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- #include "RenderInterfaceDirectX10.h"
- #include <Rocket/Core.h>
- #include "D3D10Effect.h"
- //RocketD3D10 Texture, this contains the actual texture and the resource view
- //for sending it to the effect
- struct RocketD3D10Texture
- {
- ID3D10ShaderResourceView * textureView;
- ID3D10Texture2D * texture2D;
- };
- // This structure is created for each set of geometry that Rocket compiles. It stores the vertex and index buffers and
- // the texture associated with the geometry, if one was specified.
- struct RocketD310DCompiledGeometry
- {
- //Vertex Buffer
- ID3D10Buffer * vertices;
- DWORD num_vertices;
- //Index buffer
- ID3D10Buffer * indices;
- DWORD num_primitives;
- //Texture
- RocketD3D10Texture * texture;
- };
- // The internal format of the vertex we use for rendering Rocket geometry. We could optimise space by having a second
- // untextured vertex for use when rendering coloured borders and backgrounds.
- struct RocketD3D10Vertex
- {
- FLOAT x, y, z;
- D3DXCOLOR colour;
- FLOAT u, v;
- };
- //The layout of the vertices
- const D3D10_INPUT_ELEMENT_DESC layout[] =
- {
- { "POSITION",0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR",0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
- {"TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT,0,28,D3D10_INPUT_PER_VERTEX_DATA,0},
- };
- //The constructor of the render
- RenderInterfaceDirectX10::RenderInterfaceDirectX10(ID3D10Device * pD3D10Device,float screenWidth,float screenHeight)
- {
- m_pD3D10Device=pD3D10Device;
- setupEffect();
- //Create our view and projection matrix
- D3DXMatrixOrthoOffCenterLH(&m_matProjection, 0, screenWidth, screenHeight, 0, -1, 1);
- m_pProjectionMatrixVariable->SetMatrix((float*)m_matProjection);
- D3D10_RASTERIZER_DESC rasterDesc;
- rasterDesc.FillMode=D3D10_FILL_SOLID;
- rasterDesc.CullMode=D3D10_CULL_NONE;
- rasterDesc.ScissorEnable=TRUE;
- rasterDesc.FrontCounterClockwise=TRUE;
- m_pD3D10Device->CreateRasterizerState(&rasterDesc,&m_pScissorTestEnable);
- rasterDesc.ScissorEnable=FALSE;
- m_pD3D10Device->CreateRasterizerState(&rasterDesc,&m_pScissorTestDisable);
- }
- //Loads the effect from memory and retrieves initial variables from the effect
- void RenderInterfaceDirectX10::setupEffect()
- {
- //The pass we are going to use
- ID3D10EffectPass *pass=NULL;
- DWORD dwShaderFlags = 0;
- #if defined( DEBUG ) || defined( _DEBUG )
- // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
- // Setting this flag improves the shader debugging experience, but still allows
- // the shaders to be optimized and to run exactly the way they will run in
- // the release configuration of this program. - BMD
- dwShaderFlags |= D3D10_SHADER_DEBUG;
- #endif
- //Create our effect from Memory
- if (FAILED(D3DX10CreateEffectFromMemory((void*)pEffectData,strlen(pEffectData),"DefaultEffect",NULL,NULL,"fx_4_0",dwShaderFlags,0,m_pD3D10Device,NULL,NULL,&m_pEffect,NULL,NULL)))
- {
- //Log error
- Rocket::Core::Log::Message(Rocket::Core::Log::LT_ERROR, "Can't create default effect for rendering, graphics card may not support Shader Model 4");
-
- }
-
- //Number of elements in the layout - BMD
- UINT numElements = sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC);
- //Get the pass description so we can get some info about the input signature of the vertices
- D3D10_PASS_DESC passDesc;
- m_pTechnique=m_pEffect->GetTechniqueByName("Render");
- pass=m_pTechnique->GetPassByName("P0");
- pass->GetDesc(&passDesc);
- //create input layout, to allow us to map our vertex structure to the one held in the effect
- m_pD3D10Device->CreateInputLayout(layout,numElements,passDesc.pIAInputSignature,passDesc.IAInputSignatureSize,&m_pVertexLayout);
- //grab effect variables
- m_pWorldMatrixVariable=m_pEffect->GetVariableByName("matWorld")->AsMatrix();
- m_pProjectionMatrixVariable=m_pEffect->GetVariableByName("matProjection")->AsMatrix();
- //grab texture variable
- m_pDiffuseTextureVariable=m_pEffect->GetVariableByName("diffuseMap")->AsShaderResource();
- }
- RenderInterfaceDirectX10::~RenderInterfaceDirectX10()
- {
- m_pScissorTestDisable->Release();
- m_pScissorTestEnable->Release();
- }
- // Called by Rocket when it wants to render geometry that it does not wish to optimise.
- void RenderInterfaceDirectX10::RenderGeometry(Rocket::Core::Vertex* ROCKET_UNUSED(vertices), int ROCKET_UNUSED(num_vertices), int* ROCKET_UNUSED(indices), int ROCKET_UNUSED(num_indices), const Rocket::Core::TextureHandle ROCKET_UNUSED(texture), const Rocket::Core::Vector2f& ROCKET_UNUSED(translation))
- {
- // We've chosen to not support non-compiled geometry in the DirectX renderer. If you wanted to render non-compiled
- // geometry, for example for very small sections of geometry, you could use DrawIndexedPrimitiveUP or write to a
- // dynamic vertex buffer which is flushed when either the texture changes or compiled geometry is drawn.
- }
- // Called by Rocket when it wants to compile geometry it believes will be static for the forseeable future.
- Rocket::Core::CompiledGeometryHandle RenderInterfaceDirectX10::CompileGeometry(Rocket::Core::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rocket::Core::TextureHandle texture)
- {
- //Create instance of geometry
- RocketD310DCompiledGeometry * geometry =new RocketD310DCompiledGeometry();
- //Vertex Buffer description
- D3D10_BUFFER_DESC bd;
- bd.Usage = D3D10_USAGE_DEFAULT;
- //Set the size of the buffer
- bd.ByteWidth = sizeof(RocketD3D10Vertex) * num_vertices;
- //This is a vertex buffer
- bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- bd.CPUAccessFlags = 0;
- bd.MiscFlags = 0;
- //copy vertices into buffer
- RocketD3D10Vertex * pD3D10Vertices=new RocketD3D10Vertex[num_vertices];
- for (int i=0;i<num_vertices;++i)
- {
- pD3D10Vertices[i].x = vertices[i].position.x;
- pD3D10Vertices[i].y = vertices[i].position.y;
- pD3D10Vertices[i].z = 0;
- pD3D10Vertices[i].colour=D3DXCOLOR((float)(vertices[i].colour.red/255), (float)(vertices[i].colour.green/255), (float)(vertices[i].colour.blue/255),
- (float)(vertices[i].colour.alpha/255));
-
- pD3D10Vertices[i].u = vertices[i].tex_coord[0];
- pD3D10Vertices[i].v = vertices[i].tex_coord[1];
- }
- D3D10_SUBRESOURCE_DATA InitData;
- InitData.pSysMem = pD3D10Vertices;
- //Create VB
- if (FAILED(m_pD3D10Device->CreateBuffer(
- &bd,
- &InitData,
- &geometry->vertices )))
- return false;
- delete pD3D10Vertices;
- //Index buffer desc
- bd.Usage = D3D10_USAGE_DEFAULT;
- bd.ByteWidth = sizeof( UINT ) * num_indices;
- bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
- bd.CPUAccessFlags = 0;
- bd.MiscFlags = 0;
- //Index values
- InitData.pSysMem = indices;
- //Fill and create buffer
- if (FAILED(m_pD3D10Device->CreateBuffer(
- &bd,
- &InitData,
- &geometry->indices )))
- return false;
- //save some info in the instance of the structure
- geometry->num_vertices = (DWORD) num_vertices;
- geometry->num_primitives = (DWORD) num_indices / 3;
- geometry->texture = texture == NULL ? NULL : (RocketD3D10Texture *) texture;
- return (Rocket::Core::CompiledGeometryHandle)geometry;
- }
- // Called by Rocket when it wants to render application-compiled geometry.
- void RenderInterfaceDirectX10::RenderCompiledGeometry(Rocket::Core::CompiledGeometryHandle geometry, const Rocket::Core::Vector2f& translation)
- {
- //Cast to D3D10 geometry
- RocketD310DCompiledGeometry* d3d10_geometry = (RocketD310DCompiledGeometry*) geometry;
-
- //if we have a texture then send it, notice we are sending the view(Shader resource) to the
- //effect
- if (d3d10_geometry->texture)
- m_pDiffuseTextureVariable->SetResource(d3d10_geometry->texture->textureView);
- else
- m_pDiffuseTextureVariable->SetResource(NULL);
-
- //build and send the world matrix
- D3DXMatrixTranslation(&m_matWorld, translation.x, translation.y, 0);
- m_pWorldMatrixVariable->SetMatrix((float*)m_matWorld);
- //Set the layout of the vertices that are held in the VB
- m_pD3D10Device->IASetInputLayout(m_pVertexLayout);
- //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex
- UINT stride = sizeof(RocketD3D10Vertex);
- //The offset from start of the buffer to where our vertices are located
- UINT offset = 0;
- //Set the VB we are using
- m_pD3D10Device->IASetVertexBuffers(
- 0,
- 1,
- &d3d10_geometry->vertices,
- &stride,
- &offset );
- //Set the IB we are using
- m_pD3D10Device->IASetIndexBuffer(d3d10_geometry->indices,DXGI_FORMAT_R32_UINT,0);
- D3D10_TECHNIQUE_DESC techDesc;
- m_pTechnique->GetDesc( &techDesc );
- //Loop through the passes in the technique
- for( UINT p = 0; p < techDesc.Passes; ++p )
- {
- //Get a pass at current index and apply it
- m_pTechnique->GetPassByIndex( p )->Apply( 0 );
- //We are drawing trangle lists
- m_pD3D10Device->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
-
- //Draw call
- m_pD3D10Device->DrawIndexed(d3d10_geometry->num_primitives*3,0,0);
- }
- }
- // Called by Rocket when it wants to release application-compiled geometry.
- void RenderInterfaceDirectX10::ReleaseCompiledGeometry(Rocket::Core::CompiledGeometryHandle geometry)
- {
- //Clean up after ourselves
- RocketD310DCompiledGeometry* d3d10_geometry=(RocketD310DCompiledGeometry*)geometry;
- d3d10_geometry->vertices->Release();
- d3d10_geometry->indices->Release();
- delete d3d10_geometry;
- }
- // Called by Rocket when it wants to enable or disable scissoring to clip content.
- void RenderInterfaceDirectX10::EnableScissorRegion(bool enable)
- {
- //Is the scissor test enabled?
- enable ? m_pD3D10Device->RSSetState(m_pScissorTestEnable) : m_pD3D10Device->RSSetState(m_pScissorTestDisable);
- }
- // Called by Rocket when it wants to change the scissor region.
- void RenderInterfaceDirectX10::SetScissorRegion(int x, int y, int width, int height)
- {
- //The scissor rect
- D3D10_RECT rect;
- rect.left=x;
- rect.right=x+width;
- rect.top=y;
- rect.bottom=y+height;
- m_pD3D10Device->RSSetScissorRects(1,&rect);
- }
- // Set to byte packing, or the compiler will expand our struct, which means it won't read correctly from file
- #pragma pack(1)
- struct TGAHeader
- {
- char idLength;
- char colourMapType;
- char dataType;
- short int colourMapOrigin;
- short int colourMapLength;
- char colourMapDepth;
- short int xOrigin;
- short int yOrigin;
- short int width;
- short int height;
- char bitsPerPixel;
- char imageDescriptor;
- };
- // Restore packing
- #pragma pack()
- // Called by Rocket when a texture is required by the library.
- bool RenderInterfaceDirectX10::LoadTexture(Rocket::Core::TextureHandle& texture_handle, Rocket::Core::Vector2i& texture_dimensions, const Rocket::Core::String& source)
- {
- Rocket::Core::FileInterface* file_interface = Rocket::Core::GetFileInterface();
- Rocket::Core::FileHandle file_handle = file_interface->Open(source);
- if (file_handle == NULL)
- return false;
- file_interface->Seek(file_handle, 0, SEEK_END);
- size_t buffer_size = file_interface->Tell(file_handle);
- file_interface->Seek(file_handle, 0, SEEK_SET);
-
- char* buffer = new char[buffer_size];
- file_interface->Read(buffer, buffer_size, file_handle);
- file_interface->Close(file_handle);
- TGAHeader header;
- memcpy(&header, buffer, sizeof(TGAHeader));
-
- int color_mode = header.bitsPerPixel / 8;
- int image_size = header.width * header.height * 4; // We always make 32bit textures
-
- if (header.dataType != 2)
- {
- Rocket::Core::Log::Message(Rocket::Core::Log::LT_ERROR, "Only 24/32bit uncompressed TGAs are supported.");
- return false;
- }
-
- // Ensure we have at least 3 colors
- if (color_mode < 3)
- {
- Rocket::Core::Log::Message(Rocket::Core::Log::LT_ERROR, "Only 24 and 32bit textures are supported");
- return false;
- }
-
- const char* image_src = buffer + sizeof(TGAHeader);
- unsigned char* image_dest = new unsigned char[image_size];
-
- // Targa is BGR, swap to RGB and flip Y axis
- for (long y = 0; y < header.height; y++)
- {
- long read_index = y * header.width * color_mode;
- long write_index = ((header.imageDescriptor & 32) != 0) ? read_index : (header.height - y - 1) * header.width * color_mode;
- for (long x = 0; x < header.width; x++)
- {
- image_dest[write_index] = image_src[read_index+2];
- image_dest[write_index+1] = image_src[read_index+1];
- image_dest[write_index+2] = image_src[read_index];
- if (color_mode == 4)
- image_dest[write_index+3] = image_src[read_index+3];
- else
- image_dest[write_index+3] = 255;
-
- write_index += 4;
- read_index += color_mode;
- }
- }
- texture_dimensions.x = header.width;
- texture_dimensions.y = header.height;
-
- bool success = GenerateTexture(texture_handle, image_dest, texture_dimensions);
-
- delete [] image_dest;
- delete [] buffer;
-
- return success;
- }
- // Called by Rocket when a texture is required to be built from an internally-generated sequence of pixels.
- bool RenderInterfaceDirectX10::GenerateTexture(Rocket::Core::TextureHandle& texture_handle, const byte* source, const Rocket::Core::Vector2i& source_dimensions)
- {
- //Create the instance of our texture
- RocketD3D10Texture * pTexture=new RocketD3D10Texture();
- //Texture description
- D3D10_TEXTURE2D_DESC textureDesc;
- //Width and height of the texture
- textureDesc.Width=source_dimensions.x;
- textureDesc.Height=source_dimensions.y;
- //Mip levels
- textureDesc.MipLevels=1;
- textureDesc.ArraySize = 1;
- //the format of the texture
- textureDesc.Format=DXGI_FORMAT_R8G8B8A8_UNORM;
- //The access and usage of the texture
- textureDesc.CPUAccessFlags=D3D10_CPU_ACCESS_WRITE;
- textureDesc.Usage=D3D10_USAGE_DYNAMIC;
- //Our are we going to bind this texture to the pipeline
- textureDesc.BindFlags= D3D10_BIND_SHADER_RESOURCE;
- textureDesc.MiscFlags=D3D10_RESOURCE_MISC_SHARED;
- textureDesc.SampleDesc.Count=1;
- textureDesc.SampleDesc.Quality=0;
-
- //create our texture
- if (FAILED(m_pD3D10Device->CreateTexture2D(&textureDesc,NULL,&pTexture->texture2D))){
- Rocket::Core::Log::Message(Rocket::Core::Log::LT_ERROR, "Unable to create texture");
- return false;
- }
- //now lets fill it
- D3D10_MAPPED_TEXTURE2D mappedTex;
- pTexture->texture2D->Map(D3D10CalcSubresource(0,0,1),D3D10_MAP_WRITE_DISCARD,0,&mappedTex);
- for (int y = 0; y < source_dimensions.y; ++y)
- {
- for (int x = 0; x < source_dimensions.x; ++x)
- {
- const byte* source_pixel = source + (source_dimensions.x * 4 * y) + (x * 4);
- byte* destination_pixel = ((byte*) mappedTex.pData) + mappedTex.RowPitch * y + x * 4;
- destination_pixel[0] = source_pixel[0];
- destination_pixel[1] = source_pixel[1];
- destination_pixel[2] = source_pixel[2];
- destination_pixel[3] = source_pixel[3];
- }
- }
- pTexture->texture2D->Unmap(D3D10CalcSubresource(0,0,1));
- //Create the shader resoure view for our texture, we need this
- //to send the texture to the effect
- D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srvDesc.Format=textureDesc.Format;
- srvDesc.ViewDimension=D3D10_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels=textureDesc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip=0;
- if (FAILED(m_pD3D10Device->CreateShaderResourceView(pTexture->texture2D,&srvDesc,&pTexture->textureView)))
- return false;
- texture_handle = (Rocket::Core::TextureHandle)pTexture;
- return true;
- }
- // Called by Rocket when a loaded texture is no longer required.
- void RenderInterfaceDirectX10::ReleaseTexture(Rocket::Core::TextureHandle texture_handle)
- {
- //clean up after ourselves
- RocketD3D10Texture * pTexture=(RocketD3D10Texture*)texture_handle;
- pTexture->texture2D->Release();
- pTexture->textureView->Release();
- delete pTexture;
- }
- // Returns the native horizontal texel offset for the renderer.
- float RenderInterfaceDirectX10::GetHorizontalTexelOffset()
- {
- return 0.0f;
- }
- // Returns the native vertical texel offset for the renderer.
- float RenderInterfaceDirectX10::GetVerticalTexelOffset()
- {
- return 0.0f;
- }
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