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- /*
- * 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 <RmlUi/Core.h>
- #include <d3d10.h>
- #include <d3dx10.h>
- // For _T unicode/mbcs macro
- #include <tchar.h>
- 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);
- }
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