/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2014 David Wimsey
* Copyright (c) 2019 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "RenderInterfaceDirectX10.h"
#include
#include
#include
// For _T unicode/mbcs macro
#include
void RenderInterfaceDirectX10::SetContext(void *context)
{
m_rmlui_context = context;
}
void RenderInterfaceDirectX10::SetViewport(int width, int height)
{
if(this->m_pD3D10Device != nullptr)
{
if(width == 0 || height == 0)
{
// Windows with no client area cause crashes
return;
}
if(this->m_pRenderTargetView)
{
// Release the existing render target
this->m_pRenderTargetView->Release();
this->m_pRenderTargetView = nullptr;
}
// Resize the swap chain's buffer to the given dimensions
m_pSwapChain->ResizeBuffers(2, width, height, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
// Recreate Render Target
ID3D10Texture2D *pBackBuffer;
if(FAILED(this->m_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*) &pBackBuffer)))
{
MessageBox(nullptr, _T("SwapChain->GetBuffer failed."), _T("Could not resize DirectX 10 surface"), MB_OK|MB_ICONERROR);
return;
}
if(FAILED(this->m_pD3D10Device->CreateRenderTargetView(pBackBuffer, nullptr, &this->m_pRenderTargetView)))
{
pBackBuffer->Release();
MessageBox(nullptr, _T("D3D10Device->CreateRenderTargetView failed."), _T("Could not resize DirectX 10 surface"), MB_OK|MB_ICONERROR);
return;
}
pBackBuffer->Release();
this->m_pD3D10Device->OMSetRenderTargets(1, &this->m_pRenderTargetView, nullptr);
D3D10_VIEWPORT vp;
vp.Width = width;
vp.Height = height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
this->m_pD3D10Device->RSSetViewports(1, &vp);
// Recreate our view and projection matrix
D3DXMatrixOrthoOffCenterLH(&this->m_matProjection, 0, width, height, 0, -1, 1);
m_pProjectionMatrixVariable->SetMatrix((float*)this->m_matProjection);
if(m_rmlui_context != nullptr)
{
((Rml::Core::Context*)m_rmlui_context)->SetDimensions(Rml::Core::Vector2i(width, height));
}
}
}
bool RenderInterfaceDirectX10::AttachToNative(void *nativeWindow)
{
RECT clientRect;
if(!GetClientRect((HWND) nativeWindow, &clientRect))
{
// if we can't lookup the client rect, abort, something is seriously wrong
return false;
}
int width = clientRect.right - clientRect.left;
int height = clientRect.bottom - clientRect.top;
//put the device into debug if we are in a debug build
UINT createDeviceFlags=0;
#ifdef _DEBUG
createDeviceFlags|=D3D10_CREATE_DEVICE_DEBUG;
#endif
//Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount=1;
sd.OutputWindow = (HWND) nativeWindow;
sd.Windowed = TRUE;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
//Create device and swapchain
if(FAILED(D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &this->m_pSwapChain, &this->m_pD3D10Device)))
{
if(MessageBox(nullptr, _T("D3D10CreateDeviceAndSwapChain failed for D3D10_DRIVER_TYPE_HARDWARE.\r\n\r\nWould you like to try the reference renderer, this will be very slow!"), _T("Could not intialized DirectX 10"), MB_OKCANCEL|MB_ICONERROR) == IDOK)
{
if(FAILED(D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_REFERENCE, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &this->m_pSwapChain, &this->m_pD3D10Device)))
{
MessageBox(nullptr, _T("D3D10CreateDeviceAndSwapChain failed for D3D10_DRIVER_TYPE_REFERENCE, giving up."), _T("Could not intialized DirectX 10"), MB_OK|MB_ICONERROR);
return false;
}
}
else
{
return false;
}
}
//Create Render Target
ID3D10Texture2D *pBackBuffer;
if(FAILED (this->m_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D),(void**)&pBackBuffer)))
{
MessageBox(nullptr, _T("SwapChain->GetBuffer failed."), _T("Could not intialized DirectX 10"), MB_OK|MB_ICONERROR);
return false;
}
if(FAILED(this->m_pD3D10Device->CreateRenderTargetView(pBackBuffer, nullptr, &this->m_pRenderTargetView)))
{
pBackBuffer->Release();
MessageBox(nullptr, _T("D3D10Device->CreateRenderTargetView failed."), _T("Could not intialized DirectX 10"), MB_OK|MB_ICONERROR);
return false;
}
pBackBuffer->Release();
this->m_pD3D10Device->OMSetRenderTargets(1, &this->m_pRenderTargetView, nullptr);
D3D10_VIEWPORT vp;
vp.Width = width;
vp.Height = height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
this->m_pD3D10Device->RSSetViewports(1, &vp);
setupEffect();
//Create our view and projection matrix
D3DXMatrixOrthoOffCenterLH(&this->m_matProjection, 0, width, height, 0, -1, 1);
m_pProjectionMatrixVariable->SetMatrix((float*)this->m_matProjection);
//Create scissor raster states
D3D10_RASTERIZER_DESC rasterDesc;
rasterDesc.FillMode=D3D10_FILL_SOLID;
rasterDesc.CullMode=D3D10_CULL_NONE;
rasterDesc.ScissorEnable=TRUE;
rasterDesc.FrontCounterClockwise=TRUE;
if(FAILED(this->m_pD3D10Device->CreateRasterizerState(&rasterDesc, &this->m_pScissorTestEnable)))
{
Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Can't create Raster State - ScissorEnable");
}
rasterDesc.ScissorEnable=FALSE;
if(FAILED(this->m_pD3D10Device->CreateRasterizerState(&rasterDesc, &this->m_pScissorTestDisable)))
{
Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Can't create Raster State - ScissorDisable");
}
return true;
}
void RenderInterfaceDirectX10::DetachFromNative()
{
if(this->m_pD3D10Device != nullptr)
{
this->m_pD3D10Device->ClearState();
this->m_pD3D10Device = nullptr;
}
if(this->m_pRenderTargetView != nullptr)
{
this->m_pRenderTargetView->Release();
this->m_pRenderTargetView = nullptr;
}
if(this->m_pSwapChain != nullptr)
{
this->m_pSwapChain->Release();
this->m_pSwapChain = nullptr;
}
if(this->m_pD3D10Device != nullptr)
{
this->m_pD3D10Device->Release();
this->m_pD3D10Device = nullptr;
}
}
void RenderInterfaceDirectX10::PrepareRenderBuffer()
{
if(this->m_pD3D10Device == nullptr)
{
return;
}
float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f };
this->m_pD3D10Device->ClearRenderTargetView(this->m_pRenderTargetView, ClearColor);
}
void RenderInterfaceDirectX10::PresentRenderBuffer()
{
if(this->m_pSwapChain == nullptr)
{
return;
}
this->m_pSwapChain->Present(0, 0);
}