/*********************************************************************** filename: renderer.h created: 15/3/2004 author: Paul D Turner purpose: Interface for DirectX 8.1 Renderer class *************************************************************************/ /*************************************************************************** * Copyright (C) 2004 - 2006 Paul D Turner & The CEGUI Development Team * * 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 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. ***************************************************************************/ /************************************************************************* This file contains code that is specific to Win32 and DirectX *************************************************************************/ #ifndef _DirectX81GUIRenderer_h_ #define _DirectX81GUIRenderer_h_ #ifdef DIRECTX81_GUIRENDERER_EXPORTS #define DIRECTX81_GUIRENDERER_API __declspec(dllexport) #else #define DIRECTX81_GUIRENDERER_API __declspec(dllimport) #endif #include "CEGUIBase.h" #include "CEGUIRenderer.h" #include "CEGUITexture.h" #include #include #include #if defined(_MSC_VER) # pragma warning(push) # pragma warning(disable : 4251) #endif // Start of CEGUI namespace section namespace CEGUI { /************************************************************************* Forward refs *************************************************************************/ class DirectX81Texture; /*! \brief Renderer class to interface with Microsoft DirectX 8.1 */ class DIRECTX81_GUIRENDERER_API DirectX81Renderer : public Renderer { public: /*! \brief Constructor for Direct3D 8.1 Renderer object \param device Pointer to the IDirect3DDevice8 interface object that will be used for all rendering \param max_quads Obsolete. Set to 0. */ DirectX81Renderer(LPDIRECT3DDEVICE8 device, uint max_quads = 0); /*! \brief Constructor for Direct3D 8.1 Renderer object \param device Pointer to the IDirect3DDevice8 interface object that will be used for all rendering \param sz Size object describing the initial size of the display (the dimensions should be >0) */ DirectX81Renderer(LPDIRECT3DDEVICE8 device, const Size& sz); /*! \brief Destructor for DirectX81Renderer objects */ virtual ~DirectX81Renderer(void); // add's a quad to the list to be rendered virtual void addQuad(const Rect& dest_rect, float z, const Texture* tex, const Rect& texture_rect, const ColourRect& colours, QuadSplitMode quad_split_mode); // perform final rendering for all queued renderable quads. virtual void doRender(void); // clear the queue virtual void clearRenderList(void); /*! \brief Enable or disable the queueing of quads from this point on. This only affects queueing. If queueing is turned off, any calls to addQuad will cause the quad to be rendered directly. Note that disabling queueing will not cause currently queued quads to be rendered, nor is the queue cleared - at any time the queue can still be drawn by calling doRender, and the list can be cleared by calling clearRenderList. Re-enabling the queue causes subsequent quads to be added as if queueing had never been disabled. \param setting true to enable queueing, or false to disable queueing (see notes above). \return Nothing */ virtual void setQueueingEnabled(bool setting) {d_queueing = setting;} // create an empty texture virtual Texture* createTexture(void); // create a texture and load it with the specified file. virtual Texture* createTexture(const String& filename, const String& resourceGroup); // create a texture and set it to the specified size virtual Texture* createTexture(float size); // destroy the given texture virtual void destroyTexture(Texture* texture); // destroy all textures still active virtual void destroyAllTextures(void); // return ptr to device LPDIRECT3DDEVICE8 getDevice(void) const {return d_device;} /*! \brief Return whether queueing is enabled. \return true if queueing is enabled, false if queueing is disabled. */ virtual bool isQueueingEnabled(void) const {return d_queueing;} /*! \brief Return the current width of the display in pixels \return float value equal to the current width of the display in pixels. */ virtual float getWidth(void) const {return d_display_area.getWidth();} /*! \brief Return the current height of the display in pixels \return float value equal to the current height of the display in pixels. */ virtual float getHeight(void) const {return d_display_area.getHeight();} /*! \brief Return the size of the display in pixels \return Size object describing the dimensions of the current display. */ virtual Size getSize(void) const {return d_display_area.getSize();} /*! \brief Return a Rect describing the screen \return A Rect object that describes the screen area. Typically, the top-left values are always 0, and the size of the area described is equal to the screen resolution. */ virtual Rect getRect(void) const {return d_display_area;} /*! \brief Return the maximum texture size available \return Size of the maximum supported texture in pixels (textures are always assumed to be square) */ virtual uint getMaxTextureSize(void) const {return d_maxTextureSize;} /*! \brief Return the horizontal display resolution dpi \return horizontal resolution of the display in dpi. */ virtual uint getHorzScreenDPI(void) const {return 96;} /*! \brief Return the vertical display resolution dpi \return vertical resolution of the display in dpi. */ virtual uint getVertScreenDPI(void) const {return 96;} /*! \brief Direct3D support method that must be called prior to a Reset call on the Direct3DDevice; this is required so that the GUI renderer can release any unmanaged D3D resources as needed for the device reset to succeed. */ virtual void preD3DReset(void); /*! \brief Direct3D support method that must be called after a Reset call on the Direct3DDevice; this is required so that the GUI renderer can rebuild any unmanaged D3D resources after the device has been reset. */ virtual void postD3DReset(void); /*! \brief Set the size of the display in pixels. This method is important if your D3D 8 device is a pure device; since with a pure device the system is unable to determine the size of the view port, so you must manually tell it the size by using this method. \note This method will cause the EventDisplaySizeChanged event to fire if the display size has changed. \param sz Size object describing the size of the display. \return Nothing. */ void setDisplaySize(const Size& sz); private: /************************************************************************ Implementation Constants ************************************************************************/ static const int VERTEX_PER_QUAD; //!< number of vertices per quad static const int VERTEX_PER_TRIANGLE; //!< number of vertices for a triangle static const int VERTEXBUFFER_CAPACITY; //!< capacity of the allocated vertex buffer static const ulong VERTEX_FVF; //!< FVF specifier constant /************************************************************************* Implementation Structs & classes *************************************************************************/ /*! \brief FVF structure used for all vertices. */ struct QuadVertex { FLOAT x, y, z, rhw; //!< The transformed position for the vertex. DWORD diffuse; //!< colour of the vertex float tu1, tv1; //!< texture coordinates }; /*! \brief structure holding details about a quad to be drawn */ struct QuadInfo { LPDIRECT3DTEXTURE8 texture; Rect position; float z; Rect texPosition; ulong topLeftCol; ulong topRightCol; ulong bottomLeftCol; ulong bottomRightCol; QuadSplitMode splitMode; bool operator<(const QuadInfo& other) const { // this is intentionally reversed. return z > other.z; } }; /************************************************************************* Implementation Methods *************************************************************************/ // setup states etc void initPerFrameStates(void); // renders whatever is in the vertex buffer void renderVBuffer(void); // sort quads list according to texture void sortQuads(void); // render a quad directly to the display void renderQuadDirect(const Rect& dest_rect, float z, const Texture* tex, const Rect& texture_rect, const ColourRect& colours, QuadSplitMode quad_split_mode); // return size of device view port (if possible) Size getViewportSize(void); // method to do work of constructor void constructor_impl(LPDIRECT3DDEVICE8 device, const Size& display_size); /************************************************************************* Implementation Data *************************************************************************/ Rect d_display_area; typedef std::multiset QuadList; QuadList d_quadlist; bool d_queueing; //!< setting for queueing control. LPDIRECT3DDEVICE8 d_device; //!< Base Direct3DDevice8 interface that we use for rendering LPDIRECT3DTEXTURE8 d_currTexture; //!< currently set texture; LPDIRECT3DVERTEXBUFFER8 d_buffer; //!< vertex buffer to queue sprite rendering int d_bufferPos; //!< index into buffer where next vertex should be put. std::list d_texturelist; //!< List used to track textures. uint d_maxTextureSize; //!< Holds maximum supported texture size (in pixels). bool d_canGetVPSize; //!< true if we should try to extract the view port size ourselves. }; } // End of CEGUI namespace section #if defined(_MSC_VER) # pragma warning(pop) #endif #endif // end of guard _DirectX81GUIRenderer_h_