Пример #1
0
 public RenderWindow()
 {
     InitializeComponent();
     panel=RenderPanel;
     UseShader=true;
     This=this;
     cmbCycles.SelectedIndex=1;
 }
Пример #2
0
 private void bPreview_Click(object sender, EventArgs e)
 {
     RenderWindow rw = new RenderWindow();
     DirectX.DXMain.CreateDevice(RenderWindow.panel);
     if(Validate(RenderWindow.panel.Handle,true)) {
         rw.ShowDialog();
     }
     rw.Close();
     DirectX.DXMain.CloseDevice();
 }
Пример #3
0
 private void bPreviewChain_Click(object sender, EventArgs e)
 {
     RenderWindow rw=new RenderWindow();
     DirectX.DXMain.CreateDevice(RenderWindow.panel);
     string error=DirectX.Shaders.PreviewShaderChain(FramePath, DepthPath);
     if(error==null) {
         rw.ShowDialog();
     } else {
         MessageBox.Show(strings["PreviewChainError"]+"\n"+error, Statics.strings["Error"]);
     }
     rw.Close();
     DirectX.DXMain.CloseDevice();
 }
Пример #4
0
        private void bActive_Click(object sender,EventArgs e)
        {
            /**/            ShaderActive SetActiveForm=new ShaderActive();
            /**/            SetActiveForm.ShowDialog();
            /**/            SetActiveForm.Dispose();
        }

        private void bPreviewChain_Click(object sender,EventArgs e)
        {
            //**/            if (!File.Exists(Statics.runDir + "\\" + Statics.fn_shadsav)) {
            //**/                MessageBox.Show("There are no shaders in the active shader chain.", "Message");
            //**/           return;
            //**/            }
            RenderWindow rw=new RenderWindow();
            DirectX.DXMain.CreateDevice(RenderWindow.panel);
            string error=DirectX.Shaders.PreviewShaderChain(PicPath, PicPath2, PicPath3);
            if(error==null) {
                rw.ShowDialog();
            } else {
                MessageBox.Show("Could not preview shader chain.\n"+error,"Error");
            }
            rw.Close();
            DirectX.DXMain.CloseDevice();
        }

        private void bPreview_Click(object sender, EventArgs e)
        {
            //saveShader();
            RenderWindow rw = new RenderWindow();
            DirectX.DXMain.CreateDevice(RenderWindow.panel);
            if(Validate(RenderWindow.panel.Handle,true)) {
                rw.ShowDialog();
            }
            rw.Close();
            DirectX.DXMain.CloseDevice();
        }
Пример #5
0
 private void bPreviewChain_Click(object sender,EventArgs e)
 {
     if (!File.Exists(Statics.runDir + "\\" + Statics.fn_shadsav)) {
         MessageBox.Show("There are no shaders in the active shader chain.", "Message");
         return;
     }
     RenderWindow rw=new RenderWindow();
     DirectX.DXMain.CreateDevice(RenderWindow.panel);
     string error=DirectX.Shaders.PreviewShaderChain(PicPath, PicPath2, PicPath3);
     if(error==null) {
         rw.ShowDialog();
     } else {
         MessageBox.Show("Could not preview shader chain.\n"+error,"Error");
     }
     rw.Close();
     DirectX.DXMain.CloseDevice();
 }
Пример #6
0
 private void bPreviewChain_Click(object sender,EventArgs e)
 {
     RenderWindow rw=new RenderWindow();
     DirectX.DXMain.CreateDevice(RenderWindow.panel);
     string error=DirectX.Shaders.PreviewShaderChain(PicPath, PicPath2, PicPath3);
     if(error==null) {
         rw.ShowDialog();
     } else {
         MessageBox.Show("Could not preview shader chain.\n"+error,"Error");
     }
     rw.Close();
     DirectX.DXMain.CloseDevice();
 }