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//
// 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
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