karl2d_windows.odin 29 KB

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  1. #+build windows
  2. package karl2d
  3. import "base:runtime"
  4. import win32 "core:sys/windows"
  5. import d3d11 "vendor:directx/d3d11"
  6. import dxgi "vendor:directx/dxgi"
  7. import "vendor:directx/d3d_compiler"
  8. import "core:strings"
  9. import "core:log"
  10. import "core:math/linalg"
  11. import "core:slice"
  12. import "core:mem"
  13. import "core:math"
  14. import "core:image"
  15. import hm "handle_map"
  16. import "core:image/bmp"
  17. import "core:image/png"
  18. import "core:image/tga"
  19. _ :: bmp
  20. _ :: png
  21. _ :: tga
  22. _init :: proc(width: int, height: int, title: string,
  23. allocator := context.allocator, loc := #caller_location) -> ^State {
  24. win32.SetProcessDPIAware()
  25. s = new(State, allocator, loc)
  26. s.allocator = allocator
  27. s.custom_context = context
  28. CLASS_NAME :: "karl2d"
  29. instance := win32.HINSTANCE(win32.GetModuleHandleW(nil))
  30. s.run = true
  31. s.width = width
  32. s.height = height
  33. cls := win32.WNDCLASSW {
  34. lpfnWndProc = window_proc,
  35. lpszClassName = CLASS_NAME,
  36. hInstance = instance,
  37. hCursor = win32.LoadCursorA(nil, win32.IDC_ARROW),
  38. }
  39. win32.RegisterClassW(&cls)
  40. r: win32.RECT
  41. r.right = i32(width)
  42. r.bottom = i32(height)
  43. style := win32.WS_OVERLAPPEDWINDOW | win32.WS_VISIBLE
  44. win32.AdjustWindowRect(&r, style, false)
  45. hwnd := win32.CreateWindowW(CLASS_NAME,
  46. win32.utf8_to_wstring(title),
  47. style,
  48. 100, 10, r.right - r.left, r.bottom - r.top,
  49. nil, nil, instance, nil)
  50. s.window = hwnd
  51. assert(hwnd != nil, "Failed creating window")
  52. feature_levels := [?]d3d11.FEATURE_LEVEL{
  53. ._11_1,
  54. ._11_0,
  55. }
  56. base_device: ^d3d11.IDevice
  57. base_device_context: ^d3d11.IDeviceContext
  58. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  59. .BGRA_SUPPORT,
  60. }
  61. when ODIN_DEBUG {
  62. device_flags += { .DEBUG }
  63. }
  64. ch(d3d11.CreateDevice(
  65. nil,
  66. .HARDWARE,
  67. nil,
  68. device_flags,
  69. &feature_levels[0], len(feature_levels),
  70. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  71. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  72. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  73. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  74. dxgi_device: ^dxgi.IDevice
  75. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  76. base_device->Release()
  77. base_device_context->Release()
  78. dxgi_adapter: ^dxgi.IAdapter
  79. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  80. dxgi_device->Release()
  81. dxgi_factory: ^dxgi.IFactory2
  82. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  83. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  84. Format = .B8G8R8A8_UNORM,
  85. SampleDesc = {
  86. Count = 1,
  87. },
  88. BufferUsage = {.RENDER_TARGET_OUTPUT},
  89. BufferCount = 2,
  90. Scaling = .STRETCH,
  91. SwapEffect = .DISCARD,
  92. }
  93. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  94. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  95. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  96. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  97. s.framebuffer->GetDesc(&depth_buffer_desc)
  98. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  99. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  100. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  101. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  102. rasterizer_desc := d3d11.RASTERIZER_DESC{
  103. FillMode = .SOLID,
  104. CullMode = .BACK,
  105. }
  106. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  107. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  108. DepthEnable = false,
  109. DepthWriteMask = .ALL,
  110. DepthFunc = .LESS,
  111. }
  112. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  113. vertex_buffer_desc := d3d11.BUFFER_DESC{
  114. ByteWidth = VERTEX_BUFFER_MAX,
  115. Usage = .DYNAMIC,
  116. BindFlags = {.VERTEX_BUFFER},
  117. CPUAccessFlags = {.WRITE},
  118. }
  119. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  120. s.vertex_buffer_cpu = make([]u8, VERTEX_BUFFER_MAX, allocator, loc)
  121. blend_desc := d3d11.BLEND_DESC {
  122. RenderTarget = {
  123. 0 = {
  124. BlendEnable = true,
  125. SrcBlend = .SRC_ALPHA,
  126. DestBlend = .INV_SRC_ALPHA,
  127. BlendOp = .ADD,
  128. SrcBlendAlpha = .ONE,
  129. DestBlendAlpha = .ZERO,
  130. BlendOpAlpha = .ADD,
  131. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  132. },
  133. },
  134. }
  135. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  136. s.proj_matrix = make_default_projection(s.width, s.height)
  137. s.view_matrix = 1
  138. sampler_desc := d3d11.SAMPLER_DESC{
  139. Filter = .MIN_MAG_MIP_POINT,
  140. AddressU = .WRAP,
  141. AddressV = .WRAP,
  142. AddressW = .WRAP,
  143. ComparisonFunc = .NEVER,
  144. }
  145. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  146. s.default_shader = _load_shader(string(shader_hlsl))
  147. white_rect: [16*16*4]u8
  148. slice.fill(white_rect[:], 255)
  149. s.shape_drawing_texture = _load_texture_from_memory(white_rect[:], 16, 16)
  150. return s
  151. }
  152. shader_hlsl :: #load("shader.hlsl")
  153. s: ^State
  154. VERTEX_BUFFER_MAX :: 1000000
  155. Handle :: hm.Handle
  156. Texture_Handle :: distinct hm.Handle
  157. TEXTURE_NONE :: Texture_Handle {}
  158. Shader_Constant_Buffer :: struct {
  159. gpu_data: ^d3d11.IBuffer,
  160. cpu_data: []u8,
  161. }
  162. Shader_Builtin_Constant :: enum {
  163. MVP,
  164. }
  165. Shader_Input_Type :: enum {
  166. F32,
  167. Vec2,
  168. Vec3,
  169. Vec4,
  170. }
  171. Shader_Input :: struct {
  172. name: string,
  173. register: int,
  174. type: Shader_Input_Type,
  175. format: Shader_Input_Format,
  176. }
  177. Shader_Default_Inputs :: enum {
  178. Position,
  179. UV,
  180. Color,
  181. }
  182. Shader :: struct {
  183. handle: Shader_Handle,
  184. vertex_shader: ^d3d11.IVertexShader,
  185. pixel_shader: ^d3d11.IPixelShader,
  186. input_layout: ^d3d11.IInputLayout,
  187. constant_buffers: []Shader_Constant_Buffer,
  188. constant_lookup: map[string]Shader_Constant_Location,
  189. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  190. inputs: []Shader_Input,
  191. default_input_offsets: [Shader_Default_Inputs]int,
  192. vertex_size: int,
  193. }
  194. State :: struct {
  195. swapchain: ^dxgi.ISwapChain1,
  196. framebuffer_view: ^d3d11.IRenderTargetView,
  197. depth_buffer_view: ^d3d11.IDepthStencilView,
  198. device_context: ^d3d11.IDeviceContext,
  199. depth_stencil_state: ^d3d11.IDepthStencilState,
  200. rasterizer_state: ^d3d11.IRasterizerState,
  201. device: ^d3d11.IDevice,
  202. depth_buffer: ^d3d11.ITexture2D,
  203. framebuffer: ^d3d11.ITexture2D,
  204. blend_state: ^d3d11.IBlendState,
  205. shape_drawing_texture: Texture,
  206. sampler_state: ^d3d11.ISamplerState,
  207. default_shader: Shader_Handle,
  208. textures: hm.Handle_Map(_Texture, Texture_Handle, 1024*10),
  209. shaders: hm.Handle_Map(Shader, Shader_Handle, 1024*10),
  210. info_queue: ^d3d11.IInfoQueue,
  211. vertex_buffer_gpu: ^d3d11.IBuffer,
  212. vertex_buffer_cpu: []u8,
  213. vertex_buffer_cpu_used: int,
  214. vertex_buffer_offset: int,
  215. run: bool,
  216. custom_context: runtime.Context,
  217. allocator: runtime.Allocator,
  218. batch_texture: Texture_Handle,
  219. batch_camera: Maybe(Camera),
  220. batch_shader: Shader_Handle,
  221. window: win32.HWND,
  222. width: int,
  223. height: int,
  224. keys_went_down: #sparse [Keyboard_Key]bool,
  225. keys_went_up: #sparse [Keyboard_Key]bool,
  226. keys_is_held: #sparse [Keyboard_Key]bool,
  227. view_matrix: matrix[4,4]f32,
  228. proj_matrix: matrix[4,4]f32,
  229. }
  230. VK_MAP := [255]Keyboard_Key {
  231. win32.VK_A = .A,
  232. win32.VK_B = .B,
  233. win32.VK_C = .C,
  234. win32.VK_D = .D,
  235. win32.VK_E = .E,
  236. win32.VK_F = .F,
  237. win32.VK_G = .G,
  238. win32.VK_H = .H,
  239. win32.VK_I = .I,
  240. win32.VK_J = .J,
  241. win32.VK_K = .K,
  242. win32.VK_L = .L,
  243. win32.VK_M = .M,
  244. win32.VK_N = .N,
  245. win32.VK_O = .O,
  246. win32.VK_P = .P,
  247. win32.VK_Q = .Q,
  248. win32.VK_R = .R,
  249. win32.VK_S = .S,
  250. win32.VK_T = .T,
  251. win32.VK_U = .U,
  252. win32.VK_V = .V,
  253. win32.VK_W = .W,
  254. win32.VK_X = .X,
  255. win32.VK_Y = .Y,
  256. win32.VK_Z = .Z,
  257. win32.VK_LEFT = .Left,
  258. win32.VK_RIGHT = .Right,
  259. win32.VK_UP = .Up,
  260. win32.VK_DOWN = .Down,
  261. }
  262. window_proc :: proc "stdcall" (hwnd: win32.HWND, msg: win32.UINT, wparam: win32.WPARAM, lparam: win32.LPARAM) -> win32.LRESULT {
  263. context = s.custom_context
  264. switch msg {
  265. case win32.WM_DESTROY:
  266. win32.PostQuitMessage(0)
  267. s.run = false
  268. case win32.WM_CLOSE:
  269. s.run = false
  270. case win32.WM_KEYDOWN:
  271. key := VK_MAP[wparam]
  272. s.keys_went_down[key] = true
  273. s.keys_is_held[key] = true
  274. case win32.WM_KEYUP:
  275. key := VK_MAP[wparam]
  276. s.keys_is_held[key] = false
  277. s.keys_went_up[key] = true
  278. }
  279. return win32.DefWindowProcW(hwnd, msg, wparam, lparam)
  280. }
  281. _shutdown :: proc() {
  282. _destroy_texture(s.shape_drawing_texture)
  283. _destroy_shader(s.default_shader)
  284. s.sampler_state->Release()
  285. s.framebuffer_view->Release()
  286. s.depth_buffer_view->Release()
  287. s.depth_buffer->Release()
  288. s.framebuffer->Release()
  289. s.device_context->Release()
  290. s.vertex_buffer_gpu->Release()
  291. //s.constant_buffer->Release()
  292. s.depth_stencil_state->Release()
  293. s.rasterizer_state->Release()
  294. s.swapchain->Release()
  295. s.blend_state->Release()
  296. delete(s.vertex_buffer_cpu, s.allocator)
  297. when ODIN_DEBUG {
  298. debug: ^d3d11.IDebug
  299. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  300. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  301. log_messages()
  302. }
  303. debug->Release()
  304. }
  305. s.device->Release()
  306. s.info_queue->Release()
  307. a := s.allocator
  308. free(s, a)
  309. s = nil
  310. }
  311. _set_internal_state :: proc(new_state: ^State) {
  312. s = new_state
  313. }
  314. Color_F32 :: [4]f32
  315. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  316. return {
  317. f32(color.r) / 255,
  318. f32(color.g) / 255,
  319. f32(color.b) / 255,
  320. f32(color.a) / 255,
  321. }
  322. }
  323. _clear :: proc(color: Color) {
  324. c := f32_color_from_color(color)
  325. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  326. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  327. }
  328. _Texture :: struct {
  329. handle: Texture_Handle,
  330. tex: ^d3d11.ITexture2D,
  331. view: ^d3d11.IShaderResourceView,
  332. }
  333. _load_texture_from_file :: proc(filename: string) -> Texture {
  334. img, img_err := image.load_from_file(filename, options = {.alpha_add_if_missing}, allocator = context.temp_allocator)
  335. if img_err != nil {
  336. log.errorf("Error loading texture %v: %v", filename, img_err)
  337. return {}
  338. }
  339. return _load_texture_from_memory(img.pixels.buf[:], img.width, img.height)
  340. }
  341. _load_texture_from_memory :: proc(data: []u8, width: int, height: int) -> Texture {
  342. texture_desc := d3d11.TEXTURE2D_DESC{
  343. Width = u32(width),
  344. Height = u32(height),
  345. MipLevels = 1,
  346. ArraySize = 1,
  347. // TODO: _SRGB or not?
  348. Format = .R8G8B8A8_UNORM,
  349. SampleDesc = {Count = 1},
  350. Usage = .IMMUTABLE,
  351. BindFlags = {.SHADER_RESOURCE},
  352. }
  353. texture_data := d3d11.SUBRESOURCE_DATA{
  354. pSysMem = raw_data(data),
  355. SysMemPitch = u32(width * 4),
  356. }
  357. texture: ^d3d11.ITexture2D
  358. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  359. texture_view: ^d3d11.IShaderResourceView
  360. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  361. tex := _Texture {
  362. tex = texture,
  363. view = texture_view,
  364. }
  365. handle := hm.add(&s.textures, tex)
  366. return {
  367. id = handle,
  368. width = width,
  369. height = height,
  370. }
  371. }
  372. _destroy_texture :: proc(tex: Texture) {
  373. if t := hm.get(&s.textures, tex.id); t != nil {
  374. t.tex->Release()
  375. t.view->Release()
  376. }
  377. hm.remove(&s.textures, tex.id)
  378. }
  379. _draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
  380. _draw_texture_ex(
  381. tex,
  382. {0, 0, f32(tex.width), f32(tex.height)},
  383. {pos.x, pos.y, f32(tex.width), f32(tex.height)},
  384. {},
  385. 0,
  386. tint,
  387. )
  388. }
  389. _draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
  390. _draw_texture_ex(
  391. tex,
  392. rect,
  393. {pos.x, pos.y, rect.w, rect.h},
  394. {},
  395. 0,
  396. tint,
  397. )
  398. }
  399. batch_vertex :: proc(v: Vec2, uv: Vec2, color: Color) {
  400. v := v
  401. if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
  402. panic("Must dispatch here")
  403. }
  404. shd := hm.get(&s.shaders, s.batch_shader)
  405. if shd == nil {
  406. shd = hm.get(&s.shaders, s.default_shader)
  407. assert(shd != nil, "Failed fetching default shader")
  408. }
  409. base_offset := s.vertex_buffer_cpu_used
  410. pos_offset := shd.default_input_offsets[.Position]
  411. uv_offset := shd.default_input_offsets[.UV]
  412. color_offset := shd.default_input_offsets[.Color]
  413. if pos_offset != -1 {
  414. (^Vec2)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
  415. }
  416. if uv_offset != -1 {
  417. (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
  418. }
  419. if color_offset != -1 {
  420. (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
  421. }
  422. s.vertex_buffer_cpu_used += shd.vertex_size
  423. }
  424. _draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rot: f32, tint := WHITE) {
  425. if tex.width == 0 || tex.height == 0 {
  426. return
  427. }
  428. if s.batch_texture != TEXTURE_NONE && s.batch_texture != tex.id {
  429. _draw_current_batch()
  430. }
  431. r := dst
  432. r.x -= origin.x
  433. r.y -= origin.y
  434. s.batch_texture = tex.id
  435. tl, tr, bl, br: Vec2
  436. // Rotation adapted from Raylib's "DrawTexturePro"
  437. if rot == 0 {
  438. x := dst.x - origin.x
  439. y := dst.y - origin.y
  440. tl = { x, y }
  441. tr = { x + dst.w, y }
  442. bl = { x, y + dst.h }
  443. br = { x + dst.w, y + dst.h }
  444. } else {
  445. sin_rot := math.sin(rot * math.RAD_PER_DEG)
  446. cos_rot := math.cos(rot * math.RAD_PER_DEG)
  447. x := dst.x
  448. y := dst.y
  449. dx := -origin.x
  450. dy := -origin.y
  451. tl = {
  452. x + dx * cos_rot - dy * sin_rot,
  453. y + dx * sin_rot + dy * cos_rot,
  454. }
  455. tr = {
  456. x + (dx + dst.w) * cos_rot - dy * sin_rot,
  457. y + (dx + dst.w) * sin_rot + dy * cos_rot,
  458. }
  459. bl = {
  460. x + dx * cos_rot - (dy + dst.h) * sin_rot,
  461. y + dx * sin_rot + (dy + dst.h) * cos_rot,
  462. }
  463. br = {
  464. x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
  465. y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
  466. }
  467. }
  468. ts := Vec2{f32(tex.width), f32(tex.height)}
  469. up := Vec2{src.x, src.y} / ts
  470. us := Vec2{src.w, src.h} / ts
  471. c := tint
  472. batch_vertex(tl, up, c)
  473. batch_vertex(tr, up + {us.x, 0}, c)
  474. batch_vertex(br, up + us, c)
  475. batch_vertex(tl, up, c)
  476. batch_vertex(br, up + us, c)
  477. batch_vertex(bl, up + {0, us.y}, c)
  478. }
  479. _draw_rectangle :: proc(r: Rect, c: Color) {
  480. if s.batch_texture != TEXTURE_NONE && s.batch_texture != s.shape_drawing_texture.id {
  481. _draw_current_batch()
  482. }
  483. s.batch_texture = s.shape_drawing_texture.id
  484. batch_vertex({r.x, r.y}, {0, 0}, c)
  485. batch_vertex({r.x + r.w, r.y}, {1, 0}, c)
  486. batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
  487. batch_vertex({r.x, r.y}, {0, 0}, c)
  488. batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
  489. batch_vertex({r.x, r.y + r.h}, {0, 1}, c)
  490. }
  491. _draw_rectangle_outline :: proc(r: Rect, thickness: f32, color: Color) {
  492. t := thickness
  493. // Based on DrawRectangleLinesEx from Raylib
  494. top := Rect {
  495. r.x,
  496. r.y,
  497. r.w,
  498. t,
  499. }
  500. bottom := Rect {
  501. r.x,
  502. r.y + r.h - t,
  503. r.w,
  504. t,
  505. }
  506. left := Rect {
  507. r.x,
  508. r.y + t,
  509. t,
  510. r.h - t * 2,
  511. }
  512. right := Rect {
  513. r.x + r.w - t,
  514. r.y + t,
  515. t,
  516. r.h - t * 2,
  517. }
  518. _draw_rectangle(top, color)
  519. _draw_rectangle(bottom, color)
  520. _draw_rectangle(left, color)
  521. _draw_rectangle(right, color)
  522. }
  523. _draw_circle :: proc(center: Vec2, radius: f32, color: Color) {
  524. }
  525. _draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
  526. }
  527. _get_screen_width :: proc() -> int {
  528. return s.width
  529. }
  530. _get_screen_height :: proc() -> int {
  531. return s.height
  532. }
  533. _key_went_down :: proc(key: Keyboard_Key) -> bool {
  534. return s.keys_went_down[key]
  535. }
  536. _key_went_up :: proc(key: Keyboard_Key) -> bool {
  537. return s.keys_went_up[key]
  538. }
  539. _key_is_held :: proc(key: Keyboard_Key) -> bool {
  540. return s.keys_is_held[key]
  541. }
  542. _window_should_close :: proc() -> bool {
  543. return !s.run
  544. }
  545. _draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
  546. }
  547. _mouse_button_pressed :: proc(button: Mouse_Button) -> bool {
  548. return false
  549. }
  550. _mouse_button_released :: proc(button: Mouse_Button) -> bool {
  551. return false
  552. }
  553. _mouse_button_held :: proc(button: Mouse_Button) -> bool {
  554. return false
  555. }
  556. _mouse_wheel_delta :: proc() -> f32 {
  557. return 0
  558. }
  559. _mouse_position :: proc() -> Vec2 {
  560. return {}
  561. }
  562. _enable_scissor :: proc(x, y, w, h: int) {
  563. }
  564. _disable_scissor :: proc() {
  565. }
  566. _set_window_size :: proc(width: int, height: int) {
  567. }
  568. _set_window_position :: proc(x: int, y: int) {
  569. // TODO: Does x, y respect monitor DPI?
  570. win32.SetWindowPos(
  571. s.window,
  572. {},
  573. i32(x),
  574. i32(y),
  575. 0,
  576. 0,
  577. win32.SWP_NOACTIVATE | win32.SWP_NOZORDER | win32.SWP_NOSIZE,
  578. )
  579. }
  580. _screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  581. return pos
  582. }
  583. Vec3 :: [3]f32
  584. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  585. return {
  586. v.x, v.y, 0,
  587. }
  588. }
  589. _set_camera :: proc(camera: Maybe(Camera)) {
  590. if camera == s.batch_camera {
  591. return
  592. }
  593. _draw_current_batch()
  594. s.batch_camera = camera
  595. if c, c_ok := camera.?; c_ok {
  596. origin_trans := linalg.matrix4_translate(vec3_from_vec2(-c.origin))
  597. translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
  598. rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  599. camera_matrix := translate * rot * origin_trans
  600. s.view_matrix = linalg.inverse(camera_matrix)
  601. s.proj_matrix = make_default_projection(s.width, s.height)
  602. s.proj_matrix[0, 0] *= c.zoom
  603. s.proj_matrix[1, 1] *= c.zoom
  604. } else {
  605. s.proj_matrix = make_default_projection(s.width, s.height)
  606. s.view_matrix = 1
  607. }
  608. }
  609. _set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
  610. }
  611. _set_shader :: proc(shader: Shader_Handle) {
  612. if shader == s.batch_shader {
  613. return
  614. }
  615. _draw_current_batch()
  616. s.batch_shader = shader
  617. }
  618. _set_shader_vertex_layout :: proc(shader: Shader_Handle, layout: []Shader_Input_Format) {
  619. shd := hm.get(&s.shaders, shader)
  620. if shd == nil {
  621. log.error("Invalid shader")
  622. return
  623. }
  624. if len(layout) != len(shd.inputs) {
  625. log.error("Shader has %v inputs but layout only specifies %v. The inputs are:", len(shd.inputs), len(layout))
  626. for i in shd.inputs {
  627. log.error(i)
  628. }
  629. return
  630. }
  631. for _, idx in shd.inputs {
  632. shd.inputs[idx].format = layout[idx]
  633. }
  634. }
  635. _set_shader_constant :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: $T) {
  636. _draw_current_batch()
  637. shd := hm.get(&s.shaders, shader)
  638. if shd == nil {
  639. return
  640. }
  641. if int(loc.buffer_idx) >= len(shd.constant_buffers) {
  642. log.warnf("Constant buffer idx %v is out of bounds", loc.buffer_idx)
  643. return
  644. }
  645. b := &shd.constant_buffers[loc.buffer_idx]
  646. if int(loc.offset) + size_of(val) > len(b.cpu_data) {
  647. log.warnf("Constant buffer idx %v is trying to be written out of bounds by at offset %v with %v bytes", loc.buffer_idx, loc.offset, size_of(val))
  648. return
  649. }
  650. dst := (^T)(&b.cpu_data[loc.offset])
  651. dst^ = val
  652. }
  653. _set_shader_constant_mat4 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: matrix[4,4]f32) {
  654. _set_shader_constant(shader, loc, val)
  655. }
  656. _set_shader_constant_f32 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: f32) {
  657. _set_shader_constant(shader, loc, val)
  658. }
  659. _set_shader_constant_vec2 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: Vec2) {
  660. _set_shader_constant(shader, loc, val)
  661. }
  662. _process_events :: proc() {
  663. s.keys_went_up = {}
  664. s.keys_went_down = {}
  665. msg: win32.MSG
  666. for win32.PeekMessageW(&msg, nil, 0, 0, win32.PM_REMOVE) {
  667. win32.TranslateMessage(&msg)
  668. win32.DispatchMessageW(&msg)
  669. }
  670. }
  671. _draw_current_batch :: proc() {
  672. if s.vertex_buffer_cpu_used == s.vertex_buffer_offset {
  673. return
  674. }
  675. viewport := d3d11.VIEWPORT{
  676. 0, 0,
  677. f32(s.width), f32(s.height),
  678. 0, 1,
  679. }
  680. dc := s.device_context
  681. vb_data: d3d11.MAPPED_SUBRESOURCE
  682. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  683. {
  684. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  685. copy(
  686. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_cpu_used],
  687. s.vertex_buffer_cpu[s.vertex_buffer_offset:s.vertex_buffer_cpu_used],
  688. )
  689. }
  690. dc->Unmap(s.vertex_buffer_gpu, 0)
  691. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  692. shd := hm.get(&s.shaders, s.batch_shader)
  693. if shd == nil {
  694. shd = hm.get(&s.shaders, s.default_shader)
  695. assert(shd != nil, "Failed fetching default shader")
  696. }
  697. dc->IASetInputLayout(shd.input_layout)
  698. vertex_buffer_offset := u32(0)
  699. vertex_buffer_stride := u32(shd.vertex_size)
  700. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  701. for mloc, builtin in shd.constant_builtin_locations {
  702. loc, loc_ok := mloc.?
  703. if !loc_ok {
  704. continue
  705. }
  706. switch builtin {
  707. case .MVP:
  708. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  709. dst^ = s.proj_matrix * s.view_matrix
  710. }
  711. }
  712. dc->VSSetShader(shd.vertex_shader, nil, 0)
  713. for &c, c_idx in shd.constant_buffers {
  714. if c.gpu_data == nil {
  715. continue
  716. }
  717. cb_data: d3d11.MAPPED_SUBRESOURCE
  718. ch(dc->Map(c.gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  719. mem.copy(cb_data.pData, raw_data(c.cpu_data), len(c.cpu_data))
  720. dc->Unmap(c.gpu_data, 0)
  721. dc->VSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  722. dc->PSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  723. }
  724. dc->RSSetViewports(1, &viewport)
  725. dc->RSSetState(s.rasterizer_state)
  726. dc->PSSetShader(shd.pixel_shader, nil, 0)
  727. if t := hm.get(&s.textures, s.batch_texture); t != nil {
  728. dc->PSSetShaderResources(0, 1, &t.view)
  729. }
  730. dc->PSSetSamplers(0, 1, &s.sampler_state)
  731. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  732. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  733. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  734. dc->Draw(u32((s.vertex_buffer_cpu_used - s.vertex_buffer_offset)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  735. s.vertex_buffer_offset = s.vertex_buffer_cpu_used
  736. log_messages()
  737. }
  738. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  739. return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  740. }
  741. _present :: proc() {
  742. _draw_current_batch()
  743. ch(s.swapchain->Present(1, {}))
  744. s.vertex_buffer_offset = 0
  745. s.vertex_buffer_cpu_used = 0
  746. }
  747. Shader_Constant_Location :: struct {
  748. buffer_idx: u32,
  749. offset: u32,
  750. }
  751. _load_shader :: proc(shader: string) -> Shader_Handle {
  752. vs_blob: ^d3d11.IBlob
  753. vs_blob_errors: ^d3d11.IBlob
  754. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  755. if vs_blob_errors != nil {
  756. log.error("Failed compiling shader:")
  757. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  758. }
  759. vertex_shader: ^d3d11.IVertexShader
  760. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  761. ref: ^d3d11.IShaderReflection
  762. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  763. constant_buffers: []Shader_Constant_Buffer
  764. constant_lookup: map[string]Shader_Constant_Location
  765. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
  766. inputs: []Shader_Input
  767. {
  768. context.allocator = s.allocator
  769. d: d3d11.SHADER_DESC
  770. ch(ref->GetDesc(&d))
  771. inputs = make([]Shader_Input, d.InputParameters)
  772. for in_idx in 0..<d.InputParameters {
  773. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  774. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  775. log.errorf("Invalid input: %v in shader %v", in_idx, shader)
  776. continue
  777. }
  778. type: Shader_Input_Type
  779. if in_desc.SemanticIndex > 0 {
  780. log.errorf("Matrix shader input types not yet implemented")
  781. continue
  782. }
  783. switch in_desc.ComponentType {
  784. case .UNKNOWN: log.errorf("Unknown component type")
  785. case .UINT32: log.errorf("Not implemented")
  786. case .SINT32: log.errorf("Not implemented")
  787. case .FLOAT32:
  788. switch in_desc.Mask {
  789. case 0: log.errorf("Invalid input mask"); continue
  790. case 1: type = .F32
  791. case 3: type = .Vec2
  792. case 7: type = .Vec3
  793. case 15: type = .Vec4
  794. }
  795. }
  796. inputs[in_idx] = {
  797. name = strings.clone_from_cstring(in_desc.SemanticName),
  798. register = int(in_idx),
  799. type = type,
  800. }
  801. }
  802. constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
  803. for cb_idx in 0..<d.ConstantBuffers {
  804. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  805. if cb_info == nil {
  806. continue
  807. }
  808. cb_desc: d3d11.SHADER_BUFFER_DESC
  809. cb_info->GetDesc(&cb_desc)
  810. if cb_desc.Size == 0 {
  811. continue
  812. }
  813. b := &constant_buffers[cb_idx]
  814. b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
  815. constant_buffer_desc := d3d11.BUFFER_DESC{
  816. ByteWidth = cb_desc.Size,
  817. Usage = .DYNAMIC,
  818. BindFlags = {.CONSTANT_BUFFER},
  819. CPUAccessFlags = {.WRITE},
  820. }
  821. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &b.gpu_data))
  822. for var_idx in 0..<cb_desc.Variables {
  823. var_info := cb_info->GetVariableByIndex(var_idx)
  824. if var_info == nil {
  825. continue
  826. }
  827. var_desc: d3d11.SHADER_VARIABLE_DESC
  828. var_info->GetDesc(&var_desc)
  829. if var_desc.Name != "" {
  830. loc := Shader_Constant_Location {
  831. buffer_idx = cb_idx,
  832. offset = var_desc.StartOffset,
  833. }
  834. constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
  835. switch var_desc.Name {
  836. case "mvp":
  837. constant_builtin_locations[.MVP] = loc
  838. }
  839. }
  840. // TODO add the size or type somewhere so we set it correctly
  841. /*log.info(var_desc)
  842. type_info := var_info->GetType()
  843. type_info_desc: d3d11.SHADER_TYPE_DESC
  844. type_info->GetDesc(&type_info_desc)
  845. log.info(type_info_desc)*/
  846. }
  847. }
  848. }
  849. default_input_offsets: [Shader_Default_Inputs]int
  850. for &d in default_input_offsets {
  851. d = -1
  852. }
  853. input_offset: int
  854. for &i in inputs {
  855. if i.name == "POS" && i.type == .Vec2 {
  856. i.format = .RG32_Float
  857. default_input_offsets[.Position] = input_offset
  858. } else if i.name == "UV" && i.type == .Vec2 {
  859. i.format = .RG32_Float
  860. default_input_offsets[.UV] = input_offset
  861. } else if i.name == "COL" && i.type == .Vec4 {
  862. i.format = .RGBA8_Norm
  863. default_input_offsets[.Color] = input_offset
  864. } else {
  865. switch i.type {
  866. case .F32: i.format = .R32_Float
  867. case .Vec2: i.format = .RG32_Float
  868. case .Vec3: i.format = .RGBA32_Float
  869. case .Vec4: i.format = .RGBA32_Float
  870. }
  871. }
  872. input_offset += shader_input_format_size(i.format)
  873. }
  874. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
  875. for idx in 0..<len(inputs) {
  876. input := inputs[idx]
  877. input_layout_desc[idx] = {
  878. SemanticName = temp_cstring(input.name),
  879. Format = dxgi_format_from_shader_input_format(input.format),
  880. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  881. InputSlotClass = .VERTEX_DATA,
  882. }
  883. }
  884. input_layout: ^d3d11.IInputLayout
  885. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  886. ps_blob: ^d3d11.IBlob
  887. ps_blob_errors: ^d3d11.IBlob
  888. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  889. if ps_blob_errors != nil {
  890. log.error("Failed compiling shader:")
  891. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  892. }
  893. pixel_shader: ^d3d11.IPixelShader
  894. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  895. shd := Shader {
  896. vertex_shader = vertex_shader,
  897. pixel_shader = pixel_shader,
  898. input_layout = input_layout,
  899. constant_buffers = constant_buffers,
  900. constant_lookup = constant_lookup,
  901. constant_builtin_locations = constant_builtin_locations,
  902. inputs = inputs,
  903. default_input_offsets = default_input_offsets,
  904. vertex_size = input_offset,
  905. }
  906. h := hm.add(&s.shaders, shd)
  907. return h
  908. }
  909. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  910. switch f {
  911. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  912. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  913. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  914. case .RG32_Float: return .R32G32_FLOAT
  915. case .R32_Float: return .R32_FLOAT
  916. }
  917. log.error("Unknown format")
  918. return .UNKNOWN
  919. }
  920. shader_input_format_size :: proc(f: Shader_Input_Format) -> int {
  921. switch f {
  922. case .RGBA32_Float: return 32
  923. case .RGBA8_Norm: return 4
  924. case .RGBA8_Norm_SRGB: return 4
  925. case .RG32_Float: return 8
  926. case .R32_Float: return 4
  927. }
  928. return 0
  929. }
  930. _destroy_shader :: proc(shader: Shader_Handle) {
  931. if shd := hm.get(&s.shaders, shader); shd != nil {
  932. shd.input_layout->Release()
  933. shd.vertex_shader->Release()
  934. shd.pixel_shader->Release()
  935. for c in shd.constant_buffers {
  936. if c.gpu_data != nil {
  937. c.gpu_data->Release()
  938. }
  939. delete(c.cpu_data)
  940. }
  941. delete(shd.constant_buffers)
  942. for k,_ in shd.constant_lookup {
  943. delete(k)
  944. }
  945. delete(shd.constant_lookup)
  946. for i in shd.inputs {
  947. delete(i.name)
  948. }
  949. delete(shd.inputs)
  950. }
  951. hm.remove(&s.shaders, shader)
  952. }
  953. _get_shader_constant_location :: proc(shader: Shader_Handle, name: string) -> Shader_Constant_Location {
  954. shd := hm.get(&s.shaders, shader)
  955. if shd == nil {
  956. return {}
  957. }
  958. return shd.constant_lookup[name]
  959. }
  960. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  961. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  962. }
  963. // CHeck win errors and print message log if there is any error
  964. ch :: proc(hr: win32.HRESULT, loc := #caller_location) -> win32.HRESULT {
  965. if hr >= 0 {
  966. return hr
  967. }
  968. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  969. log_messages(loc)
  970. return hr
  971. }
  972. log_messages :: proc(loc := #caller_location) {
  973. iq := s.info_queue
  974. if iq == nil {
  975. return
  976. }
  977. n := iq->GetNumStoredMessages()
  978. longest_msg: d3d11.SIZE_T
  979. for i in 0..=n {
  980. msglen: d3d11.SIZE_T
  981. iq->GetMessage(i, nil, &msglen)
  982. if msglen > longest_msg {
  983. longest_msg = msglen
  984. }
  985. }
  986. if longest_msg > 0 {
  987. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  988. for i in 0..=n {
  989. msglen: d3d11.SIZE_T
  990. iq->GetMessage(i, nil, &msglen)
  991. if msglen > 0 {
  992. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  993. iq->GetMessage(i, msg, &msglen)
  994. log.error(msg.pDescription, location = loc)
  995. }
  996. }
  997. }
  998. iq->ClearStoredMessages()
  999. }