D3DWindow.cs :  » Game » RealmForge » Axiom » RenderSystems » DirectX9 » C# / CSharp Open Source

Home
C# / CSharp Open Source
1.2.6.4 mono .net core
2.2.6.4 mono core
3.Aspect Oriented Frameworks
4.Bloggers
5.Build Systems
6.Business Application
7.Charting Reporting Tools
8.Chat Servers
9.Code Coverage Tools
10.Content Management Systems CMS
11.CRM ERP
12.Database
13.Development
14.Email
15.Forum
16.Game
17.GIS
18.GUI
19.IDEs
20.Installers Generators
21.Inversion of Control Dependency Injection
22.Issue Tracking
23.Logging Tools
24.Message
25.Mobile
26.Network Clients
27.Network Servers
28.Office
29.PDF
30.Persistence Frameworks
31.Portals
32.Profilers
33.Project Management
34.RSS RDF
35.Rule Engines
36.Script
37.Search Engines
38.Sound Audio
39.Source Control
40.SQL Clients
41.Template Engines
42.Testing
43.UML
44.Web Frameworks
45.Web Service
46.Web Testing
47.Wiki Engines
48.Windows Presentation Foundation
49.Workflows
50.XML Parsers
C# / C Sharp
C# / C Sharp by API
C# / CSharp Tutorial
C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » RenderSystems » DirectX9 » D3DWindow.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using System.IO;
using System.Windows.Forms;
using Axiom.Core;
using Axiom.Graphics;
using Axiom.Media;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using D3DMicrosoft.DirectX.Direct3D;

namespace Axiom.RenderSystems.DirectX9{
  /// <summary>
  /// The Direct3D implementation of the RenderWindow class.
  /// </summary>
  public class D3DWindow : RenderWindow {
        #region Fields

        /// <summary>A handle to the Direct3D device of the DirectX9RenderSystem.</summary>
        private D3D.Device device;
    /// <summary>Used to provide support for multiple RenderWindows per device.</summary>
    private D3D.Surface backBuffer;
    private D3D.Surface stencilBuffer;
    private D3D.SwapChain swapChain;

        #endregion Fields
  
    #region Constructor
  
    public D3DWindow() {
    }
  
    #endregion
  
    #region RenderWindow implementation
  
    /// <summary>
    /// 
    /// </summary>
    /// <param name="name"></param>
    /// <param name="width"></param>
    /// <param name="height"></param>
    /// <param name="colorDepth"></param>
    /// <param name="isFullScreen"></param>
    /// <param name="left"></param>
    /// <param name="top"></param>
    /// <param name="depthBuffer"></param>height
    /// <param name="miscParams"></param>
    public override void Create(string name, int width, int height, int colorDepth, bool isFullScreen, int left, int top, bool depthBuffer, params object[] miscParams) {
      // mMiscParams[0] = Direct3D.Device
      // mMiscParams[1] = D3DRenderSystem.Driver
      // mMiscParams[2] = Axiom.Core.RenderWindow
     
      Control targetControl = null;

      /// get the Direct3D.Device params
      if(miscParams.Length > 0) {
        targetControl = (System.Windows.Forms.Control)miscParams[0];
      }

      // CMH - 4/24/2004 - Start
      if(miscParams.Length > 1 && miscParams[1] != null) {
        device = (Device)miscParams[1];
      }
      if(device == null) {
        throw new Exception("Error creating DirectX window: device is null.");
      }

      // CMH - End
         
      device.DeviceReset += new EventHandler(OnResetDevice);
      this.OnResetDevice(device, null);

      /*
       * CMH 4/24/2004 - Note: The device initialization code has been moved to initDevice()
       * in D3D9RenderSystem.cs, as we don't want to init a new device with every window.
       */
      

      // CMH - 4/24/2004 - Start
      
      /* If we're in fullscreen, we can use the device's back and stencil buffers.
       * If we're in windowed mode, we'll want our own.
       * get references to the render target and depth stencil surface
       */
      if(isFullScreen) {
        backBuffer = device.GetRenderTarget(0);
        stencilBuffer = device.DepthStencilSurface;
      } 
      else {
        PresentParameters presentParams = new PresentParameters(device.PresentationParameters);
        presentParams.Windowed = true;
        presentParams.BackBufferCount = 1;
        presentParams.EnableAutoDepthStencil = depthBuffer;
        presentParams.SwapEffect = SwapEffect.Discard;
        presentParams.DeviceWindow = targetControl;
        presentParams.BackBufferHeight = height;
        presentParams.BackBufferWidth = width;
        swapChain = new SwapChain(device, presentParams);
        customAttributes["SwapChain"] = swapChain;
        
        stencilBuffer = device.CreateDepthStencilSurface(
          width, height,
          device.PresentationParameters.AutoDepthStencilFormat,
          device.PresentationParameters.MultiSample,
          device.PresentationParameters.MultiSampleQuality, 
          false);
            }
      // CMH - End

      // set the params of the window
      this.Name = name;
      this.colorDepth = colorDepth;
      this.width = width;
      this.height = height;
      this.isFullScreen = isFullScreen;
      this.top = top;
      this.left = left;

      // set as active
      this.isActive = true;
    }

    public override object GetCustomAttribute(string attribute) {
      switch(attribute) {
        case "D3DDEVICE":
          return device;

        case "D3DZBUFFER":
                    return stencilBuffer;

                case "D3DBACKBUFFER":
          // CMH - 4/24/2004 - Start

                    // if we're in windowed mode, we want to get our own backbuffer.
          if(isFullScreen) {
                        return backBuffer;
                    }
          else {
            return swapChain.GetBackBuffer(0, BackBufferType.Mono);
          }
          // CMH - End
      }

      return new NotSupportedException("There is no D3D RenderWindow custom attribute named " + attribute);
    }

    /// <summary>
    /// 
    /// </summary>
        public override void Dispose() {
            base.Dispose();

            // if the control is a form, then close it
      if(targetHandle is System.Windows.Forms.Form) {
        Form form = targetHandle as System.Windows.Forms.Form;
        form.Close();
      }

            // dispopse of our back buffer if need be
            if (backBuffer != null && !backBuffer.Disposed) {
                backBuffer.Dispose();
            }

            // dispose of our stencil buffer if need be
            if (stencilBuffer != null && !stencilBuffer.Disposed) {
                stencilBuffer.Dispose();
            }

            // make sure this window is no longer active
      isActive = false;
    }

    public override void Reposition(int left, int right) {
      // TODO: Implementation of D3DWindow.Reposition()
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="width"></param>
    /// <param name="height"></param>
    public override void Resize(int width, int height) {
      // CMH 4/24/2004 - Start
      width = width < 10 ? 10 : width;
      height = height < 10 ? 10 : height;
      this.height = height;
      this.width = width;

      if(!isFullScreen) {
        PresentParameters p = new PresentParameters(swapChain.PresentParameters);
        p.BackBufferHeight = height;
        p.BackBufferWidth = width;
        swapChain.Dispose();
        swapChain =  new SwapChain(device, p);
        stencilBuffer.Dispose();
        stencilBuffer = device.CreateDepthStencilSurface(
          width, height,
          device.PresentationParameters.AutoDepthStencilFormat,
          device.PresentationParameters.MultiSample,
          device.PresentationParameters.MultiSampleQuality, 
          false);

        customAttributes["SwapChain"] = swapChain;
      }
      // CMH - End
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="waitForVSync"></param>
    public override void SwapBuffers(bool waitForVSync) {
      try {
        // tests coop level to make sure we are ok to render
        device.TestCooperativeLevel();
        
        // swap back buffer to the front
        // CMH 4/24/2004 - Start
        if(this.isFullScreen) {
          device.Present();
        }
        else {
          swapChain.Present();
        }
        // CMH - End
      }
      catch(DeviceLostException dlx) {
        Console.WriteLine(dlx.ToString());
      }
      catch(DeviceNotResetException dnrx) {
        Console.WriteLine(dnrx.ToString());
        device.Reset(device.PresentationParameters);
      }
    }

    /// <summary>
    /// 
    /// </summary>
    public override bool IsActive {
      get { 
        return isActive; 
      }
      set { 
        isActive = value;  
      }
    }

    /// <summary>
    /// 
    /// </summary>
    public override bool IsFullScreen {
      get {
        return base.IsFullScreen;
      }
    }

    /// <summary>
    ///     Saves the window contents to a stream.
    /// </summary>
    /// <param name="stream">Stream to write the window contents to.</param>
    public override void Save(Stream stream) {    
            DisplayMode mode = device.DisplayMode;

            SurfaceDescription desc = new SurfaceDescription();
            desc.Width = mode.Width;
            desc.Height = mode.Height;
            desc.Format = Format.A8R8G8B8;

      // create a temp surface which will hold the screen image
            Surface surface = device.CreateOffscreenPlainSurface(
                mode.Width, mode.Height, Format.A8R8G8B8, Pool.SystemMemory);

      // get the entire front buffer.  This is SLOW!!
            device.GetFrontBufferData(0, surface);

      // if not fullscreen, the front buffer contains the entire desktop image.  we need to grab only the portion
      // that contains our render window
            if (!IsFullScreen) {
        // whatever our target control is, we need to walk up the chain and find the parent form
                Form form = ((Control)targetHandle).FindForm();

        // get the actual screen location of the form
                System.Drawing.Rectangle rect = form.RectangleToScreen(form.ClientRectangle);

                desc.Width = width;
                desc.Height = height;
                desc.Format = Format.A8R8G8B8;

        // create a temp surface that is sized the same as our target control
                Surface tmpSurface = device.CreateOffscreenPlainSurface(rect.Width, rect.Height, Format.A8R8G8B8, Pool.Default);

        // copy the data from the front buffer to the window sized surface
                device.UpdateSurface(surface, rect, tmpSurface);

                // dispose of the prior surface
                surface.Dispose();

                surface = tmpSurface;
            }

            int pitch;

            // lock the surface to grab the data
            GraphicsStream graphStream = surface.LockRectangle(LockFlags.ReadOnly | LockFlags.NoSystemLock, out pitch);

            // create an RGB buffer
            byte[] buffer = new byte[width * height * 3];

            int offset = 0, line = 0, count = 0;

      // gotta copy that data manually since it is in another format (sheesh!)
            unsafe {
                byte* data = (byte*)graphStream.InternalData;

                for (int y = 0; y < desc.Height; y++) {
                    line = y * pitch;

                    for (int x = 0; x < desc.Width; x++) {
                        offset = x * 4;

                        int pixel = line + offset;

                        // Actual format is BRGA for some reason
                        buffer[count++] = data[pixel + 2];
                        buffer[count++] = data[pixel + 1];
                        buffer[count++] = data[pixel + 0];
                    }
                }
            }

            surface.UnlockRectangle();

            // dispose of the surface
            surface.Dispose();

      // gotta flip the image real fast
      Image image = Image.FromDynamicImage(buffer, width, height, PixelFormat.R8G8B8);
      image.FlipAroundX();

      // write the data to the stream provided
      stream.Write(image.Data, 0, image.Data.Length);
    }

    private void OnResetDevice(object sender, EventArgs e) {
      Device resetDevice = (Device)sender;

      // Turn off culling, so we see the front and back of the triangle
      resetDevice.RenderState.CullMode = Cull.None;
      // Turn on the ZBuffer
      resetDevice.RenderState.ZBufferEnable = true;
      resetDevice.RenderState.Lighting = true;    //make sure lighting is enabled
    }

    #endregion
  }
}
www.java2v.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.