/* * 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); }