/* * This source file is part of libRocket, the HTML/CSS Interface Middleware * * For the latest information, see http://www.librocket.com * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * * 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 // 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 RocketD3D9CompiledGeometry { LPDIRECT3DVERTEXBUFFER9 vertices; DWORD num_vertices; LPDIRECT3DINDEXBUFFER9 indices; DWORD num_primitives; LPDIRECT3DTEXTURE9 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 RocketD3D9Vertex { FLOAT x, y, z; DWORD colour; FLOAT u, v; }; DWORD vertex_fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1; RenderInterfaceDirectX::RenderInterfaceDirectX(LPDIRECT3D9 _g_pD3D, LPDIRECT3DDEVICE9 _g_pd3dDevice) { g_pD3D = _g_pD3D; g_pd3dDevice = _g_pd3dDevice; } RenderInterfaceDirectX::~RenderInterfaceDirectX() { } // Called by Rocket when it wants to render geometry that it does not wish to optimise. void RenderInterfaceDirectX::RenderGeometry(Rocket::Core::Vertex* ROCKET_UNUSED_PARAMETER(vertices), int ROCKET_UNUSED_PARAMETER(num_vertices), int* ROCKET_UNUSED_PARAMETER(indices), int ROCKET_UNUSED_PARAMETER(num_indices), const Rocket::Core::TextureHandle ROCKET_UNUSED_PARAMETER(texture), const Rocket::Core::Vector2f& ROCKET_UNUSED_PARAMETER(translation)) { ROCKET_UNUSED(vertices); ROCKET_UNUSED(num_vertices); ROCKET_UNUSED(indices); ROCKET_UNUSED(num_indices); ROCKET_UNUSED(texture); 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 RenderInterfaceDirectX::CompileGeometry(Rocket::Core::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rocket::Core::TextureHandle texture) { // Construct a new RocketD3D9CompiledGeometry structure, which will be returned as the handle, and the buffers to // store the geometry. RocketD3D9CompiledGeometry* geometry = new RocketD3D9CompiledGeometry(); g_pd3dDevice->CreateVertexBuffer(num_vertices * sizeof(RocketD3D9Vertex), D3DUSAGE_WRITEONLY, vertex_fvf, D3DPOOL_DEFAULT, &geometry->vertices, NULL); g_pd3dDevice->CreateIndexBuffer(num_indices * sizeof(unsigned int), D3DUSAGE_WRITEONLY, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &geometry->indices, NULL); // Fill the vertex buffer. RocketD3D9Vertex* d3d9_vertices; geometry->vertices->Lock(0, 0, (void**) &d3d9_vertices, 0); for (int i = 0; i < num_vertices; ++i) { d3d9_vertices[i].x = vertices[i].position.x; d3d9_vertices[i].y = vertices[i].position.y; d3d9_vertices[i].z = 0; d3d9_vertices[i].colour = D3DCOLOR_RGBA(vertices[i].colour.red, vertices[i].colour.green, vertices[i].colour.blue, vertices[i].colour.alpha); d3d9_vertices[i].u = vertices[i].tex_coord[0]; d3d9_vertices[i].v = vertices[i].tex_coord[1]; } geometry->vertices->Unlock(); // Fill the index buffer. unsigned int* d3d9_indices; geometry->indices->Lock(0, 0, (void**) &d3d9_indices, 0); memcpy(d3d9_indices, indices, sizeof(unsigned int) * num_indices); geometry->indices->Unlock(); geometry->num_vertices = (DWORD) num_vertices; geometry->num_primitives = (DWORD) num_indices / 3; geometry->texture = texture == NULL ? NULL : (LPDIRECT3DTEXTURE9) texture; return (Rocket::Core::CompiledGeometryHandle)geometry; } // Called by Rocket when it wants to render application-compiled geometry. void RenderInterfaceDirectX::RenderCompiledGeometry(Rocket::Core::CompiledGeometryHandle geometry, const Rocket::Core::Vector2f& translation) { // Build and set the transform matrix. D3DXMATRIX world_transform; D3DXMatrixTranslation(&world_transform, translation.x, translation.y, 0); g_pd3dDevice->SetTransform(D3DTS_WORLD, &world_transform); RocketD3D9CompiledGeometry* d3d9_geometry = (RocketD3D9CompiledGeometry*) geometry; // Set the vertex format for the Rocket vertices, and bind the vertex and index buffers. g_pd3dDevice->SetFVF(vertex_fvf); g_pd3dDevice->SetStreamSource(0, d3d9_geometry->vertices, 0, sizeof(RocketD3D9Vertex)); g_pd3dDevice->SetIndices(d3d9_geometry->indices); // Set the texture, if this geometry has one. if (d3d9_geometry->texture != NULL) g_pd3dDevice->SetTexture(0, d3d9_geometry->texture); else g_pd3dDevice->SetTexture(0, NULL); // Draw the primitives. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, d3d9_geometry->num_vertices, 0, d3d9_geometry->num_primitives); } // Called by Rocket when it wants to release application-compiled geometry. void RenderInterfaceDirectX::ReleaseCompiledGeometry(Rocket::Core::CompiledGeometryHandle geometry) { RocketD3D9CompiledGeometry* d3d9_geometry = (RocketD3D9CompiledGeometry*) geometry; d3d9_geometry->vertices->Release(); d3d9_geometry->indices->Release(); delete d3d9_geometry; } // Called by Rocket when it wants to enable or disable scissoring to clip content. void RenderInterfaceDirectX::EnableScissorRegion(bool enable) { g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enable); } // Called by Rocket when it wants to change the scissor region. void RenderInterfaceDirectX::SetScissorRegion(int x, int y, int width, int height) { RECT scissor_rect; scissor_rect.left = x; scissor_rect.right = x + width; scissor_rect.top = y; scissor_rect.bottom = y + height; g_pd3dDevice->SetScissorRect(&scissor_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 RenderInterfaceDirectX::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 RenderInterfaceDirectX::GenerateTexture(Rocket::Core::TextureHandle& texture_handle, const byte* source, const Rocket::Core::Vector2i& source_dimensions) { // Create a Direct3DTexture9, which will be set as the texture handle. Note that we only create one surface for // this texture; because we're rendering in a 2D context, mip-maps are not required. LPDIRECT3DTEXTURE9 d3d9_texture; if (g_pd3dDevice->CreateTexture(source_dimensions.x, source_dimensions.y, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &d3d9_texture, NULL) != D3D_OK) return false; // Lock the top surface and write the pixel data onto it. D3DLOCKED_RECT locked_rect; d3d9_texture->LockRect(0, &locked_rect, NULL, 0); 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*) locked_rect.pBits) + locked_rect.Pitch * y + x * 4; destination_pixel[0] = source_pixel[2]; destination_pixel[1] = source_pixel[1]; destination_pixel[2] = source_pixel[0]; destination_pixel[3] = source_pixel[3]; } } d3d9_texture->UnlockRect(0); // Set the handle on the Rocket texture structure. texture_handle = (Rocket::Core::TextureHandle)d3d9_texture; return true; } // Called by Rocket when a loaded texture is no longer required. void RenderInterfaceDirectX::ReleaseTexture(Rocket::Core::TextureHandle texture_handle) { ((LPDIRECT3DTEXTURE9) texture_handle)->Release(); } // Returns the native horizontal texel offset for the renderer. float RenderInterfaceDirectX::GetHorizontalTexelOffset() { return -0.5f; } // Returns the native vertical texel offset for the renderer. float RenderInterfaceDirectX::GetVerticalTexelOffset() { return -0.5f; }