// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef D3D9_WPF_RENDERER_H #define D3D9_WPF_RENDERER_H #include "D3D9Renderer.h" namespace SampleRenderer { class WPFRendererListener { protected: virtual ~WPFRendererListener(){} public: virtual void beforeSurfaceRelease( IDirect3DSurface9* surface ) = 0; virtual void afterSurfaceCreated( IDirect3DSurface9* surface ) = 0; virtual void release() = 0; }; //This renderer has special interop needs with WFP so it needs to use a slightly slowing //device specification. Also it uses some special creation mechanisms so we get as much //performance as we can on various platforms taking the interop considerations into account. //One component is that SamplePlatform isn't initialized nor available thus forcing us to override //details on some functions class D3D9WPFRenderer : public D3D9Renderer { HWND mHwnd; IDirect3DSurface9* mCanonicalSurface; PxU32 mDesiredWidth; PxU32 mDesiredHeight; const bool mLockable; WPFRendererListener* mListener; protected: D3D9WPFRenderer( HWND hWnd , IDirect3D9* inDirect3d , IDirect3DDevice9* inDevice , const char* devName , PxU32 dispWidth , PxU32 dispHeight , const char* assetDir , bool lockable , bool isDeviceEx ); public: static D3D9WPFRenderer* createWPFRenderer(const char* inAssetDir, PxU32 initialWidth = 1024, PxU32 initialHeight = 768 ); virtual ~D3D9WPFRenderer(); virtual IDirect3DSurface9* getSurface() { return mCanonicalSurface; } virtual WPFRendererListener* getListener(); virtual void setListener( WPFRendererListener* listener ); virtual void onResize( PxU32 newWidth, PxU32 newHeight ); virtual bool swapBuffers(); virtual bool isOk() const; virtual void onDeviceLost(); virtual void onDeviceReset(); virtual PxU32 getWidth() { return mDesiredWidth; } virtual PxU32 getHeight() { return mDesiredHeight; } virtual void render() { beginRender(); endRender(); } virtual void setupAlphaBlendState(); virtual void restoreAlphaBlendState(); virtual void disableZWrite(); virtual void enableZWrite(); protected: virtual bool checkResize( bool isDeviceLost ); void releaseSurface(); void allocateSurface(); }; } #endif