karl2d_windows.odin 20 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 "core:image/bmp"
  16. import "core:image/png"
  17. import "core:image/tga"
  18. _ :: bmp
  19. _ :: png
  20. _ :: tga
  21. _init :: proc(width: int, height: int, title: string,
  22. allocator := context.allocator, loc := #caller_location) -> ^State {
  23. s = new(State, allocator, loc)
  24. s.custom_context = context
  25. CLASS_NAME :: "karl2d"
  26. instance := win32.HINSTANCE(win32.GetModuleHandleW(nil))
  27. s.run = true
  28. s.width = width
  29. s.height = height
  30. cls := win32.WNDCLASSW {
  31. lpfnWndProc = window_proc,
  32. lpszClassName = CLASS_NAME,
  33. hInstance = instance,
  34. hCursor = win32.LoadCursorA(nil, win32.IDC_ARROW),
  35. }
  36. win32.RegisterClassW(&cls)
  37. r: win32.RECT
  38. r.right = i32(width)
  39. r.bottom = i32(height)
  40. style := win32.WS_OVERLAPPEDWINDOW | win32.WS_VISIBLE
  41. win32.AdjustWindowRect(&r, style, false)
  42. hwnd := win32.CreateWindowW(CLASS_NAME,
  43. win32.utf8_to_wstring(title),
  44. style,
  45. 100, 10, r.right - r.left, r.bottom - r.top,
  46. nil, nil, instance, nil)
  47. assert(hwnd != nil, "Failed creating window")
  48. feature_levels := [?]d3d11.FEATURE_LEVEL{
  49. ._11_1,
  50. ._11_0,
  51. }
  52. base_device: ^d3d11.IDevice
  53. base_device_context: ^d3d11.IDeviceContext
  54. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  55. .BGRA_SUPPORT,
  56. }
  57. when ODIN_DEBUG {
  58. device_flags += { .DEBUG }
  59. }
  60. ch(d3d11.CreateDevice(
  61. nil,
  62. .HARDWARE,
  63. nil,
  64. device_flags,
  65. &feature_levels[0], len(feature_levels),
  66. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  67. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  68. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  69. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  70. dxgi_device: ^dxgi.IDevice
  71. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  72. base_device->Release()
  73. base_device_context->Release()
  74. dxgi_adapter: ^dxgi.IAdapter
  75. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  76. dxgi_device->Release()
  77. dxgi_factory: ^dxgi.IFactory2
  78. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  79. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  80. Format = .B8G8R8A8_UNORM,
  81. SampleDesc = {
  82. Count = 1,
  83. },
  84. BufferUsage = {.RENDER_TARGET_OUTPUT},
  85. BufferCount = 2,
  86. Scaling = .STRETCH,
  87. SwapEffect = .DISCARD,
  88. }
  89. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  90. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  91. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  92. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  93. s.framebuffer->GetDesc(&depth_buffer_desc)
  94. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  95. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  96. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  97. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  98. vs_blob: ^d3d11.IBlob
  99. vs_blob_errors: ^d3d11.IBlob
  100. ch(d3d_compiler.Compile(raw_data(shader_hlsl), len(shader_hlsl), "shader.hlsl", nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  101. if vs_blob_errors != nil {
  102. log.error("Failed compiling shader:")
  103. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  104. }
  105. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &s.vertex_shader))
  106. input_element_desc := [?]d3d11.INPUT_ELEMENT_DESC{
  107. { "POS", 0, .R32G32_FLOAT, 0, 0, .VERTEX_DATA, 0 },
  108. { "UV", 0, .R32G32_FLOAT, 0, d3d11.APPEND_ALIGNED_ELEMENT, .VERTEX_DATA, 0 },
  109. { "COL", 0, .R8G8B8A8_UNORM, 0, d3d11.APPEND_ALIGNED_ELEMENT, .VERTEX_DATA, 0 },
  110. }
  111. ch(s.device->CreateInputLayout(&input_element_desc[0], len(input_element_desc), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &s.input_layout))
  112. ps_blob: ^d3d11.IBlob
  113. ps_blob_errors: ^d3d11.IBlob
  114. ch(d3d_compiler.Compile(raw_data(shader_hlsl), len(shader_hlsl), "shader.hlsl", nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  115. if ps_blob_errors != nil {
  116. log.error("Failed compiling shader:")
  117. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  118. }
  119. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &s.pixel_shader))
  120. rasterizer_desc := d3d11.RASTERIZER_DESC{
  121. FillMode = .SOLID,
  122. CullMode = .BACK,
  123. }
  124. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  125. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  126. DepthEnable = false,
  127. DepthWriteMask = .ALL,
  128. DepthFunc = .LESS,
  129. }
  130. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  131. constant_buffer_desc := d3d11.BUFFER_DESC{
  132. ByteWidth = size_of(Constants),
  133. Usage = .DYNAMIC,
  134. BindFlags = {.CONSTANT_BUFFER},
  135. CPUAccessFlags = {.WRITE},
  136. }
  137. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &s.constant_buffer))
  138. vertex_buffer_desc := d3d11.BUFFER_DESC{
  139. ByteWidth = VERTEX_BUFFER_MAX * size_of(Vertex),
  140. Usage = .DYNAMIC,
  141. BindFlags = {.VERTEX_BUFFER},
  142. CPUAccessFlags = {.WRITE},
  143. }
  144. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  145. s.vertex_buffer_cpu = make([]Vertex, VERTEX_BUFFER_MAX)
  146. blend_desc := d3d11.BLEND_DESC {
  147. RenderTarget = {
  148. 0 = {
  149. BlendEnable = true,
  150. SrcBlend = .SRC_ALPHA,
  151. DestBlend = .INV_SRC_ALPHA,
  152. BlendOp = .ADD,
  153. SrcBlendAlpha = .ONE,
  154. DestBlendAlpha = .ZERO,
  155. BlendOpAlpha = .ADD,
  156. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  157. },
  158. },
  159. }
  160. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  161. s.proj_matrix = make_default_projection(s.width, s.height)
  162. s.view_matrix = 1
  163. sampler_desc := d3d11.SAMPLER_DESC{
  164. Filter = .MIN_MAG_MIP_POINT,
  165. AddressU = .WRAP,
  166. AddressV = .WRAP,
  167. AddressW = .WRAP,
  168. ComparisonFunc = .NEVER,
  169. }
  170. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  171. white_rect: [16*16*4]u8
  172. slice.fill(white_rect[:], 255)
  173. s.shape_drawing_texture = _load_texture_from_memory(white_rect[:], 16, 16)
  174. return s
  175. }
  176. shader_hlsl :: #load("shader.hlsl")
  177. Vertex :: struct {
  178. pos: Vec2,
  179. uv: Vec2,
  180. color: Color,
  181. }
  182. s: ^State
  183. VERTEX_BUFFER_MAX :: 10000
  184. State :: struct {
  185. swapchain: ^dxgi.ISwapChain1,
  186. framebuffer_view: ^d3d11.IRenderTargetView,
  187. depth_buffer_view: ^d3d11.IDepthStencilView,
  188. device_context: ^d3d11.IDeviceContext,
  189. constant_buffer: ^d3d11.IBuffer,
  190. vertex_shader: ^d3d11.IVertexShader,
  191. pixel_shader: ^d3d11.IPixelShader,
  192. depth_stencil_state: ^d3d11.IDepthStencilState,
  193. rasterizer_state: ^d3d11.IRasterizerState,
  194. input_layout: ^d3d11.IInputLayout,
  195. device: ^d3d11.IDevice,
  196. depth_buffer: ^d3d11.ITexture2D,
  197. framebuffer: ^d3d11.ITexture2D,
  198. blend_state: ^d3d11.IBlendState,
  199. shape_drawing_texture: Texture,
  200. // these need to be generalized
  201. sampler_state: ^d3d11.ISamplerState,
  202. set_tex: Texture,
  203. info_queue: ^d3d11.IInfoQueue,
  204. vertex_buffer_gpu: ^d3d11.IBuffer,
  205. vertex_buffer_cpu: []Vertex,
  206. vertex_buffer_cpu_count: int,
  207. vertex_buffer_offset: int,
  208. run: bool,
  209. custom_context: runtime.Context,
  210. camera: Maybe(Camera),
  211. width: int,
  212. height: int,
  213. keys_went_down: #sparse [Keyboard_Key]bool,
  214. keys_went_up: #sparse [Keyboard_Key]bool,
  215. keys_is_held: #sparse [Keyboard_Key]bool,
  216. view_matrix: matrix[4,4]f32,
  217. proj_matrix: matrix[4,4]f32,
  218. }
  219. VK_MAP := [255]Keyboard_Key {
  220. win32.VK_A = .A,
  221. win32.VK_B = .B,
  222. win32.VK_C = .C,
  223. win32.VK_D = .D,
  224. win32.VK_E = .E,
  225. win32.VK_F = .F,
  226. win32.VK_G = .G,
  227. win32.VK_H = .H,
  228. win32.VK_I = .I,
  229. win32.VK_J = .J,
  230. win32.VK_K = .K,
  231. win32.VK_L = .L,
  232. win32.VK_M = .M,
  233. win32.VK_N = .N,
  234. win32.VK_O = .O,
  235. win32.VK_P = .P,
  236. win32.VK_Q = .Q,
  237. win32.VK_R = .R,
  238. win32.VK_S = .S,
  239. win32.VK_T = .T,
  240. win32.VK_U = .U,
  241. win32.VK_V = .V,
  242. win32.VK_W = .W,
  243. win32.VK_X = .X,
  244. win32.VK_Y = .Y,
  245. win32.VK_Z = .Z,
  246. win32.VK_LEFT = .Left,
  247. win32.VK_RIGHT = .Right,
  248. win32.VK_UP = .Up,
  249. win32.VK_DOWN = .Down,
  250. }
  251. window_proc :: proc "stdcall" (hwnd: win32.HWND, msg: win32.UINT, wparam: win32.WPARAM, lparam: win32.LPARAM) -> win32.LRESULT {
  252. context = s.custom_context
  253. switch msg {
  254. case win32.WM_DESTROY:
  255. win32.PostQuitMessage(0)
  256. s.run = false
  257. case win32.WM_CLOSE:
  258. s.run = false
  259. case win32.WM_KEYDOWN:
  260. key := VK_MAP[wparam]
  261. s.keys_went_down[key] = true
  262. s.keys_is_held[key] = true
  263. case win32.WM_KEYUP:
  264. key := VK_MAP[wparam]
  265. s.keys_is_held[key] = false
  266. s.keys_went_up[key] = true
  267. }
  268. return win32.DefWindowProcW(hwnd, msg, wparam, lparam)
  269. }
  270. _shutdown :: proc() {
  271. _destroy_texture(s.shape_drawing_texture)
  272. s.sampler_state->Release()
  273. s.framebuffer_view->Release()
  274. s.depth_buffer_view->Release()
  275. s.depth_buffer->Release()
  276. s.framebuffer->Release()
  277. s.device_context->Release()
  278. s.vertex_buffer_gpu->Release()
  279. s.constant_buffer->Release()
  280. s.vertex_shader->Release()
  281. s.pixel_shader->Release()
  282. s.depth_stencil_state->Release()
  283. s.rasterizer_state->Release()
  284. s.input_layout->Release()
  285. s.swapchain->Release()
  286. s.blend_state->Release()
  287. when ODIN_DEBUG {
  288. debug: ^d3d11.IDebug
  289. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  290. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  291. log_messages()
  292. }
  293. debug->Release()
  294. }
  295. s.device->Release()
  296. s.info_queue->Release()
  297. }
  298. _set_internal_state :: proc(new_state: ^State) {
  299. s = new_state
  300. }
  301. Color_F32 :: [4]f32
  302. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  303. return {
  304. f32(color.r) / 255,
  305. f32(color.g) / 255,
  306. f32(color.b) / 255,
  307. f32(color.a) / 255,
  308. }
  309. }
  310. _clear :: proc(color: Color) {
  311. c := f32_color_from_color(color)
  312. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  313. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  314. }
  315. _Texture_Type :: struct {
  316. tex: ^d3d11.ITexture2D,
  317. view: ^d3d11.IShaderResourceView,
  318. }
  319. _load_texture_from_file :: proc(filename: string) -> Texture {
  320. img, img_err := image.load_from_file(filename, allocator = context.temp_allocator)
  321. if img_err != nil {
  322. log.errorf("Error loading texture %v: %v", filename, img_err)
  323. return {}
  324. }
  325. return _load_texture_from_memory(img.pixels.buf[:], img.width, img.height)
  326. }
  327. _load_texture_from_memory :: proc(data: []u8, width: int, height: int) -> Texture {
  328. texture_desc := d3d11.TEXTURE2D_DESC{
  329. Width = u32(width),
  330. Height = u32(height),
  331. MipLevels = 1,
  332. ArraySize = 1,
  333. // TODO: _SRGB or not?
  334. Format = .R8G8B8A8_UNORM_SRGB,
  335. SampleDesc = {Count = 1},
  336. Usage = .IMMUTABLE,
  337. BindFlags = {.SHADER_RESOURCE},
  338. }
  339. texture_data := d3d11.SUBRESOURCE_DATA{
  340. pSysMem = raw_data(data),
  341. SysMemPitch = u32(width * 4),
  342. }
  343. texture: ^d3d11.ITexture2D
  344. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  345. texture_view: ^d3d11.IShaderResourceView
  346. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  347. return {
  348. id = {
  349. tex = texture,
  350. view = texture_view,
  351. },
  352. width = width,
  353. height = height,
  354. }
  355. }
  356. _destroy_texture :: proc(tex: Texture) {
  357. tex.id.tex->Release()
  358. tex.id.view->Release()
  359. }
  360. _draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
  361. _draw_texture_ex(
  362. tex,
  363. {0, 0, f32(tex.width), f32(tex.height)},
  364. {pos.x, pos.y, f32(tex.width), f32(tex.height)},
  365. {},
  366. 0,
  367. tint,
  368. )
  369. }
  370. _draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
  371. _draw_texture_ex(
  372. tex,
  373. rect,
  374. {pos.x, pos.y, rect.w, rect.h},
  375. {},
  376. 0,
  377. tint,
  378. )
  379. }
  380. batch_vertex :: proc(v: Vec2, uv: Vec2, color: Color) {
  381. v := v
  382. if s.vertex_buffer_cpu_count == len(s.vertex_buffer_cpu) {
  383. panic("Must dispatch here")
  384. }
  385. s.vertex_buffer_cpu[s.vertex_buffer_cpu_count] = {
  386. pos = v,
  387. uv = uv,
  388. color = color,
  389. }
  390. s.vertex_buffer_cpu_count += 1
  391. }
  392. _draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rot: f32, tint := WHITE) {
  393. if tex.width == 0 || tex.height == 0 || tex.id.tex == nil {
  394. return
  395. }
  396. if s.set_tex.id.tex != nil && s.set_tex.id.tex != tex.id.tex {
  397. maybe_draw_current_batch()
  398. }
  399. r := dst
  400. r.x -= origin.x
  401. r.y -= origin.y
  402. s.set_tex = tex
  403. tl, tr, bl, br: Vec2
  404. // Rotation adapted from Raylib's "DrawTexturePro"
  405. if rot == 0 {
  406. x := dst.x - origin.x
  407. y := dst.y - origin.y
  408. tl = { x, y }
  409. tr = { x + dst.w, y }
  410. bl = { x, y + dst.h }
  411. br = { x + dst.w, y + dst.h }
  412. } else {
  413. sin_rot := math.sin(rot * math.RAD_PER_DEG)
  414. cos_rot := math.cos(rot * math.RAD_PER_DEG)
  415. x := dst.x
  416. y := dst.y
  417. dx := -origin.x
  418. dy := -origin.y
  419. tl = {
  420. x + dx * cos_rot - dy * sin_rot,
  421. y + dx * sin_rot + dy * cos_rot,
  422. }
  423. tr = {
  424. x + (dx + dst.w) * cos_rot - dy * sin_rot,
  425. y + (dx + dst.w) * sin_rot + dy * cos_rot,
  426. }
  427. bl = {
  428. x + dx * cos_rot - (dy + dst.h) * sin_rot,
  429. y + dx * sin_rot + (dy + dst.h) * cos_rot,
  430. }
  431. br = {
  432. x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
  433. y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
  434. }
  435. }
  436. ts := Vec2{f32(tex.width), f32(tex.height)}
  437. up := Vec2{src.x, src.y} / ts
  438. us := Vec2{src.w, src.h} / ts
  439. c := tint
  440. batch_vertex(tl, up, c)
  441. batch_vertex(tr, up + {us.x, 0}, c)
  442. batch_vertex(br, up + us, c)
  443. batch_vertex(tl, up, c)
  444. batch_vertex(br, up + us, c)
  445. batch_vertex(bl, up + {0, us.y}, c)
  446. }
  447. _draw_rectangle :: proc(r: Rect, c: Color) {
  448. if s.set_tex.id.tex != nil && s.set_tex.id.tex != s.shape_drawing_texture.id.tex {
  449. maybe_draw_current_batch()
  450. }
  451. s.set_tex = s.shape_drawing_texture
  452. batch_vertex({r.x, r.y}, {0, 0}, c)
  453. batch_vertex({r.x + r.w, r.y}, {1, 0}, c)
  454. batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
  455. batch_vertex({r.x, r.y}, {0, 0}, c)
  456. batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
  457. batch_vertex({r.x, r.y + r.h}, {0, 1}, c)
  458. }
  459. _draw_rectangle_outline :: proc(r: Rect, thickness: f32, color: Color) {
  460. t := thickness
  461. // Based on DrawRectangleLinesEx from Raylib
  462. top := Rect {
  463. r.x,
  464. r.y,
  465. r.w,
  466. t,
  467. }
  468. bottom := Rect {
  469. r.x,
  470. r.y + r.h - t,
  471. r.w,
  472. t,
  473. }
  474. left := Rect {
  475. r.x,
  476. r.y + t,
  477. t,
  478. r.h - t * 2,
  479. }
  480. right := Rect {
  481. r.x + r.w - t,
  482. r.y + t,
  483. t,
  484. r.h - t * 2,
  485. }
  486. _draw_rectangle(top, color)
  487. _draw_rectangle(bottom, color)
  488. _draw_rectangle(left, color)
  489. _draw_rectangle(right, color)
  490. }
  491. _draw_circle :: proc(center: Vec2, radius: f32, color: Color) {
  492. }
  493. _draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
  494. }
  495. _get_screen_width :: proc() -> int {
  496. return 0
  497. }
  498. _get_screen_height :: proc() -> int {
  499. return 0
  500. }
  501. _key_went_down :: proc(key: Keyboard_Key) -> bool {
  502. return s.keys_went_down[key]
  503. }
  504. _key_went_up :: proc(key: Keyboard_Key) -> bool {
  505. return s.keys_went_up[key]
  506. }
  507. _key_is_held :: proc(key: Keyboard_Key) -> bool {
  508. return s.keys_is_held[key]
  509. }
  510. _window_should_close :: proc() -> bool {
  511. return !s.run
  512. }
  513. _draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
  514. }
  515. _mouse_button_pressed :: proc(button: Mouse_Button) -> bool {
  516. return false
  517. }
  518. _mouse_button_released :: proc(button: Mouse_Button) -> bool {
  519. return false
  520. }
  521. _mouse_button_held :: proc(button: Mouse_Button) -> bool {
  522. return false
  523. }
  524. _mouse_wheel_delta :: proc() -> f32 {
  525. return 0
  526. }
  527. _mouse_position :: proc() -> Vec2 {
  528. return {}
  529. }
  530. _enable_scissor :: proc(x, y, w, h: int) {
  531. }
  532. _disable_scissor :: proc() {
  533. }
  534. _set_window_size :: proc(width: int, height: int) {
  535. }
  536. _set_window_position :: proc(x: int, y: int) {
  537. }
  538. _screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  539. return pos
  540. }
  541. Vec3 :: [3]f32
  542. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  543. return {
  544. v.x, v.y, 0,
  545. }
  546. }
  547. _set_camera :: proc(camera: Maybe(Camera)) {
  548. if camera == s.camera {
  549. return
  550. }
  551. s.camera = camera
  552. maybe_draw_current_batch()
  553. if c, c_ok := camera.?; c_ok {
  554. origin_trans :=linalg.matrix4_translate(vec3_from_vec2(-c.origin))
  555. translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
  556. rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  557. camera_matrix := translate * rot * origin_trans
  558. s.view_matrix = linalg.inverse(camera_matrix)
  559. s.proj_matrix = make_default_projection(s.width, s.height)
  560. s.proj_matrix[0, 0] *= c.zoom
  561. s.proj_matrix[1, 1] *= c.zoom
  562. } else {
  563. s.proj_matrix = make_default_projection(s.width, s.height)
  564. s.view_matrix = 1
  565. }
  566. }
  567. _set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
  568. }
  569. _set_shader :: proc(shader: Maybe(Shader)) {
  570. }
  571. _process_events :: proc() {
  572. s.keys_went_up = {}
  573. s.keys_went_down = {}
  574. msg: win32.MSG
  575. for win32.PeekMessageW(&msg, nil, 0, 0, win32.PM_REMOVE) {
  576. win32.TranslateMessage(&msg)
  577. win32.DispatchMessageW(&msg)
  578. }
  579. }
  580. maybe_draw_current_batch :: proc() {
  581. if s.vertex_buffer_cpu_count == 0 {
  582. return
  583. }
  584. _draw_current_batch()
  585. }
  586. _draw_current_batch :: proc() {
  587. viewport := d3d11.VIEWPORT{
  588. 0, 0,
  589. f32(s.width), f32(s.height),
  590. 0, 1,
  591. }
  592. dc := s.device_context
  593. vb_data: d3d11.MAPPED_SUBRESOURCE
  594. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  595. {
  596. gpu_map := slice.from_ptr((^Vertex)(vb_data.pData), VERTEX_BUFFER_MAX)
  597. copy(
  598. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_cpu_count],
  599. s.vertex_buffer_cpu[s.vertex_buffer_offset:s.vertex_buffer_cpu_count],
  600. )
  601. }
  602. dc->Unmap(s.vertex_buffer_gpu, 0)
  603. cb_data: d3d11.MAPPED_SUBRESOURCE
  604. ch(dc->Map(s.constant_buffer, 0, .WRITE_DISCARD, {}, &cb_data))
  605. {
  606. constants := (^Constants)(cb_data.pData)
  607. constants.mvp = s.proj_matrix * s.view_matrix
  608. }
  609. dc->Unmap(s.constant_buffer, 0)
  610. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  611. dc->IASetInputLayout(s.input_layout)
  612. vertex_buffer_offset := u32(0)
  613. vertex_buffer_stride := u32(size_of(Vertex))
  614. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  615. dc->VSSetShader(s.vertex_shader, nil, 0)
  616. dc->VSSetConstantBuffers(0, 1, &s.constant_buffer)
  617. dc->RSSetViewports(1, &viewport)
  618. dc->RSSetState(s.rasterizer_state)
  619. dc->PSSetShader(s.pixel_shader, nil, 0)
  620. dc->PSSetShaderResources(0, 1, &s.set_tex.id.view)
  621. dc->PSSetSamplers(0, 1, &s.sampler_state)
  622. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  623. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  624. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  625. dc->Draw(u32(s.vertex_buffer_cpu_count - s.vertex_buffer_offset), u32(s.vertex_buffer_offset))
  626. s.vertex_buffer_offset = s.vertex_buffer_cpu_count
  627. log_messages()
  628. }
  629. Constants :: struct #align (16) {
  630. mvp: matrix[4, 4]f32,
  631. }
  632. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  633. return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  634. }
  635. _present :: proc() {
  636. maybe_draw_current_batch()
  637. ch(s.swapchain->Present(1, {}))
  638. s.vertex_buffer_offset = 0
  639. s.vertex_buffer_cpu_count = 0
  640. }
  641. _load_shader :: proc(vs: string, fs: string) -> Shader {
  642. return {}
  643. }
  644. _destroy_shader :: proc(shader: Shader) {
  645. }
  646. _get_shader_location :: proc(shader: Shader, uniform_name: string) -> int {
  647. return 0
  648. }
  649. _set_shader_value_f32 :: proc(shader: Shader, loc: int, val: f32) {
  650. }
  651. _set_shader_value_vec2 :: proc(shader: Shader, loc: int, val: Vec2) {
  652. }
  653. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  654. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  655. }
  656. // CHeck win errors and print message log if there is any error
  657. ch :: proc(hr: win32.HRESULT, loc := #caller_location) -> win32.HRESULT {
  658. if hr >= 0 {
  659. return hr
  660. }
  661. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  662. log_messages(loc)
  663. return hr
  664. }
  665. log_messages :: proc(loc := #caller_location) {
  666. iq := s.info_queue
  667. if iq == nil {
  668. return
  669. }
  670. n := iq->GetNumStoredMessages()
  671. longest_msg: d3d11.SIZE_T
  672. for i in 0..=n {
  673. msglen: d3d11.SIZE_T
  674. iq->GetMessage(i, nil, &msglen)
  675. if msglen > longest_msg {
  676. longest_msg = msglen
  677. }
  678. }
  679. if longest_msg > 0 {
  680. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  681. for i in 0..=n {
  682. msglen: d3d11.SIZE_T
  683. iq->GetMessage(i, nil, &msglen)
  684. if msglen > 0 {
  685. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  686. iq->GetMessage(i, msg, &msglen)
  687. log.error(msg.pDescription, location = loc)
  688. }
  689. }
  690. }
  691. iq->ClearStoredMessages()
  692. }