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 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. s = new(State, allocator, loc)
  25. s.allocator = allocator
  26. s.custom_context = context
  27. CLASS_NAME :: "karl2d"
  28. instance := win32.HINSTANCE(win32.GetModuleHandleW(nil))
  29. s.run = true
  30. s.width = width
  31. s.height = height
  32. cls := win32.WNDCLASSW {
  33. lpfnWndProc = window_proc,
  34. lpszClassName = CLASS_NAME,
  35. hInstance = instance,
  36. hCursor = win32.LoadCursorA(nil, win32.IDC_ARROW),
  37. }
  38. win32.RegisterClassW(&cls)
  39. r: win32.RECT
  40. r.right = i32(width)
  41. r.bottom = i32(height)
  42. style := win32.WS_OVERLAPPEDWINDOW | win32.WS_VISIBLE
  43. win32.AdjustWindowRect(&r, style, false)
  44. hwnd := win32.CreateWindowW(CLASS_NAME,
  45. win32.utf8_to_wstring(title),
  46. style,
  47. 100, 10, r.right - r.left, r.bottom - r.top,
  48. nil, nil, instance, nil)
  49. assert(hwnd != nil, "Failed creating window")
  50. feature_levels := [?]d3d11.FEATURE_LEVEL{
  51. ._11_1,
  52. ._11_0,
  53. }
  54. base_device: ^d3d11.IDevice
  55. base_device_context: ^d3d11.IDeviceContext
  56. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  57. .BGRA_SUPPORT,
  58. }
  59. when ODIN_DEBUG {
  60. device_flags += { .DEBUG }
  61. }
  62. ch(d3d11.CreateDevice(
  63. nil,
  64. .HARDWARE,
  65. nil,
  66. device_flags,
  67. &feature_levels[0], len(feature_levels),
  68. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  69. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  70. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  71. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  72. dxgi_device: ^dxgi.IDevice
  73. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  74. base_device->Release()
  75. base_device_context->Release()
  76. dxgi_adapter: ^dxgi.IAdapter
  77. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  78. dxgi_device->Release()
  79. dxgi_factory: ^dxgi.IFactory2
  80. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  81. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  82. Format = .B8G8R8A8_UNORM,
  83. SampleDesc = {
  84. Count = 1,
  85. },
  86. BufferUsage = {.RENDER_TARGET_OUTPUT},
  87. BufferCount = 2,
  88. Scaling = .STRETCH,
  89. SwapEffect = .DISCARD,
  90. }
  91. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  92. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  93. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  94. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  95. s.framebuffer->GetDesc(&depth_buffer_desc)
  96. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  97. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  98. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  99. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  100. vs_blob: ^d3d11.IBlob
  101. vs_blob_errors: ^d3d11.IBlob
  102. 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))
  103. if vs_blob_errors != nil {
  104. log.error("Failed compiling shader:")
  105. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  106. }
  107. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &s.vertex_shader))
  108. input_element_desc := [?]d3d11.INPUT_ELEMENT_DESC{
  109. { "POS", 0, .R32G32_FLOAT, 0, 0, .VERTEX_DATA, 0 },
  110. { "UV", 0, .R32G32_FLOAT, 0, d3d11.APPEND_ALIGNED_ELEMENT, .VERTEX_DATA, 0 },
  111. { "COL", 0, .R8G8B8A8_UNORM, 0, d3d11.APPEND_ALIGNED_ELEMENT, .VERTEX_DATA, 0 },
  112. }
  113. ch(s.device->CreateInputLayout(&input_element_desc[0], len(input_element_desc), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &s.input_layout))
  114. ps_blob: ^d3d11.IBlob
  115. ps_blob_errors: ^d3d11.IBlob
  116. 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))
  117. if ps_blob_errors != nil {
  118. log.error("Failed compiling shader:")
  119. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  120. }
  121. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &s.pixel_shader))
  122. rasterizer_desc := d3d11.RASTERIZER_DESC{
  123. FillMode = .SOLID,
  124. CullMode = .BACK,
  125. }
  126. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  127. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  128. DepthEnable = false,
  129. DepthWriteMask = .ALL,
  130. DepthFunc = .LESS,
  131. }
  132. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  133. constant_buffer_desc := d3d11.BUFFER_DESC{
  134. ByteWidth = size_of(Constants),
  135. Usage = .DYNAMIC,
  136. BindFlags = {.CONSTANT_BUFFER},
  137. CPUAccessFlags = {.WRITE},
  138. }
  139. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &s.constant_buffer))
  140. vertex_buffer_desc := d3d11.BUFFER_DESC{
  141. ByteWidth = VERTEX_BUFFER_MAX * size_of(Vertex),
  142. Usage = .DYNAMIC,
  143. BindFlags = {.VERTEX_BUFFER},
  144. CPUAccessFlags = {.WRITE},
  145. }
  146. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  147. s.vertex_buffer_cpu = make([]Vertex, VERTEX_BUFFER_MAX, allocator, loc)
  148. blend_desc := d3d11.BLEND_DESC {
  149. RenderTarget = {
  150. 0 = {
  151. BlendEnable = true,
  152. SrcBlend = .SRC_ALPHA,
  153. DestBlend = .INV_SRC_ALPHA,
  154. BlendOp = .ADD,
  155. SrcBlendAlpha = .ONE,
  156. DestBlendAlpha = .ZERO,
  157. BlendOpAlpha = .ADD,
  158. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  159. },
  160. },
  161. }
  162. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  163. s.proj_matrix = make_default_projection(s.width, s.height)
  164. s.view_matrix = 1
  165. sampler_desc := d3d11.SAMPLER_DESC{
  166. Filter = .MIN_MAG_MIP_POINT,
  167. AddressU = .WRAP,
  168. AddressV = .WRAP,
  169. AddressW = .WRAP,
  170. ComparisonFunc = .NEVER,
  171. }
  172. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  173. white_rect: [16*16*4]u8
  174. slice.fill(white_rect[:], 255)
  175. s.shape_drawing_texture = _load_texture_from_memory(white_rect[:], 16, 16)
  176. return s
  177. }
  178. shader_hlsl :: #load("shader.hlsl")
  179. Vertex :: struct {
  180. pos: Vec2,
  181. uv: Vec2,
  182. color: Color,
  183. }
  184. s: ^State
  185. VERTEX_BUFFER_MAX :: 10000
  186. Texture_Handle :: distinct hm.Handle
  187. TEXTURE_NONE :: Texture_Handle {}
  188. State :: struct {
  189. swapchain: ^dxgi.ISwapChain1,
  190. framebuffer_view: ^d3d11.IRenderTargetView,
  191. depth_buffer_view: ^d3d11.IDepthStencilView,
  192. device_context: ^d3d11.IDeviceContext,
  193. constant_buffer: ^d3d11.IBuffer,
  194. vertex_shader: ^d3d11.IVertexShader,
  195. pixel_shader: ^d3d11.IPixelShader,
  196. depth_stencil_state: ^d3d11.IDepthStencilState,
  197. rasterizer_state: ^d3d11.IRasterizerState,
  198. input_layout: ^d3d11.IInputLayout,
  199. device: ^d3d11.IDevice,
  200. depth_buffer: ^d3d11.ITexture2D,
  201. framebuffer: ^d3d11.ITexture2D,
  202. blend_state: ^d3d11.IBlendState,
  203. shape_drawing_texture: Texture,
  204. sampler_state: ^d3d11.ISamplerState,
  205. textures: hm.Handle_Map(_Texture, Texture_Handle, 1024*10),
  206. info_queue: ^d3d11.IInfoQueue,
  207. vertex_buffer_gpu: ^d3d11.IBuffer,
  208. vertex_buffer_cpu: []Vertex,
  209. vertex_buffer_cpu_count: int,
  210. vertex_buffer_offset: int,
  211. run: bool,
  212. custom_context: runtime.Context,
  213. allocator: runtime.Allocator,
  214. batch_texture: Texture_Handle,
  215. batch_camera: Maybe(Camera),
  216. width: int,
  217. height: int,
  218. keys_went_down: #sparse [Keyboard_Key]bool,
  219. keys_went_up: #sparse [Keyboard_Key]bool,
  220. keys_is_held: #sparse [Keyboard_Key]bool,
  221. view_matrix: matrix[4,4]f32,
  222. proj_matrix: matrix[4,4]f32,
  223. }
  224. VK_MAP := [255]Keyboard_Key {
  225. win32.VK_A = .A,
  226. win32.VK_B = .B,
  227. win32.VK_C = .C,
  228. win32.VK_D = .D,
  229. win32.VK_E = .E,
  230. win32.VK_F = .F,
  231. win32.VK_G = .G,
  232. win32.VK_H = .H,
  233. win32.VK_I = .I,
  234. win32.VK_J = .J,
  235. win32.VK_K = .K,
  236. win32.VK_L = .L,
  237. win32.VK_M = .M,
  238. win32.VK_N = .N,
  239. win32.VK_O = .O,
  240. win32.VK_P = .P,
  241. win32.VK_Q = .Q,
  242. win32.VK_R = .R,
  243. win32.VK_S = .S,
  244. win32.VK_T = .T,
  245. win32.VK_U = .U,
  246. win32.VK_V = .V,
  247. win32.VK_W = .W,
  248. win32.VK_X = .X,
  249. win32.VK_Y = .Y,
  250. win32.VK_Z = .Z,
  251. win32.VK_LEFT = .Left,
  252. win32.VK_RIGHT = .Right,
  253. win32.VK_UP = .Up,
  254. win32.VK_DOWN = .Down,
  255. }
  256. window_proc :: proc "stdcall" (hwnd: win32.HWND, msg: win32.UINT, wparam: win32.WPARAM, lparam: win32.LPARAM) -> win32.LRESULT {
  257. context = s.custom_context
  258. switch msg {
  259. case win32.WM_DESTROY:
  260. win32.PostQuitMessage(0)
  261. s.run = false
  262. case win32.WM_CLOSE:
  263. s.run = false
  264. case win32.WM_KEYDOWN:
  265. key := VK_MAP[wparam]
  266. s.keys_went_down[key] = true
  267. s.keys_is_held[key] = true
  268. case win32.WM_KEYUP:
  269. key := VK_MAP[wparam]
  270. s.keys_is_held[key] = false
  271. s.keys_went_up[key] = true
  272. }
  273. return win32.DefWindowProcW(hwnd, msg, wparam, lparam)
  274. }
  275. _shutdown :: proc() {
  276. _destroy_texture(s.shape_drawing_texture)
  277. s.sampler_state->Release()
  278. s.framebuffer_view->Release()
  279. s.depth_buffer_view->Release()
  280. s.depth_buffer->Release()
  281. s.framebuffer->Release()
  282. s.device_context->Release()
  283. s.vertex_buffer_gpu->Release()
  284. s.constant_buffer->Release()
  285. s.vertex_shader->Release()
  286. s.pixel_shader->Release()
  287. s.depth_stencil_state->Release()
  288. s.rasterizer_state->Release()
  289. s.input_layout->Release()
  290. s.swapchain->Release()
  291. s.blend_state->Release()
  292. delete(s.vertex_buffer_cpu, s.allocator)
  293. when ODIN_DEBUG {
  294. debug: ^d3d11.IDebug
  295. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  296. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  297. log_messages()
  298. }
  299. debug->Release()
  300. }
  301. s.device->Release()
  302. s.info_queue->Release()
  303. a := s.allocator
  304. free(s, a)
  305. s = nil
  306. }
  307. _set_internal_state :: proc(new_state: ^State) {
  308. s = new_state
  309. }
  310. Color_F32 :: [4]f32
  311. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  312. return {
  313. f32(color.r) / 255,
  314. f32(color.g) / 255,
  315. f32(color.b) / 255,
  316. f32(color.a) / 255,
  317. }
  318. }
  319. _clear :: proc(color: Color) {
  320. c := f32_color_from_color(color)
  321. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  322. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  323. }
  324. _Texture :: struct {
  325. handle: Texture_Handle,
  326. tex: ^d3d11.ITexture2D,
  327. view: ^d3d11.IShaderResourceView,
  328. }
  329. _load_texture_from_file :: proc(filename: string) -> Texture {
  330. img, img_err := image.load_from_file(filename, options = {.alpha_add_if_missing}, allocator = context.temp_allocator)
  331. if img_err != nil {
  332. log.errorf("Error loading texture %v: %v", filename, img_err)
  333. return {}
  334. }
  335. log.info(img.channels)
  336. return _load_texture_from_memory(img.pixels.buf[:], img.width, img.height)
  337. }
  338. _load_texture_from_memory :: proc(data: []u8, width: int, height: int) -> Texture {
  339. texture_desc := d3d11.TEXTURE2D_DESC{
  340. Width = u32(width),
  341. Height = u32(height),
  342. MipLevels = 1,
  343. ArraySize = 1,
  344. // TODO: _SRGB or not?
  345. Format = .R8G8B8A8_UNORM,
  346. SampleDesc = {Count = 1},
  347. Usage = .IMMUTABLE,
  348. BindFlags = {.SHADER_RESOURCE},
  349. }
  350. texture_data := d3d11.SUBRESOURCE_DATA{
  351. pSysMem = raw_data(data),
  352. SysMemPitch = u32(width * 4),
  353. }
  354. texture: ^d3d11.ITexture2D
  355. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  356. texture_view: ^d3d11.IShaderResourceView
  357. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  358. tex := _Texture {
  359. tex = texture,
  360. view = texture_view,
  361. }
  362. handle := hm.add(&s.textures, tex)
  363. return {
  364. id = handle,
  365. width = width,
  366. height = height,
  367. }
  368. }
  369. _destroy_texture :: proc(tex: Texture) {
  370. if t := hm.get(&s.textures, tex.id); t != nil {
  371. t.tex->Release()
  372. t.view->Release()
  373. }
  374. hm.remove(&s.textures, tex.id)
  375. }
  376. _draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
  377. _draw_texture_ex(
  378. tex,
  379. {0, 0, f32(tex.width), f32(tex.height)},
  380. {pos.x, pos.y, f32(tex.width), f32(tex.height)},
  381. {},
  382. 0,
  383. tint,
  384. )
  385. }
  386. _draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
  387. _draw_texture_ex(
  388. tex,
  389. rect,
  390. {pos.x, pos.y, rect.w, rect.h},
  391. {},
  392. 0,
  393. tint,
  394. )
  395. }
  396. batch_vertex :: proc(v: Vec2, uv: Vec2, color: Color) {
  397. v := v
  398. if s.vertex_buffer_cpu_count == len(s.vertex_buffer_cpu) {
  399. panic("Must dispatch here")
  400. }
  401. s.vertex_buffer_cpu[s.vertex_buffer_cpu_count] = {
  402. pos = v,
  403. uv = uv,
  404. color = color,
  405. }
  406. s.vertex_buffer_cpu_count += 1
  407. }
  408. _draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rot: f32, tint := WHITE) {
  409. if tex.width == 0 || tex.height == 0 {
  410. return
  411. }
  412. if s.batch_texture != TEXTURE_NONE && s.batch_texture != tex.id {
  413. _draw_current_batch()
  414. }
  415. r := dst
  416. r.x -= origin.x
  417. r.y -= origin.y
  418. s.batch_texture = tex.id
  419. tl, tr, bl, br: Vec2
  420. // Rotation adapted from Raylib's "DrawTexturePro"
  421. if rot == 0 {
  422. x := dst.x - origin.x
  423. y := dst.y - origin.y
  424. tl = { x, y }
  425. tr = { x + dst.w, y }
  426. bl = { x, y + dst.h }
  427. br = { x + dst.w, y + dst.h }
  428. } else {
  429. sin_rot := math.sin(rot * math.RAD_PER_DEG)
  430. cos_rot := math.cos(rot * math.RAD_PER_DEG)
  431. x := dst.x
  432. y := dst.y
  433. dx := -origin.x
  434. dy := -origin.y
  435. tl = {
  436. x + dx * cos_rot - dy * sin_rot,
  437. y + dx * sin_rot + dy * cos_rot,
  438. }
  439. tr = {
  440. x + (dx + dst.w) * cos_rot - dy * sin_rot,
  441. y + (dx + dst.w) * sin_rot + dy * cos_rot,
  442. }
  443. bl = {
  444. x + dx * cos_rot - (dy + dst.h) * sin_rot,
  445. y + dx * sin_rot + (dy + dst.h) * cos_rot,
  446. }
  447. br = {
  448. x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
  449. y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
  450. }
  451. }
  452. ts := Vec2{f32(tex.width), f32(tex.height)}
  453. up := Vec2{src.x, src.y} / ts
  454. us := Vec2{src.w, src.h} / ts
  455. c := tint
  456. batch_vertex(tl, up, c)
  457. batch_vertex(tr, up + {us.x, 0}, c)
  458. batch_vertex(br, up + us, c)
  459. batch_vertex(tl, up, c)
  460. batch_vertex(br, up + us, c)
  461. batch_vertex(bl, up + {0, us.y}, c)
  462. }
  463. _draw_rectangle :: proc(r: Rect, c: Color) {
  464. if s.batch_texture != TEXTURE_NONE && s.batch_texture != s.shape_drawing_texture.id {
  465. _draw_current_batch()
  466. }
  467. s.batch_texture = s.shape_drawing_texture.id
  468. batch_vertex({r.x, r.y}, {0, 0}, c)
  469. batch_vertex({r.x + r.w, r.y}, {1, 0}, c)
  470. batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
  471. batch_vertex({r.x, r.y}, {0, 0}, c)
  472. batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
  473. batch_vertex({r.x, r.y + r.h}, {0, 1}, c)
  474. }
  475. _draw_rectangle_outline :: proc(r: Rect, thickness: f32, color: Color) {
  476. t := thickness
  477. // Based on DrawRectangleLinesEx from Raylib
  478. top := Rect {
  479. r.x,
  480. r.y,
  481. r.w,
  482. t,
  483. }
  484. bottom := Rect {
  485. r.x,
  486. r.y + r.h - t,
  487. r.w,
  488. t,
  489. }
  490. left := Rect {
  491. r.x,
  492. r.y + t,
  493. t,
  494. r.h - t * 2,
  495. }
  496. right := Rect {
  497. r.x + r.w - t,
  498. r.y + t,
  499. t,
  500. r.h - t * 2,
  501. }
  502. _draw_rectangle(top, color)
  503. _draw_rectangle(bottom, color)
  504. _draw_rectangle(left, color)
  505. _draw_rectangle(right, color)
  506. }
  507. _draw_circle :: proc(center: Vec2, radius: f32, color: Color) {
  508. }
  509. _draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
  510. }
  511. _get_screen_width :: proc() -> int {
  512. return 0
  513. }
  514. _get_screen_height :: proc() -> int {
  515. return 0
  516. }
  517. _key_went_down :: proc(key: Keyboard_Key) -> bool {
  518. return s.keys_went_down[key]
  519. }
  520. _key_went_up :: proc(key: Keyboard_Key) -> bool {
  521. return s.keys_went_up[key]
  522. }
  523. _key_is_held :: proc(key: Keyboard_Key) -> bool {
  524. return s.keys_is_held[key]
  525. }
  526. _window_should_close :: proc() -> bool {
  527. return !s.run
  528. }
  529. _draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
  530. }
  531. _mouse_button_pressed :: proc(button: Mouse_Button) -> bool {
  532. return false
  533. }
  534. _mouse_button_released :: proc(button: Mouse_Button) -> bool {
  535. return false
  536. }
  537. _mouse_button_held :: proc(button: Mouse_Button) -> bool {
  538. return false
  539. }
  540. _mouse_wheel_delta :: proc() -> f32 {
  541. return 0
  542. }
  543. _mouse_position :: proc() -> Vec2 {
  544. return {}
  545. }
  546. _enable_scissor :: proc(x, y, w, h: int) {
  547. }
  548. _disable_scissor :: proc() {
  549. }
  550. _set_window_size :: proc(width: int, height: int) {
  551. }
  552. _set_window_position :: proc(x: int, y: int) {
  553. }
  554. _screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  555. return pos
  556. }
  557. Vec3 :: [3]f32
  558. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  559. return {
  560. v.x, v.y, 0,
  561. }
  562. }
  563. _set_camera :: proc(camera: Maybe(Camera)) {
  564. if camera == s.batch_camera {
  565. return
  566. }
  567. s.batch_camera = camera
  568. _draw_current_batch()
  569. if c, c_ok := camera.?; c_ok {
  570. origin_trans :=linalg.matrix4_translate(vec3_from_vec2(-c.origin))
  571. translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
  572. rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  573. camera_matrix := translate * rot * origin_trans
  574. s.view_matrix = linalg.inverse(camera_matrix)
  575. s.proj_matrix = make_default_projection(s.width, s.height)
  576. s.proj_matrix[0, 0] *= c.zoom
  577. s.proj_matrix[1, 1] *= c.zoom
  578. } else {
  579. s.proj_matrix = make_default_projection(s.width, s.height)
  580. s.view_matrix = 1
  581. }
  582. }
  583. _set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
  584. }
  585. _set_shader :: proc(shader: Maybe(Shader)) {
  586. }
  587. _process_events :: proc() {
  588. s.keys_went_up = {}
  589. s.keys_went_down = {}
  590. msg: win32.MSG
  591. for win32.PeekMessageW(&msg, nil, 0, 0, win32.PM_REMOVE) {
  592. win32.TranslateMessage(&msg)
  593. win32.DispatchMessageW(&msg)
  594. }
  595. }
  596. _draw_current_batch :: proc() {
  597. if s.vertex_buffer_cpu_count == 0 {
  598. return
  599. }
  600. viewport := d3d11.VIEWPORT{
  601. 0, 0,
  602. f32(s.width), f32(s.height),
  603. 0, 1,
  604. }
  605. dc := s.device_context
  606. vb_data: d3d11.MAPPED_SUBRESOURCE
  607. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  608. {
  609. gpu_map := slice.from_ptr((^Vertex)(vb_data.pData), VERTEX_BUFFER_MAX)
  610. copy(
  611. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_cpu_count],
  612. s.vertex_buffer_cpu[s.vertex_buffer_offset:s.vertex_buffer_cpu_count],
  613. )
  614. }
  615. dc->Unmap(s.vertex_buffer_gpu, 0)
  616. cb_data: d3d11.MAPPED_SUBRESOURCE
  617. ch(dc->Map(s.constant_buffer, 0, .WRITE_DISCARD, {}, &cb_data))
  618. {
  619. constants := (^Constants)(cb_data.pData)
  620. constants.mvp = s.proj_matrix * s.view_matrix
  621. }
  622. dc->Unmap(s.constant_buffer, 0)
  623. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  624. dc->IASetInputLayout(s.input_layout)
  625. vertex_buffer_offset := u32(0)
  626. vertex_buffer_stride := u32(size_of(Vertex))
  627. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  628. dc->VSSetShader(s.vertex_shader, nil, 0)
  629. dc->VSSetConstantBuffers(0, 1, &s.constant_buffer)
  630. dc->RSSetViewports(1, &viewport)
  631. dc->RSSetState(s.rasterizer_state)
  632. dc->PSSetShader(s.pixel_shader, nil, 0)
  633. if t := hm.get(&s.textures, s.batch_texture); t != nil {
  634. dc->PSSetShaderResources(0, 1, &t.view)
  635. }
  636. dc->PSSetSamplers(0, 1, &s.sampler_state)
  637. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  638. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  639. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  640. dc->Draw(u32(s.vertex_buffer_cpu_count - s.vertex_buffer_offset), u32(s.vertex_buffer_offset))
  641. s.vertex_buffer_offset = s.vertex_buffer_cpu_count
  642. log_messages()
  643. }
  644. Constants :: struct #align (16) {
  645. mvp: matrix[4, 4]f32,
  646. }
  647. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  648. return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  649. }
  650. _present :: proc() {
  651. _draw_current_batch()
  652. ch(s.swapchain->Present(1, {}))
  653. s.vertex_buffer_offset = 0
  654. s.vertex_buffer_cpu_count = 0
  655. }
  656. _load_shader :: proc(vs: string, fs: string) -> Shader {
  657. return {}
  658. }
  659. _destroy_shader :: proc(shader: Shader) {
  660. }
  661. _get_shader_location :: proc(shader: Shader, uniform_name: string) -> int {
  662. return 0
  663. }
  664. _set_shader_value_f32 :: proc(shader: Shader, loc: int, val: f32) {
  665. }
  666. _set_shader_value_vec2 :: proc(shader: Shader, loc: int, val: Vec2) {
  667. }
  668. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  669. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  670. }
  671. // CHeck win errors and print message log if there is any error
  672. ch :: proc(hr: win32.HRESULT, loc := #caller_location) -> win32.HRESULT {
  673. if hr >= 0 {
  674. return hr
  675. }
  676. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  677. log_messages(loc)
  678. return hr
  679. }
  680. log_messages :: proc(loc := #caller_location) {
  681. iq := s.info_queue
  682. if iq == nil {
  683. return
  684. }
  685. n := iq->GetNumStoredMessages()
  686. longest_msg: d3d11.SIZE_T
  687. for i in 0..=n {
  688. msglen: d3d11.SIZE_T
  689. iq->GetMessage(i, nil, &msglen)
  690. if msglen > longest_msg {
  691. longest_msg = msglen
  692. }
  693. }
  694. if longest_msg > 0 {
  695. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  696. for i in 0..=n {
  697. msglen: d3d11.SIZE_T
  698. iq->GetMessage(i, nil, &msglen)
  699. if msglen > 0 {
  700. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  701. iq->GetMessage(i, msg, &msglen)
  702. log.error(msg.pDescription, location = loc)
  703. }
  704. }
  705. }
  706. iq->ClearStoredMessages()
  707. }