/* nuklear - 1.32.0 - public domain */ #define COBJMACROS #define WIN32_LEAN_AND_MEAN #include #include #include #include #include #include #include #include #define WINDOW_WIDTH 800 #define WINDOW_HEIGHT 600 #define USER_TEXTURES 6 #define MAX_VERTEX_BUFFER 512 * 1024 #define MAX_INDEX_BUFFER 128 * 1024 #define NK_INCLUDE_FIXED_TYPES #define NK_INCLUDE_STANDARD_IO #define NK_INCLUDE_STANDARD_VARARGS #define NK_INCLUDE_DEFAULT_ALLOCATOR #define NK_INCLUDE_VERTEX_BUFFER_OUTPUT #define NK_INCLUDE_FONT_BAKING #define NK_INCLUDE_DEFAULT_FONT #define NK_IMPLEMENTATION #define NK_D3D12_IMPLEMENTATION #include "../../nuklear.h" #include "nuklear_d3d12.h" /* =============================================================== * * EXAMPLE * * ===============================================================*/ /* This are some code examples to provide a small overview of what can be * done with this library. To try out an example uncomment the defines */ /*#define INCLUDE_ALL */ /*#define INCLUDE_STYLE */ /*#define INCLUDE_CALCULATOR */ /*#define INCLUDE_CANVAS */ /*#define INCLUDE_OVERVIEW */ /*#define INCLUDE_NODE_EDITOR */ #ifdef INCLUDE_ALL #define INCLUDE_STYLE #define INCLUDE_CALCULATOR #define INCLUDE_CANVAS #define INCLUDE_OVERVIEW #define INCLUDE_NODE_EDITOR #endif #ifdef INCLUDE_STYLE #include "../../demo/common/style.c" #endif #ifdef INCLUDE_CALCULATOR #include "../../demo/common/calculator.c" #endif #ifdef INCLUDE_CANVAS #include "../../demo/common/canvas.c" #endif #ifdef INCLUDE_OVERVIEW #include "../../demo/common/overview.c" #endif #ifdef INCLUDE_NODE_EDITOR #include "../../demo/common/node_editor.c" #endif /* =============================================================== * * DEMO * * ===============================================================*/ /* DXGI & Window related device objects */ static IDXGIFactory2 *dxgi_factory; static IDXGISwapChain1 *swap_chain; static ID3D12DescriptorHeap *rtv_descriptor_heap; static D3D12_CPU_DESCRIPTOR_HANDLE rtv_handles[2]; static ID3D12Resource *rtv_buffers[2]; static UINT rtv_desc_increment; static UINT rtv_index; /* DirectX common device objects */ static ID3D12Device *device; static ID3D12CommandQueue *command_queue; static ID3D12Fence *queue_fence; static UINT64 fence_value; static ID3D12CommandAllocator *command_allocator; static ID3D12GraphicsCommandList *command_list; static void signal_and_wait() { HRESULT hr; /* Signal fence when execution finishes */ hr = ID3D12CommandQueue_Signal(command_queue, queue_fence, ++fence_value); assert(SUCCEEDED(hr)); /* Wait for queue to finish */ while(ID3D12Fence_GetCompletedValue(queue_fence) != fence_value) { SwitchToThread(); /* Allow windows to do other work */ } } static void execute_commands() { /* Prepare command list for execution */ ID3D12GraphicsCommandList_Close(command_list); /* Execute on command queue */ ID3D12CommandList* cmd_lists[] = { (ID3D12CommandList*)command_list}; ID3D12CommandQueue_ExecuteCommandLists(command_queue, 1, cmd_lists); /* Wait for execution */ signal_and_wait(); /* Reset command allocator and list */ ID3D12CommandAllocator_Reset(command_allocator); ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL); } static void get_swap_chain_buffers() { HRESULT hr; D3D12_CPU_DESCRIPTOR_HANDLE descriptor_handle; /* Get resource objects from swap chain */ hr = IDXGISwapChain1_GetBuffer(swap_chain, 0, &IID_ID3D12Resource, &rtv_buffers[0]); assert(SUCCEEDED(hr)); hr = IDXGISwapChain1_GetBuffer(swap_chain, 1, &IID_ID3D12Resource, &rtv_buffers[1]); assert(SUCCEEDED(hr)); /* Recreate render target views */ ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_descriptor_heap, &descriptor_handle); ID3D12Device_CreateRenderTargetView(device, rtv_buffers[0], NULL, descriptor_handle); rtv_handles[0] = descriptor_handle; descriptor_handle.ptr += rtv_desc_increment; ID3D12Device_CreateRenderTargetView(device, rtv_buffers[1], NULL, descriptor_handle); rtv_handles[1] = descriptor_handle; } static void set_swap_chain_size(int width, int height) { HRESULT hr; /* Wait for pending work */ signal_and_wait(); signal_and_wait(); /* Two times because we have two buffers in flight */ /* Release all open refereces to the buffers */ ID3D12Resource_Release(rtv_buffers[0]); ID3D12Resource_Release(rtv_buffers[1]); /* DXGI can now perform resizing */ hr = IDXGISwapChain1_ResizeBuffers(swap_chain, 2, width, height, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH); assert(SUCCEEDED(hr)); /* Get references for the new resized buffers */ get_swap_chain_buffers(); /* Reset RTV index */ rtv_index = 0; } static LRESULT CALLBACK WindowProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam) { switch (msg) { case WM_DESTROY: PostQuitMessage(0); return 0; case WM_SIZE: if (swap_chain) { int width = LOWORD(lparam); int height = HIWORD(lparam); set_swap_chain_size(width, height); nk_d3d12_resize(width, height); } break; } if (nk_d3d12_handle_event(wnd, msg, wparam, lparam)) return 0; return DefWindowProcW(wnd, msg, wparam, lparam); } int main(void) { struct nk_context *ctx; struct nk_colorf bg; WNDCLASSW wc; RECT rect = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT }; DWORD style = WS_OVERLAPPEDWINDOW; DWORD exstyle = WS_EX_APPWINDOW; HWND wnd; int running = 1; HRESULT hr; D3D12_COMMAND_QUEUE_DESC command_queue_desc; DXGI_SWAP_CHAIN_DESC1 swap_chain_desc; D3D12_DESCRIPTOR_HEAP_DESC rtv_desc_heap_desc; /* Win32 */ memset(&wc, 0, sizeof(wc)); wc.style = CS_DBLCLKS; wc.lpfnWndProc = WindowProc; wc.hInstance = GetModuleHandleW(0); wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.lpszClassName = L"NuklearWindowClass"; RegisterClassW(&wc); AdjustWindowRectEx(&rect, style, FALSE, exstyle); wnd = CreateWindowExW(exstyle, wc.lpszClassName, L"Nuklear Direct3D 12 Demo", style | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, wc.hInstance, NULL); /* D3D12 setup */ /* Create default Device */ hr = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, &device); assert(SUCCEEDED(hr)); /* Create a command queue */ command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; command_queue_desc.NodeMask = 0; hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, &IID_ID3D12CommandQueue, &command_queue); assert(SUCCEEDED(hr)); /* Create a fence for command queue executions */ fence_value = 0; hr = ID3D12Device_CreateFence(device, fence_value, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, &queue_fence); assert(SUCCEEDED(hr)); /* Create a command allocator */ hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, &command_allocator); assert(SUCCEEDED(hr)); /* Create a command list that will use our allocator */ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList1, &command_list); assert(SUCCEEDED(hr)); /* DXGI Setup (Swap chain & resources) */ /* Create a descriptor heap for the back buffers */ rtv_desc_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; rtv_desc_heap_desc.NumDescriptors = 2; rtv_desc_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; rtv_desc_heap_desc.NodeMask = 0; hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_desc_heap_desc, &IID_ID3D12DescriptorHeap, &rtv_descriptor_heap); assert(SUCCEEDED(hr)); /* Get descriptor increment */ rtv_desc_increment = ID3D12Device_GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); /* Get the DXGI factory */ hr = CreateDXGIFactory1(&IID_IDXGIFactory2, &dxgi_factory); assert(SUCCEEDED(hr)); /* Create the swap chain */ swap_chain_desc.Width = WINDOW_WIDTH; swap_chain_desc.Height = WINDOW_HEIGHT; swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swap_chain_desc.Stereo = 0; swap_chain_desc.SampleDesc.Count = 1; swap_chain_desc.SampleDesc.Quality = 0; swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swap_chain_desc.BufferCount = 2; swap_chain_desc.Scaling = DXGI_SCALING_STRETCH; swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL ; swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE; swap_chain_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; hr = IDXGIFactory2_CreateSwapChainForHwnd(dxgi_factory, (IUnknown*)command_queue, wnd, &swap_chain_desc, NULL, NULL, &swap_chain); assert(SUCCEEDED(hr)); get_swap_chain_buffers(); /* GUI */ ctx = nk_d3d12_init(device, WINDOW_WIDTH, WINDOW_HEIGHT, MAX_VERTEX_BUFFER, MAX_INDEX_BUFFER, USER_TEXTURES); /* Load Fonts: if none of these are loaded a default font will be used */ /* Load Cursor: if you uncomment cursor loading please hide the cursor */ { struct nk_font_atlas *atlas; nk_d3d12_font_stash_begin(&atlas); /*struct nk_font *droid = nk_font_atlas_add_from_file(atlas, "../../extra_font/DroidSans.ttf", 14, 0);*/ /*struct nk_font *robot = nk_font_atlas_add_from_file(atlas, "../../extra_font/Roboto-Regular.ttf", 14, 0);*/ /*struct nk_font *future = nk_font_atlas_add_from_file(atlas, "../../extra_font/kenvector_future_thin.ttf", 13, 0);*/ /*struct nk_font *clean = nk_font_atlas_add_from_file(atlas, "../../extra_font/ProggyClean.ttf", 12, 0);*/ /*struct nk_font *tiny = nk_font_atlas_add_from_file(atlas, "../../extra_font/ProggyTiny.ttf", 10, 0);*/ /*struct nk_font *cousine = nk_font_atlas_add_from_file(atlas, "../../extra_font/Cousine-Regular.ttf", 13, 0);*/ nk_d3d12_font_stash_end(command_list); /*nk_style_load_all_cursors(ctx, atlas->cursors);*/ /*nk_style_set_font(ctx, &droid->handle)*/; } /* Execute the command list to make sure all texture (font) data has been uploaded */ execute_commands(); /* Now we can cleanup all resources consumed by font stashing that are no longer used */ nk_d3d12_font_stash_cleanup(); bg.r = 0.10f, bg.g = 0.18f, bg.b = 0.24f, bg.a = 1.0f; while (running) { /* Input */ MSG msg; nk_input_begin(ctx); while (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) running = 0; TranslateMessage(&msg); DispatchMessageW(&msg); } nk_input_end(ctx); /* GUI */ if (nk_begin(ctx, "Demo", nk_rect(50, 50, 230, 250), NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE| NK_WINDOW_MINIMIZABLE|NK_WINDOW_TITLE)) { enum {EASY, HARD}; static int op = EASY; static int property = 20; nk_layout_row_static(ctx, 30, 80, 1); if (nk_button_label(ctx, "button")) fprintf(stdout, "button pressed\n"); nk_layout_row_dynamic(ctx, 30, 2); if (nk_option_label(ctx, "easy", op == EASY)) op = EASY; if (nk_option_label(ctx, "hard", op == HARD)) op = HARD; nk_layout_row_dynamic(ctx, 22, 1); nk_property_int(ctx, "Compression:", 0, &property, 100, 10, 1); nk_layout_row_dynamic(ctx, 20, 1); nk_label(ctx, "background:", NK_TEXT_LEFT); nk_layout_row_dynamic(ctx, 25, 1); if (nk_combo_begin_color(ctx, nk_rgb_cf(bg), nk_vec2(nk_widget_width(ctx),400))) { nk_layout_row_dynamic(ctx, 120, 1); bg = nk_color_picker(ctx, bg, NK_RGBA); nk_layout_row_dynamic(ctx, 25, 1); bg.r = nk_propertyf(ctx, "#R:", 0, bg.r, 1.0f, 0.01f,0.005f); bg.g = nk_propertyf(ctx, "#G:", 0, bg.g, 1.0f, 0.01f,0.005f); bg.b = nk_propertyf(ctx, "#B:", 0, bg.b, 1.0f, 0.01f,0.005f); bg.a = nk_propertyf(ctx, "#A:", 0, bg.a, 1.0f, 0.01f,0.005f); nk_combo_end(ctx); } } nk_end(ctx); /* -------------- EXAMPLES ---------------- */ #ifdef INCLUDE_CALCULATOR calculator(ctx); #endif #ifdef INCLUDE_CANVAS canvas(ctx); #endif #ifdef INCLUDE_OVERVIEW overview(ctx); #endif #ifdef INCLUDE_NODE_EDITOR node_editor(ctx); #endif /* ----------------------------------------- */ /* Set rtv resource state */ D3D12_RESOURCE_BARRIER resource_barrier; resource_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; resource_barrier.Transition.pResource = rtv_buffers[rtv_index]; resource_barrier.Transition.Subresource = 0; resource_barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; resource_barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; resource_barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier); /* Clear and set the rtv */ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handles[rtv_index], &bg.r, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv_handles[rtv_index], FALSE, NULL); /* Draw */ nk_d3d12_render(command_list, NK_ANTI_ALIASING_ON); /* Bring the rtv resource back to present state */ resource_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; resource_barrier.Transition.pResource = rtv_buffers[rtv_index]; resource_barrier.Transition.Subresource = 0; resource_barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; resource_barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; resource_barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier); /* Execute command list and wait */ execute_commands(); /* Present frame */ hr = IDXGISwapChain2_Present(swap_chain, 1, 0); rtv_index = (rtv_index + 1) % 2; if (hr == DXGI_ERROR_DEVICE_RESET || hr == DXGI_ERROR_DEVICE_REMOVED) { /* to recover from this, you'll need to recreate device and all the resources */ MessageBoxW(NULL, L"D3D12 device is lost or removed!", L"Error", 0); break; } else if (hr == DXGI_STATUS_OCCLUDED) { /* window is not visible, so vsync won't work. Let's sleep a bit to reduce CPU usage */ Sleep(10); } assert(SUCCEEDED(hr)); } /* Nuklear shutdown */ nk_d3d12_shutdown(); /* D3D12 and DXGI shutdown */ signal_and_wait(); signal_and_wait(); /* Two times because we have two buffers in flight */ ID3D12Resource_Release(rtv_buffers[0]); ID3D12Resource_Release(rtv_buffers[1]); ID3D12DescriptorHeap_Release(rtv_descriptor_heap); IDXGISwapChain1_Release(swap_chain); IDXGIFactory2_Release(dxgi_factory); ID3D12GraphicsCommandList_Release(command_list); ID3D12CommandAllocator_Release(command_allocator); ID3D12CommandQueue_Release(command_queue); ID3D12Fence_Release(queue_fence); ID3D12Device_Release(device); /* win32 shutdown */ UnregisterClassW(wc.lpszClassName, wc.hInstance); return 0; }