mirror of https://github.com/axmolengine/axmol.git
322 lines
8.6 KiB
C++
322 lines
8.6 KiB
C++
/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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Copyright (c) Microsoft Open Technologies, Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "DirectXBase.h"
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#include "DirectXHelper.h"
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using namespace DirectX;
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using namespace Microsoft::WRL;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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// Constructor.
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DirectXBase::DirectXBase()
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: m_bAngleInitialized(false)
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, m_eglDisplay(nullptr)
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, m_eglSurface(nullptr)
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, m_eglContext(nullptr)
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, m_eglWindow(nullptr)
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, m_eglPhoneWindow(nullptr)
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, m_device(nullptr)
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{
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}
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// Initialize the Direct3D resources required to run.
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void DirectXBase::Initialize()
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{
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}
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// These are the resources that depend on the device.
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void DirectXBase::CreateDeviceResources()
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{
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}
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void DirectXBase::SetDevice(ID3D11Device1* device)
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{
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if(m_device)
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{
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m_device->Release();
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m_device = nullptr;
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}
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m_device = nullptr;
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}
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void DirectXBase::UpdateDevice(ID3D11Device1* device, ID3D11DeviceContext1* context, ID3D11RenderTargetView* renderTargetView)
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{
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if (m_device != device)
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{
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CloseAngle();
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device->AddRef();
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m_device = device;
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CreateDeviceResources();
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// Force call to CreateWindowSizeDependentResources
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m_renderTargetSize.Width = -1;
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m_renderTargetSize.Height = -1;
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}
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m_featureLevel = device->GetFeatureLevel();
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ComPtr<ID3D11Resource> renderTargetViewResource;
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renderTargetView->GetResource(&renderTargetViewResource);
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ComPtr<ID3D11Texture2D> backBuffer;
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DX::ThrowIfFailed(
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renderTargetViewResource.As(&backBuffer)
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);
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// Cache the rendertarget dimensions in our helper class for convenient use.
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D3D11_TEXTURE2D_DESC backBufferDesc;
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backBuffer->GetDesc(&backBufferDesc);
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if (m_renderTargetSize.Width != static_cast<float>(backBufferDesc.Width) ||
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m_renderTargetSize.Height != static_cast<float>(backBufferDesc.Height))
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{
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m_renderTargetSize.Width = static_cast<float>(backBufferDesc.Width);
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m_renderTargetSize.Height = static_cast<float>(backBufferDesc.Height);
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CreateWindowSizeDependentResources();
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}
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if(!m_bAngleInitialized)
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{
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InitializeAngle(device, context, renderTargetView);
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CreateGLResources();
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}
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else
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{
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m_eglPhoneWindow->Update(device, context, renderTargetView);
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}
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OnUpdateDevice();
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}
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void DirectXBase::UpdateForWindowSizeChange(float width, float height)
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{
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if (width != m_windowBounds.Width || height != m_windowBounds.Height)
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{
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m_windowBounds.Width = width;
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m_windowBounds.Height = height;
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}
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}
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// Allocate all memory resources that depend on the window size.
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void DirectXBase::CreateWindowSizeDependentResources()
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{
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}
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void DirectXBase::OnOrientationChanged(DisplayOrientations orientation)
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{
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switch(orientation)
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{
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case DisplayOrientations::Portrait:
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m_orientationMatrix = XMMatrixIdentity();
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m_aspectRatio = m_renderTargetSize.Width / m_renderTargetSize.Height;
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break;
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case DisplayOrientations::PortraitFlipped:
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m_orientationMatrix = XMMatrixRotationZ(XM_PI);
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m_aspectRatio = m_renderTargetSize.Width / m_renderTargetSize.Height;
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break;
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case DisplayOrientations::Landscape:
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m_orientationMatrix = XMMatrixRotationZ(-XM_PIDIV2);
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m_aspectRatio = m_renderTargetSize.Height / m_renderTargetSize.Width;
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break;
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case DisplayOrientations::LandscapeFlipped:
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m_orientationMatrix = XMMatrixRotationZ(XM_PIDIV2);
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m_aspectRatio = m_renderTargetSize.Height / m_renderTargetSize.Width;
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break;
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}
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}
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void DirectXBase::Render()
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{
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if(!OnRender())
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{
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eglSwapBuffers(m_eglDisplay, m_eglSurface);
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}
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}
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void DirectXBase::CloseAngle()
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{
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eglMakeCurrent(NULL, NULL, NULL, NULL);
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if(m_eglPhoneWindow != nullptr)
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{
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m_eglPhoneWindow->Update(nullptr, nullptr, nullptr);
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}
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if(m_eglDisplay && m_eglContext)
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{
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eglDestroyContext(m_eglDisplay, m_eglContext);
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m_eglContext = nullptr;
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}
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if(m_eglDisplay && m_eglSurface)
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{
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eglDestroySurface(m_eglDisplay, m_eglSurface);
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m_eglSurface = nullptr;
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}
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if(m_eglDisplay)
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{
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eglTerminate(m_eglDisplay);
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m_eglDisplay = nullptr;
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}
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if(m_device)
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{
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m_device->Release();
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m_device = nullptr;
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}
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m_eglPhoneWindow = nullptr;
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m_eglWindow = nullptr;
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m_bAngleInitialized = false;
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}
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bool DirectXBase::InitializeAngle(ID3D11Device1* d3dDevice, ID3D11DeviceContext1* d3dContext, ID3D11RenderTargetView* d3dRenderTargetView)
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{
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// setup EGL
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EGLint configAttribList[] = {
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 8,
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EGL_STENCIL_SIZE, 8,
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EGL_SAMPLE_BUFFERS, 0,
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EGL_NONE
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};
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EGLint surfaceAttribList[] = {
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EGL_NONE, EGL_NONE
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};
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EGLint numConfigs;
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EGLint majorVersion;
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EGLint minorVersion;
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EGLDisplay display;
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EGLContext context;
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EGLSurface surface;
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EGLConfig config;
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EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE };
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// we need to select the correct DirectX feature level depending on the platform
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// default is D3D_FEATURE_LEVEL_9_3 Windows Phone 8.0
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ANGLE_D3D_FEATURE_LEVEL featureLevel = ANGLE_D3D_FEATURE_LEVEL::ANGLE_D3D_FEATURE_LEVEL_9_3;
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switch(m_featureLevel)
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{
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case ANGLE_D3D_FEATURE_LEVEL_9_3:
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featureLevel = ANGLE_D3D_FEATURE_LEVEL::ANGLE_D3D_FEATURE_LEVEL_9_3;
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break;
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case ANGLE_D3D_FEATURE_LEVEL_9_2:
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featureLevel = ANGLE_D3D_FEATURE_LEVEL::ANGLE_D3D_FEATURE_LEVEL_9_2;
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break;
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case ANGLE_D3D_FEATURE_LEVEL_9_1:
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featureLevel = ANGLE_D3D_FEATURE_LEVEL::ANGLE_D3D_FEATURE_LEVEL_9_1;
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break;
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}
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if(m_eglPhoneWindow == nullptr)
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{
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DX::ThrowIfFailed(
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CreateWinPhone8XamlWindow(&m_eglPhoneWindow)
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);
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}
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m_eglPhoneWindow->Update(d3dDevice, d3dContext, d3dRenderTargetView);
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ComPtr<IUnknown> u;
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HRESULT r = m_eglPhoneWindow.As(&u);
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if(m_eglWindow == nullptr)
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{ DX::ThrowIfFailed(
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CreateWinrtEglWindow(u.Get(), featureLevel, m_eglWindow.GetAddressOf())
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);
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}
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display = eglGetDisplay(m_eglWindow);
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if(display == EGL_NO_DISPLAY){
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//ofLogError("ofAppWinRTWindow") << "couldn't get EGL display";
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return false;
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}
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if(!eglInitialize(display, &majorVersion, &minorVersion)){
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//ofLogError("ofAppWinRTWindow") << "failed to initialize EGL";
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return false;
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}
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// Get configs
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if ( !eglGetConfigs(display, NULL, 0, &numConfigs) ){
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//ofLogError("ofAppWinRTWindow") << "failed to get configurations";
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return false;
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}
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// Choose config
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if(!eglChooseConfig(display, configAttribList, &config, 1, &numConfigs)){
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//ofLogError("ofAppWinRTWindow") << "failed to choose configuration";
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return false;
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}
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// Create a surface
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surface = eglCreateWindowSurface(display, config, m_eglWindow, surfaceAttribList);
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if(surface == EGL_NO_SURFACE){
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//ofLogError("ofAppWinRTWindow") << "failed to create EGL window surface";
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return false;
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}
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// Create a GL context
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context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
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if(context == EGL_NO_CONTEXT){
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//ofLogError("ofAppWinRTWindow") << "failed to create EGL context";
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return false;
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}
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// Make the context current
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if (!eglMakeCurrent(display, surface, surface, context)){
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//ofLogError("ofAppWinRTWindow") << "failed to make EGL context current";
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return false;
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}
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m_eglDisplay = display;
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m_eglSurface = surface;
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m_eglContext = context;
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m_bAngleInitialized = true;
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return true;
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}
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