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- #+build windows
- package karl2d
- import "base:runtime"
- import win "core:sys/windows"
- import D3D11 "vendor:directx/d3d11"
- import DXGI "vendor:directx/dxgi"
- import "core:strings"
- import "core:log"
- _ :: log
- //import "core:math"
- _init :: proc(width: int, height: int, title: string,
- allocator := context.allocator, loc := #caller_location) -> ^State {
- s = new(State, allocator, loc)
- s.custom_context = context
- CLASS_NAME :: "karl2d"
- instance := win.HINSTANCE(win.GetModuleHandleW(nil))
- s.run = true
- cls := win.WNDCLASSW {
- lpfnWndProc = window_proc,
- lpszClassName = CLASS_NAME,
- hInstance = instance,
- hCursor = win.LoadCursorA(nil, win.IDC_ARROW),
- }
- _ = cls
- class := win.RegisterClassW(&cls)
- _ = class
- hwnd := win.CreateWindowW(CLASS_NAME,
- win.utf8_to_wstring(title),
- win.WS_OVERLAPPEDWINDOW | win.WS_VISIBLE,
- 100, 100, i32(width), i32(height),
- nil, nil, instance, nil)
- feature_levels := [?]D3D11.FEATURE_LEVEL{ ._11_0 }
- base_device: ^D3D11.IDevice
- base_device_context: ^D3D11.IDeviceContext
- D3D11.CreateDevice(
- nil,
- .HARDWARE,
- nil,
- {.BGRA_SUPPORT},
- &feature_levels[0], len(feature_levels),
- D3D11.SDK_VERSION, &base_device, nil, &base_device_context)
- device: ^D3D11.IDevice
- base_device->QueryInterface(D3D11.IDevice_UUID, (^rawptr)(&device))
-
- base_device_context->QueryInterface(D3D11.IDeviceContext_UUID, (^rawptr)(&s.device_context))
- dxgi_device: ^DXGI.IDevice
- device->QueryInterface(DXGI.IDevice_UUID, (^rawptr)(&dxgi_device))
- dxgi_adapter: ^DXGI.IAdapter
- dxgi_device->GetAdapter(&dxgi_adapter)
- dxgi_factory: ^DXGI.IFactory2
- dxgi_adapter->GetParent(DXGI.IFactory2_UUID, (^rawptr)(&dxgi_factory))
- swapchain_desc := DXGI.SWAP_CHAIN_DESC1 {
- Format = .B8G8R8A8_UNORM,
- SampleDesc = {
- Count = 1,
- },
- BufferUsage = {.RENDER_TARGET_OUTPUT},
- BufferCount = 2,
- Scaling = .STRETCH,
- SwapEffect = .DISCARD,
- }
- dxgi_factory->CreateSwapChainForHwnd(device, hwnd, &swapchain_desc, nil, nil, &s.swapchain)
-
- framebuffer: ^D3D11.ITexture2D
- s.swapchain->GetBuffer(0, D3D11.ITexture2D_UUID, (^rawptr)(&framebuffer))
- device->CreateRenderTargetView(framebuffer, nil, &s.framebuffer_view)
- depth_buffer_desc: D3D11.TEXTURE2D_DESC
- framebuffer->GetDesc(&depth_buffer_desc)
- depth_buffer_desc.Format = .D24_UNORM_S8_UINT
- depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
- depth_buffer: ^D3D11.ITexture2D
- device->CreateTexture2D(&depth_buffer_desc, nil, &depth_buffer)
- device->CreateDepthStencilView(depth_buffer, nil, &s.depth_buffer_view)
- return s
- }
- s: ^State
- State :: struct {
- swapchain: ^DXGI.ISwapChain1,
- framebuffer_view: ^D3D11.IRenderTargetView,
- depth_buffer_view: ^D3D11.IDepthStencilView,
- device_context: ^D3D11.IDeviceContext,
- run: bool,
- custom_context: runtime.Context,
- keys_went_down: #sparse [Keyboard_Key]bool,
- keys_went_up: #sparse [Keyboard_Key]bool,
- keys_is_held: #sparse [Keyboard_Key]bool,
- }
- VK_MAP := [255]Keyboard_Key {
- win.VK_A = .A,
- win.VK_B = .B,
- win.VK_C = .C,
- win.VK_D = .D,
- win.VK_E = .E,
- win.VK_F = .F,
- win.VK_G = .G,
- win.VK_H = .H,
- win.VK_I = .I,
- win.VK_J = .J,
- win.VK_K = .K,
- win.VK_L = .L,
- win.VK_M = .M,
- win.VK_N = .N,
- win.VK_O = .O,
- win.VK_P = .P,
- win.VK_Q = .Q,
- win.VK_R = .R,
- win.VK_S = .S,
- win.VK_T = .T,
- win.VK_U = .U,
- win.VK_V = .V,
- win.VK_W = .W,
- win.VK_X = .X,
- win.VK_Y = .Y,
- win.VK_Z = .Z,
- win.VK_LEFT = .Left,
- win.VK_RIGHT = .Right,
- win.VK_UP = .Up,
- win.VK_DOWN = .Down,
- }
- window_proc :: proc "stdcall" (hwnd: win.HWND, msg: win.UINT, wparam: win.WPARAM, lparam: win.LPARAM) -> win.LRESULT {
- context = s.custom_context
- switch msg {
- case win.WM_DESTROY:
- win.PostQuitMessage(0)
- s.run = false
- case win.WM_CLOSE:
- s.run = false
- case win.WM_KEYDOWN:
- key := VK_MAP[wparam]
- s.keys_went_down[key] = true
- s.keys_is_held[key] = true
- case win.WM_KEYUP:
- key := VK_MAP[wparam]
- s.keys_is_held[key] = false
- s.keys_went_up[key] = true
- }
- return win.DefWindowProcW(hwnd, msg, wparam, lparam)
- }
- _shutdown :: proc() {
- }
- _set_internal_state :: proc(new_state: ^State) {
- s = new_state
- }
- Color_F32 :: [4]f32
- f32_color_from_color :: proc(color: Color) -> Color_F32 {
- return {
- f32(color.r) / 255,
- f32(color.g) / 255,
- f32(color.b) / 255,
- f32(color.a) / 255,
- }
- }
- _clear :: proc(color: Color) {
- c := f32_color_from_color(color)
- s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
- s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
- }
- _load_texture :: proc(filename: string) -> Texture {
- return {}
- }
- _destroy_texture :: proc(tex: Texture) {
- }
- _draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
- }
- _draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
- }
- _draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rot: f32, tint := WHITE) {
-
- }
- _draw_rectangle :: proc(rect: Rect, color: Color) {
- }
- _draw_rectangle_outline :: proc(rect: Rect, thickness: f32, color: Color) {
- }
- _draw_circle :: proc(center: Vec2, radius: f32, color: Color) {
- }
- _draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
- }
- _get_screen_width :: proc() -> int {
- return 0
- }
- _get_screen_height :: proc() -> int {
- return 0
- }
- _key_went_down :: proc(key: Keyboard_Key) -> bool {
- return s.keys_went_down[key]
- }
- _key_went_up :: proc(key: Keyboard_Key) -> bool {
- return s.keys_went_up[key]
- }
- _key_is_held :: proc(key: Keyboard_Key) -> bool {
- return s.keys_is_held[key]
- }
- _window_should_close :: proc() -> bool {
- return !s.run
- }
- _draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
- }
- _mouse_button_pressed :: proc(button: Mouse_Button) -> bool {
- return false
- }
- _mouse_button_released :: proc(button: Mouse_Button) -> bool {
- return false
- }
- _mouse_button_held :: proc(button: Mouse_Button) -> bool {
- return false
- }
- _mouse_wheel_delta :: proc() -> f32 {
- return 0
- }
- _mouse_position :: proc() -> Vec2 {
- return {}
- }
- _enable_scissor :: proc(x, y, w, h: int) {
- }
- _disable_scissor :: proc() {
- }
- _set_window_size :: proc(width: int, height: int) {
- }
- _set_window_position :: proc(x: int, y: int) {
- }
- _screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
- return pos
- }
- _set_camera :: proc(camera: Maybe(Camera)) {
- }
- _set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
- }
- _set_shader :: proc(shader: Maybe(Shader)) {
- }
- _process_events :: proc() {
- s.keys_went_up = {}
- s.keys_went_down = {}
- msg: win.MSG
- for win.PeekMessageW(&msg, nil, 0, 0, win.PM_REMOVE) {
- win.TranslateMessage(&msg)
- win.DispatchMessageW(&msg)
- }
- }
- _flush :: proc() {
- }
- _present :: proc(do_flush := true) {
- s.swapchain->Present(1, {})
- }
- _load_shader :: proc(vs: string, fs: string) -> Shader {
- return {}
- }
- _destroy_shader :: proc(shader: Shader) {
- }
- _get_shader_location :: proc(shader: Shader, uniform_name: string) -> int {
- return 0
- }
- _set_shader_value_f32 :: proc(shader: Shader, loc: int, val: f32) {
- }
- _set_shader_value_vec2 :: proc(shader: Shader, loc: int, val: Vec2) {
- }
- temp_cstring :: proc(str: string) -> cstring {
- return strings.clone_to_cstring(str, context.temp_allocator)
- }
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