/* * 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 #include #include #include #include "RenderInterfaceDirectX.h" #include #include static LPDIRECT3D9 g_pD3D = NULL; static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; static Rocket::Core::Context* context = NULL; bool InitialiseDirectX() { 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; if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, (HWND) Shell::GetWindowHandle(), D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice))) { return false; } // Set up an orthographic projection. D3DXMATRIX projection; D3DXMatrixOrthoOffCenterLH(&projection, 0, 1024, 768, 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 ShutdownDirectX() { 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 GameLoop() { g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); g_pd3dDevice->BeginScene(); context->Update(); context->Render(); g_pd3dDevice->EndScene(); g_pd3dDevice->Present(NULL, NULL, NULL, NULL); } #if defined ROCKET_PLATFORM_WIN32 #include int APIENTRY WinMain(HINSTANCE ROCKET_UNUSED(instance_handle), HINSTANCE ROCKET_UNUSED(previous_instance_handle), char* ROCKET_UNUSED(command_line), int ROCKET_UNUSED(command_show)) #else int main(int ROCKET_UNUSED(argc), char** ROCKET_UNUSED(argv)) #endif { // Generic OS initialisation, creates a window and does not attach OpenGL. if (!Shell::Initialise("../Samples/basic/directx/") || !Shell::OpenWindow("DirectX Sample", false)) { Shell::Shutdown(); return -1; } // DirectX initialisation. if (!InitialiseDirectX()) { Shell::CloseWindow(); Shell::Shutdown(); return -1; } // Install our DirectX render interface into Rocket. RenderInterfaceDirectX directx_renderer(g_pD3D, g_pd3dDevice); Rocket::Core::SetRenderInterface(&directx_renderer); ShellSystemInterface system_interface; Rocket::Core::SetSystemInterface(&system_interface); Rocket::Core::Initialise(); // Create the main Rocket context and set it on the shell's input layer. context = Rocket::Core::CreateContext("main", Rocket::Core::Vector2i(1024, 768)); if (context == NULL) { Rocket::Core::Shutdown(); Shell::Shutdown(); return -1; } Rocket::Debugger::Initialise(context); Input::SetContext(context); Shell::LoadFonts("../../assets/"); // Load and show the tutorial document. Rocket::Core::ElementDocument* document = context->LoadDocument("../../assets/demo.rml"); if (document != NULL) { document->Show(); document->RemoveReference(); } Shell::EventLoop(GameLoop); // Shutdown Rocket. context->RemoveReference(); Rocket::Core::Shutdown(); ShutdownDirectX(); Shell::CloseWindow(); Shell::Shutdown(); return 0; }