446 lines
16 KiB
C
446 lines
16 KiB
C
/* nuklear - 1.32.0 - public domain */
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#define COBJMACROS
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <combaseapi.h>
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#include <dxgi1_6.h>
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#include <d3d12.h>
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#include <stdio.h>
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#include <string.h>
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#include <limits.h>
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#include <time.h>
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 600
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#define USER_TEXTURES 6
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#define MAX_VERTEX_BUFFER 512 * 1024
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#define MAX_INDEX_BUFFER 128 * 1024
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#define NK_INCLUDE_FIXED_TYPES
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#define NK_INCLUDE_STANDARD_IO
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#define NK_INCLUDE_STANDARD_VARARGS
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#define NK_INCLUDE_DEFAULT_ALLOCATOR
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#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
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#define NK_INCLUDE_FONT_BAKING
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#define NK_INCLUDE_DEFAULT_FONT
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#define NK_IMPLEMENTATION
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#define NK_D3D12_IMPLEMENTATION
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#include "../../nuklear.h"
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#include "nuklear_d3d12.h"
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/* ===============================================================
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*
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* EXAMPLE
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*
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* ===============================================================*/
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/* This are some code examples to provide a small overview of what can be
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* done with this library. To try out an example uncomment the defines */
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/*#define INCLUDE_ALL */
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/*#define INCLUDE_STYLE */
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/*#define INCLUDE_CALCULATOR */
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/*#define INCLUDE_CANVAS */
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/*#define INCLUDE_OVERVIEW */
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/*#define INCLUDE_NODE_EDITOR */
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#ifdef INCLUDE_ALL
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#define INCLUDE_STYLE
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#define INCLUDE_CALCULATOR
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#define INCLUDE_CANVAS
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#define INCLUDE_OVERVIEW
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#define INCLUDE_NODE_EDITOR
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#endif
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#ifdef INCLUDE_STYLE
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#include "../../demo/common/style.c"
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#endif
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#ifdef INCLUDE_CALCULATOR
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#include "../../demo/common/calculator.c"
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#endif
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#ifdef INCLUDE_CANVAS
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#include "../../demo/common/canvas.c"
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#endif
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#ifdef INCLUDE_OVERVIEW
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#include "../../demo/common/overview.c"
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#endif
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#ifdef INCLUDE_NODE_EDITOR
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#include "../../demo/common/node_editor.c"
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#endif
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/* ===============================================================
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*
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* DEMO
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*
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* ===============================================================*/
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/* DXGI & Window related device objects */
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static IDXGIFactory2 *dxgi_factory;
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static IDXGISwapChain1 *swap_chain;
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static ID3D12DescriptorHeap *rtv_descriptor_heap;
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static D3D12_CPU_DESCRIPTOR_HANDLE rtv_handles[2];
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static ID3D12Resource *rtv_buffers[2];
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static UINT rtv_desc_increment;
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static UINT rtv_index;
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/* DirectX common device objects */
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static ID3D12Device *device;
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static ID3D12CommandQueue *command_queue;
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static ID3D12Fence *queue_fence;
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static UINT64 fence_value;
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static ID3D12CommandAllocator *command_allocator;
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static ID3D12GraphicsCommandList *command_list;
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static void signal_and_wait()
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{
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HRESULT hr;
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/* Signal fence when execution finishes */
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hr = ID3D12CommandQueue_Signal(command_queue, queue_fence, ++fence_value);
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assert(SUCCEEDED(hr));
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/* Wait for queue to finish */
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while(ID3D12Fence_GetCompletedValue(queue_fence) != fence_value)
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{
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SwitchToThread(); /* Allow windows to do other work */
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}
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}
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static void execute_commands()
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{
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/* Prepare command list for execution */
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ID3D12GraphicsCommandList_Close(command_list);
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/* Execute on command queue */
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ID3D12CommandList* cmd_lists[] = { (ID3D12CommandList*)command_list};
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ID3D12CommandQueue_ExecuteCommandLists(command_queue, 1, cmd_lists);
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/* Wait for execution */
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signal_and_wait();
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/* Reset command allocator and list */
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ID3D12CommandAllocator_Reset(command_allocator);
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ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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}
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static void get_swap_chain_buffers()
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{
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HRESULT hr;
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D3D12_CPU_DESCRIPTOR_HANDLE descriptor_handle;
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/* Get resource objects from swap chain */
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hr = IDXGISwapChain1_GetBuffer(swap_chain, 0, &IID_ID3D12Resource, &rtv_buffers[0]);
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assert(SUCCEEDED(hr));
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hr = IDXGISwapChain1_GetBuffer(swap_chain, 1, &IID_ID3D12Resource, &rtv_buffers[1]);
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assert(SUCCEEDED(hr));
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/* Recreate render target views */
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_descriptor_heap, &descriptor_handle);
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ID3D12Device_CreateRenderTargetView(device, rtv_buffers[0], NULL, descriptor_handle);
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rtv_handles[0] = descriptor_handle;
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descriptor_handle.ptr += rtv_desc_increment;
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ID3D12Device_CreateRenderTargetView(device, rtv_buffers[1], NULL, descriptor_handle);
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rtv_handles[1] = descriptor_handle;
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}
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static void
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set_swap_chain_size(int width, int height)
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{
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HRESULT hr;
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/* Wait for pending work */
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signal_and_wait();
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signal_and_wait(); /* Two times because we have two buffers in flight */
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/* Release all open refereces to the buffers */
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ID3D12Resource_Release(rtv_buffers[0]);
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ID3D12Resource_Release(rtv_buffers[1]);
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/* DXGI can now perform resizing */
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hr = IDXGISwapChain1_ResizeBuffers(swap_chain, 2, width, height, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
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assert(SUCCEEDED(hr));
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/* Get references for the new resized buffers */
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get_swap_chain_buffers();
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/* Reset RTV index */
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rtv_index = 0;
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}
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static LRESULT CALLBACK
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WindowProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
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{
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switch (msg)
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{
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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case WM_SIZE:
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if (swap_chain)
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{
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int width = LOWORD(lparam);
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int height = HIWORD(lparam);
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set_swap_chain_size(width, height);
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nk_d3d12_resize(width, height);
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}
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break;
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}
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if (nk_d3d12_handle_event(wnd, msg, wparam, lparam))
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return 0;
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return DefWindowProcW(wnd, msg, wparam, lparam);
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}
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int main(void)
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{
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struct nk_context *ctx;
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struct nk_colorf bg;
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WNDCLASSW wc;
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RECT rect = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT };
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DWORD style = WS_OVERLAPPEDWINDOW;
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DWORD exstyle = WS_EX_APPWINDOW;
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HWND wnd;
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int running = 1;
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HRESULT hr;
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D3D12_COMMAND_QUEUE_DESC command_queue_desc;
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DXGI_SWAP_CHAIN_DESC1 swap_chain_desc;
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D3D12_DESCRIPTOR_HEAP_DESC rtv_desc_heap_desc;
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/* Win32 */
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memset(&wc, 0, sizeof(wc));
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wc.style = CS_DBLCLKS;
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wc.lpfnWndProc = WindowProc;
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wc.hInstance = GetModuleHandleW(0);
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wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.lpszClassName = L"NuklearWindowClass";
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RegisterClassW(&wc);
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AdjustWindowRectEx(&rect, style, FALSE, exstyle);
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wnd = CreateWindowExW(exstyle, wc.lpszClassName, L"Nuklear Direct3D 12 Demo",
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style | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT,
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rect.right - rect.left, rect.bottom - rect.top,
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NULL, NULL, wc.hInstance, NULL);
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/* D3D12 setup */
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/* Create default Device */
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hr = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, &device);
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assert(SUCCEEDED(hr));
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/* Create a command queue */
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command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
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command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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command_queue_desc.NodeMask = 0;
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hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, &IID_ID3D12CommandQueue, &command_queue);
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assert(SUCCEEDED(hr));
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/* Create a fence for command queue executions */
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fence_value = 0;
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hr = ID3D12Device_CreateFence(device, fence_value, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, &queue_fence);
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assert(SUCCEEDED(hr));
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/* Create a command allocator */
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hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, &command_allocator);
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assert(SUCCEEDED(hr));
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/* Create a command list that will use our allocator */
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList1, &command_list);
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assert(SUCCEEDED(hr));
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/* DXGI Setup (Swap chain & resources) */
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/* Create a descriptor heap for the back buffers */
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rtv_desc_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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rtv_desc_heap_desc.NumDescriptors = 2;
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rtv_desc_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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rtv_desc_heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_desc_heap_desc, &IID_ID3D12DescriptorHeap, &rtv_descriptor_heap);
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assert(SUCCEEDED(hr));
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/* Get descriptor increment */
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rtv_desc_increment = ID3D12Device_GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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/* Get the DXGI factory */
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hr = CreateDXGIFactory1(&IID_IDXGIFactory2, &dxgi_factory);
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assert(SUCCEEDED(hr));
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/* Create the swap chain */
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swap_chain_desc.Width = WINDOW_WIDTH;
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swap_chain_desc.Height = WINDOW_HEIGHT;
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swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swap_chain_desc.Stereo = 0;
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swap_chain_desc.SampleDesc.Count = 1;
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swap_chain_desc.SampleDesc.Quality = 0;
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.BufferCount = 2;
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swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL ;
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swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
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swap_chain_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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hr = IDXGIFactory2_CreateSwapChainForHwnd(dxgi_factory, (IUnknown*)command_queue, wnd, &swap_chain_desc, NULL, NULL, &swap_chain);
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assert(SUCCEEDED(hr));
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get_swap_chain_buffers();
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/* GUI */
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ctx = nk_d3d12_init(device, WINDOW_WIDTH, WINDOW_HEIGHT, MAX_VERTEX_BUFFER, MAX_INDEX_BUFFER, USER_TEXTURES);
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/* Load Fonts: if none of these are loaded a default font will be used */
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/* Load Cursor: if you uncomment cursor loading please hide the cursor */
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{
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struct nk_font_atlas *atlas;
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nk_d3d12_font_stash_begin(&atlas);
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/*struct nk_font *droid = nk_font_atlas_add_from_file(atlas, "../../extra_font/DroidSans.ttf", 14, 0);*/
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/*struct nk_font *robot = nk_font_atlas_add_from_file(atlas, "../../extra_font/Roboto-Regular.ttf", 14, 0);*/
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/*struct nk_font *future = nk_font_atlas_add_from_file(atlas, "../../extra_font/kenvector_future_thin.ttf", 13, 0);*/
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/*struct nk_font *clean = nk_font_atlas_add_from_file(atlas, "../../extra_font/ProggyClean.ttf", 12, 0);*/
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/*struct nk_font *tiny = nk_font_atlas_add_from_file(atlas, "../../extra_font/ProggyTiny.ttf", 10, 0);*/
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/*struct nk_font *cousine = nk_font_atlas_add_from_file(atlas, "../../extra_font/Cousine-Regular.ttf", 13, 0);*/
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nk_d3d12_font_stash_end(command_list);
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/*nk_style_load_all_cursors(ctx, atlas->cursors);*/
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/*nk_style_set_font(ctx, &droid->handle)*/;
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}
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/* Execute the command list to make sure all texture (font) data has been uploaded */
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execute_commands();
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/* Now we can cleanup all resources consumed by font stashing that are no longer used */
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nk_d3d12_font_stash_cleanup();
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/* style.c */
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#ifdef INCLUDE_STYLE
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/* ease regression testing during Nuklear release process; not needed for anything else */
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#ifdef STYLE_WHITE
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set_style(ctx, THEME_WHITE);
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#elif defined(STYLE_RED)
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set_style(ctx, THEME_RED);
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#elif defined(STYLE_BLUE)
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set_style(ctx, THEME_BLUE);
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#elif defined(STYLE_DARK)
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set_style(ctx, THEME_DARK);
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#endif
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#endif
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bg.r = 0.10f, bg.g = 0.18f, bg.b = 0.24f, bg.a = 1.0f;
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while (running)
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{
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/* Input */
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MSG msg;
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nk_input_begin(ctx);
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while (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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running = 0;
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TranslateMessage(&msg);
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DispatchMessageW(&msg);
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}
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nk_input_end(ctx);
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/* GUI */
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if (nk_begin(ctx, "Demo", nk_rect(50, 50, 230, 250),
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NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE|
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NK_WINDOW_MINIMIZABLE|NK_WINDOW_TITLE))
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{
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enum {EASY, HARD};
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static int op = EASY;
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static int property = 20;
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nk_layout_row_static(ctx, 30, 80, 1);
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if (nk_button_label(ctx, "button"))
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fprintf(stdout, "button pressed\n");
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nk_layout_row_dynamic(ctx, 30, 2);
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if (nk_option_label(ctx, "easy", op == EASY)) op = EASY;
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if (nk_option_label(ctx, "hard", op == HARD)) op = HARD;
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nk_layout_row_dynamic(ctx, 22, 1);
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nk_property_int(ctx, "Compression:", 0, &property, 100, 10, 1);
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nk_layout_row_dynamic(ctx, 20, 1);
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nk_label(ctx, "background:", NK_TEXT_LEFT);
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nk_layout_row_dynamic(ctx, 25, 1);
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if (nk_combo_begin_color(ctx, nk_rgb_cf(bg), nk_vec2(nk_widget_width(ctx),400))) {
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nk_layout_row_dynamic(ctx, 120, 1);
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bg = nk_color_picker(ctx, bg, NK_RGBA);
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nk_layout_row_dynamic(ctx, 25, 1);
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bg.r = nk_propertyf(ctx, "#R:", 0, bg.r, 1.0f, 0.01f,0.005f);
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bg.g = nk_propertyf(ctx, "#G:", 0, bg.g, 1.0f, 0.01f,0.005f);
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bg.b = nk_propertyf(ctx, "#B:", 0, bg.b, 1.0f, 0.01f,0.005f);
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bg.a = nk_propertyf(ctx, "#A:", 0, bg.a, 1.0f, 0.01f,0.005f);
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nk_combo_end(ctx);
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}
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}
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nk_end(ctx);
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/* -------------- EXAMPLES ---------------- */
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#ifdef INCLUDE_CALCULATOR
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calculator(ctx);
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#endif
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#ifdef INCLUDE_CANVAS
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canvas(ctx);
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#endif
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#ifdef INCLUDE_OVERVIEW
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overview(ctx);
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#endif
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#ifdef INCLUDE_NODE_EDITOR
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node_editor(ctx);
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#endif
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/* ----------------------------------------- */
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/* Set rtv resource state */
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D3D12_RESOURCE_BARRIER resource_barrier;
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resource_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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resource_barrier.Transition.pResource = rtv_buffers[rtv_index];
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resource_barrier.Transition.Subresource = 0;
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resource_barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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resource_barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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resource_barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
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/* Clear and set the rtv */
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handles[rtv_index], &bg.r, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv_handles[rtv_index], FALSE, NULL);
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/* Draw */
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nk_d3d12_render(command_list, NK_ANTI_ALIASING_ON);
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/* Bring the rtv resource back to present state */
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resource_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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resource_barrier.Transition.pResource = rtv_buffers[rtv_index];
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resource_barrier.Transition.Subresource = 0;
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resource_barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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resource_barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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resource_barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
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/* Execute command list and wait */
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execute_commands();
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/* Present frame */
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hr = IDXGISwapChain2_Present(swap_chain, 1, 0);
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rtv_index = (rtv_index + 1) % 2;
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if (hr == DXGI_ERROR_DEVICE_RESET || hr == DXGI_ERROR_DEVICE_REMOVED) {
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/* to recover from this, you'll need to recreate device and all the resources */
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MessageBoxW(NULL, L"D3D12 device is lost or removed!", L"Error", 0);
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break;
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} else if (hr == DXGI_STATUS_OCCLUDED) {
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/* window is not visible, so vsync won't work. Let's sleep a bit to reduce CPU usage */
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Sleep(10);
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}
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assert(SUCCEEDED(hr));
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}
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/* Nuklear shutdown */
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nk_d3d12_shutdown();
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/* 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;
|
|
}
|