixel";
}
else if (enableTexture && !useParallax)
{
effect.Technique = "NormalMap";
technique = "NormalMap";
}
else if (enableTexture && useParallax)
{
effect.Technique = "ParallaxMap";
technique = "ParallaxMap";
}
}
}
/// <summary>
/// Set/Get method for the strength of the normal map.
/// </summary>
[CategoryAttribute("Normal"), DescriptionAttribute("Change the influence of the normal map"), BrowsableAttribute(true)]
public float NormalStrength
{
get
{
return normalStrength;
}
set
{
normalStrength = value;
effect.SetValue("normalStrength", normalStrength);
}
}
/// <summary>
/// Set/Get method for the strength of the parallax map.
/// </summary>
[CategoryAttribute("Parallax"), DescriptionAttribute("Change the strength of the parallax map"), BrowsableAttribute(true)]
//[Browsable(false)]
public float ParallaxStrength
{
get
{
return heightStrength;
}
set
{
heightStrength = value;
effect.SetValue("heightMapScale", heightStrength);
}
}
/// <summary>
/// Set/Get method for the minimum number of samples.
/// </summary>
[CategoryAttribute("Parallax"), DescriptionAttribute("Change the minimum number of samples used."), BrowsableAttribute(true)]
//[Browsable(false)]
public int MinSamples
{
get
{
return minSamples;
}
set
{
minSamples = value;
effect.SetValue("minSamples", minSamples);
}
}
/// <summary>
/// Set/Get method for the maximum number of samples
/// </summary>
[CategoryAttribute("Parallax"), DescriptionAttribute("Change the maximum number of samples used."), BrowsableAttribute(true)]
//[Browsable(false)]
public int MaxSamples
{
get
{
return maxSamples;
}
set
{
maxSamples = value;
effect.SetValue("maxSamples", maxSamples);
}
}
/// <summary>
/// Set/Get method for the enabling/disabling the parallax map.
/// </summary>
[CategoryAttribute("Parallax"), DescriptionAttribute("Enable/Disable parallax mapping."), BrowsableAttribute(true)]
//[Browsable(false)]
public bool UseParallax
{
get
{
return useParallax;
}
set
{
useParallax = value;
if (useParallax && devCaps.PixelShaderVersion >= new Version(3, 0))
{
effect.Technique = "ParallaxMap";
technique = "ParallaxMap";
}
else
{
useParallax = false;
effect.Technique = "NormalMap";
if (devCaps.PixelShaderVersion < new Version(3, 0))
MessageBox.Show("Error: Your graphics card does not support pixel shader 3.0", "Error",
MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
}
#endregion
/// <summary>
/// Method to output the texture information to a csv style string.
/// </summary>
public override string ToString()
{
StringBuilder temp = new StringBuilder(base.ToString());
temp.Append(",");
temp.Append(normalStrength);
temp.Append(",");
temp.Append(useParallax);
temp.Append(",");
temp.Append(maxSamples);
temp.Append(",");
temp.Append(minSamples);
temp.Append(",");
temp.Append(heightStrength);
return temp.ToString();
}
/// <summary>
/// Method to read in the texture values from a csv style string.
/// </summary>
public override void FromString(string input)
{
if (input.Length == 0)
return;
string[] values = input.Split(',');
Path = values[0];
Enable = bool.Parse(values[1]);
NormalStrength = float.Parse(values[2]);
UseParallax = bool.Parse(values[3]);
MaxSamples = int.Parse(values[4]);
MinSamples = int.Parse(values[5]);
ParallaxStrength = float.Parse(values[6]);
}
}
}