Nuklear/demo/d3d12/main.c

432 lines
16 KiB
C

/* nuklear - 1.32.0 - public domain */
#define COBJMACROS
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <combaseapi.h>
#include <dxgi1_6.h>
#include <d3d12.h>
#include <stdio.h>
#include <string.h>
#include <limits.h>
#include <time.h>
#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;
}