/* * This source file is part of libRocket, the HTML/CSS Interface Middleware * * For the latest information, see http://www.librocket.com * * Copyright (c) 2014 David Wimsey * * 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 "RenderInterfaceDirectX.h" #include #include void RenderInterfaceDirectX::SetContext(void *context) { m_rocket_context = context; } void RenderInterfaceDirectX::SetViewport(int width, int height) { Rocket::Core::Matrix4f rocket_projection; if(g_pd3dDevice != NULL) { D3DXMATRIX projection; D3DXMatrixOrthoOffCenterLH(&projection, 0, (float)width, (float)height, 0, -1, 1); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &projection); rocket_projection = projection; rocket_projection = rocket_projection.Transpose(); if(m_rocket_context != NULL) { ((Rocket::Core::Context*)m_rocket_context)->SetDimensions(Rocket::Core::Vector2i(width, height)); ((Rocket::Core::Context*)m_rocket_context)->ProcessProjectionChange(); //((Rocket::Core::Context*)m_rocket_context)->ProcessViewChange(); } } } bool RenderInterfaceDirectX::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; } g_pD3D = Direct3DCreate9(D3D_SDK_VERSION); if (g_pD3D == NULL) return false; D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; g_pd3dDevice = NULL; if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, (HWND) nativeWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice))) { this->DetachFromNative(); return false; } // Set up an orthographic projection. D3DXMATRIX projection; D3DXMatrixOrthoOffCenterLH(&projection, 0, (FLOAT)clientRect.right, (FLOAT)clientRect.bottom, 0, -1, 1); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &projection); // Switch to clockwise culling instead of counter-clockwise culling; Rocket generates counter-clockwise geometry, // so you can either reverse the culling mode when Rocket is rendering, or reverse the indices in the render // interface. g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW); // Enable alpha-blending for Rocket. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); // Set up the texture stage states for the diffuse texture. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); // Disable lighting for Rocket. g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); return true; } void RenderInterfaceDirectX::DetachFromNative() { if (g_pd3dDevice != NULL) { // Release the last resources we bound to the device. g_pd3dDevice->SetTexture(0, NULL); g_pd3dDevice->SetStreamSource(0, NULL, 0, 0); g_pd3dDevice->SetIndices(NULL); g_pd3dDevice->Release(); g_pd3dDevice = NULL; } if (g_pD3D != NULL) { g_pD3D->Release(); g_pD3D = NULL; } } void RenderInterfaceDirectX::PrepareRenderBuffer() { if(g_pd3dDevice != NULL) { g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); g_pd3dDevice->BeginScene(); } } void RenderInterfaceDirectX::PresentRenderBuffer() { if(g_pd3dDevice != NULL) { g_pd3dDevice->EndScene(); g_pd3dDevice->Present(NULL, NULL, NULL, NULL); } }