fix: editor rendering - depth test, shader binding, atlas SRV, projection transpose

This commit is contained in:
shuiyu1123 committed 2026-07-11 01:17:42 +08:00
1 parent 59e89b1501
commit e6f5e43d85
1 file changed
+160 -272
+160 -272
View File
@@ -17,14 +17,14 @@ static GlyphAtlas g_atlas;
static ID3D11DepthStencilState* g_no_depth = NULL;
static ID3D11RasterizerState* g_no_cull = NULL;
static ID3D11BlendState* g_alpha_blend = NULL;
static ID3D11SamplerState* g_sampler = NULL;
static ID3D11Buffer* g_cb = NULL;
static ID3D11VertexShader* g_vs = NULL;
static ID3D11PixelShader* g_ps = NULL;
static ID3D11InputLayout* g_layout = NULL;
static ID3D11Buffer* g_cb = NULL;
static ID3D11SamplerState* g_sampler = NULL;
static ID3D11PixelShader* g_tex_ps = NULL;
static ID3D11VertexShader* g_tex_vs = NULL;
static ID3D11PixelShader* g_tex_ps = NULL;
static ID3D11InputLayout* g_tex_layout = NULL;
typedef struct { float p[3], n[3], uv[2], c[4]; } V;
@@ -54,6 +54,13 @@ static void draw_quad(ID3D11DeviceContext* ctx, float x, float y, float w, float
static void draw_text(ID3D11DeviceContext* ctx, const wchar_t* text,
int x, int y, float r, float g, float b, float a) {
typedef struct { float p[3], n[3], uv[2], c[4]; } TV;
ctx->lpVtbl->VSSetShader(ctx, g_tex_vs, NULL, 0);
ctx->lpVtbl->PSSetShader(ctx, g_tex_ps, NULL, 0);
ctx->lpVtbl->IASetInputLayout(ctx, g_tex_layout);
ctx->lpVtbl->VSSetConstantBuffers(ctx, 0, 1, &g_cb);
ctx->lpVtbl->PSSetShaderResources(ctx, 0, 1, &g_atlas.srv);
ctx->lpVtbl->PSSetSamplers(ctx, 0, 1, &g_sampler);
ctx->lpVtbl->OMSetBlendState(ctx, g_alpha_blend, NULL, 0xFFFFFFFF);
for (const wchar_t* p = text; *p; p++) {
float u0, v0, u1, v1, adv_x, adv_y;
if (!glyph_atlas_get_or_create(&g_atlas, g_dev->device, ctx, *p, &u0, &v0, &u1, &v1, &adv_x, &adv_y)) continue;
@@ -79,374 +86,255 @@ static void draw_text(ID3D11DeviceContext* ctx, const wchar_t* text,
}
}
static void setup_solid(ID3D11DeviceContext* ctx) {
ctx->lpVtbl->VSSetShader(ctx, g_vs, NULL, 0);
ctx->lpVtbl->PSSetShader(ctx, g_ps, NULL, 0);
ctx->lpVtbl->IASetInputLayout(ctx, g_layout);
ctx->lpVtbl->VSSetConstantBuffers(ctx, 0, 1, &g_cb);
ctx->lpVtbl->OMSetBlendState(ctx, NULL, NULL, 0xFFFFFFFF);
}
static void setup_2d(ID3D11DeviceContext* ctx, float sw, float sh) {
float proj[16] = {0};
proj[0] = 2.0f / sw; proj[5] = -2.0f / sh;
proj[10] = 1.0f; proj[12] = -1.0f; proj[13] = 1.0f; proj[15] = 1.0f;
ctx->lpVtbl->UpdateSubresource(ctx, (ID3D11Resource*)g_cb, 0, NULL, proj, 0, 0);
ctx->lpVtbl->VSSetConstantBuffers(ctx, 0, 1, &g_cb);
Mat4 proj_m, proj_t;
memcpy(&proj_m, proj, sizeof(Mat4));
mat4_transpose(&proj_m, &proj_t);
ctx->lpVtbl->UpdateSubresource(ctx, (ID3D11Resource*)g_cb, 0, NULL, &proj_t, 0, 0);
D3D11_VIEWPORT vp = {0};
vp.Width = sw; vp.Height = sh; vp.MaxDepth = 1.0f;
ctx->lpVtbl->RSSetViewports(ctx, 1, &vp);
ctx->lpVtbl->RSSetState(ctx, g_no_cull);
ctx->lpVtbl->OMSetDepthStencilState(ctx, g_no_depth, 0);
ctx->lpVtbl->IASetPrimitiveTopology(ctx, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
static void setup_text_shader(ID3D11DeviceContext* ctx) {
ctx->lpVtbl->VSSetShader(ctx, g_tex_vs, NULL, 0);
ctx->lpVtbl->PSSetShader(ctx, g_tex_ps, NULL, 0);
ctx->lpVtbl->IASetInputLayout(ctx, g_tex_layout);
ctx->lpVtbl->PSSetSamplers(ctx, 0, 1, &g_sampler);
ctx->lpVtbl->OMSetBlendState(ctx, g_alpha_blend, NULL, 0xFFFFFFFF);
setup_solid(ctx);
}
typedef struct {
char name[64];
float x, y, z;
float rx, ry, rz;
float sx, sy, sz;
float x, y, z, rx, ry, rz, sx, sy, sz;
int visible;
} SceneEntity;
#define MAX_ENTITIES 64
static SceneEntity g_entities[MAX_ENTITIES];
static int g_entity_count = 0;
static int g_selected = -1;
typedef struct {
char lines[64][256];
int count;
int scroll;
} ConsoleState;
static ConsoleState g_console = {0};
static int g_selected = 2;
static char g_console_lines[32][256];
static int g_console_count = 0;
static char g_file_path[512] = "untitled.ly";
static void console_add(const char* msg) {
if (g_console.count >= 64) {
for (int i = 0; i < 63; i++)
strcpy(g_console.lines[i], g_console.lines[i+1]);
g_console.count = 63;
if (g_console_count >= 32) {
for (int i = 0; i < 31; i++) strcpy(g_console_lines[i], g_console_lines[i+1]);
g_console_count = 31;
}
strncpy(g_console.lines[g_console.count], msg, 255);
g_console.lines[g_console.count][255] = 0;
g_console.count++;
strncpy(g_console_lines[g_console_count], msg, 255);
g_console_lines[g_console_count][255] = 0;
g_console_count++;
}
static void save_ly_file(const char* path) {
static void save_ly(const char* path) {
FILE* f = fopen(path, "w");
if (!f) { console_add("ERROR: cannot save file"); return; }
fprintf(f, "# lity3d scene file\n");
fprintf(f, "# format: ly (lity)\n\n");
if (!f) { console_add("ERROR: save failed"); return; }
fprintf(f, "# lity3d scene\n# format: .ly\n\n");
for (int i = 0; i < g_entity_count; i++) {
SceneEntity* e = &g_entities[i];
fprintf(f, "[Entity]\n");
fprintf(f, "name = %s\n", e->name);
fprintf(f, "[Entity]\nname = %s\n", e->name);
fprintf(f, "position = %.2f, %.2f, %.2f\n", e->x, e->y, e->z);
fprintf(f, "rotation = %.2f, %.2f, %.2f\n", e->rx, e->ry, e->rz);
fprintf(f, "scale = %.2f, %.2f, %.2f\n", e->sx, e->sy, e->sz);
fprintf(f, "visible = %d\n\n", e->visible);
}
fclose(f);
char buf[256];
snprintf(buf, sizeof(buf), "Saved %d entities to %s", g_entity_count, path);
char buf[128]; snprintf(buf, sizeof(buf), "Saved %d entities -> %s", g_entity_count, path);
console_add(buf);
}
static void load_ly_file(const char* path) {
static void load_ly(const char* path) {
FILE* f = fopen(path, "r");
if (!f) { console_add("ERROR: cannot open file"); return; }
g_entity_count = 0;
g_selected = -1;
char line[256];
SceneEntity tmp = {0};
int in_entity = 0;
if (!f) { console_add("ERROR: open failed"); return; }
g_entity_count = 0; g_selected = -1;
char line[256]; SceneEntity tmp = {0}; int in_e = 0;
while (fgets(line, sizeof(line), f)) {
if (line[0] == '#' || line[0] == '\n') continue;
if (strstr(line, "[Entity]")) {
if (in_entity && g_entity_count < MAX_ENTITIES)
g_entities[g_entity_count++] = tmp;
memset(&tmp, 0, sizeof(tmp));
tmp.visible = 1;
tmp.sx = tmp.sy = tmp.sz = 1.0f;
in_entity = 1;
continue;
if (in_e && g_entity_count < MAX_ENTITIES) g_entities[g_entity_count++] = tmp;
memset(&tmp, 0, sizeof(tmp)); tmp.visible = 1; tmp.sx = tmp.sy = tmp.sz = 1.0f; in_e = 1; continue;
}
if (!in_entity) continue;
char* eq = strchr(line, '=');
if (!eq) continue;
*eq = 0; eq++;
char* key = line;
while (*key == ' ' || *key == '\t') key++;
char* nl = strchr(eq, '\n'); if (nl) *nl = 0;
while (*eq == ' ') eq++;
if (!in_e) continue;
char* eq = strchr(line, '='); if (!eq) continue;
*eq = 0; eq++; char* key = line; while (*key == ' ') key++;
char* nl = strchr(eq, '\n'); if (nl) *nl = 0; while (*eq == ' ') eq++;
if (strstr(key, "name")) strncpy(tmp.name, eq, 63);
else if (strstr(key, "position")) sscanf(eq, "%f, %f, %f", &tmp.x, &tmp.y, &tmp.z);
else if (strstr(key, "rotation")) sscanf(eq, "%f, %f, %f", &tmp.rx, &tmp.ry, &tmp.rz);
else if (strstr(key, "scale")) sscanf(eq, "%f, %f, %f", &tmp.sx, &tmp.sy, &tmp.sz);
else if (strstr(key, "visible")) tmp.visible = atoi(eq);
}
if (in_entity && g_entity_count < MAX_ENTITIES)
g_entities[g_entity_count++] = tmp;
fclose(f);
char buf[256];
snprintf(buf, sizeof(buf), "Loaded %d entities from %s", g_entity_count, path);
console_add(buf);
strncpy(g_file_path, path, 511);
if (in_e && g_entity_count < MAX_ENTITIES) g_entities[g_entity_count++] = tmp;
fclose(f); char buf[128];
snprintf(buf, sizeof(buf), "Loaded %d entities <- %s", g_entity_count, path);
console_add(buf); strncpy(g_file_path, path, 511);
}
static void add_default_scene(void) {
static void init_default_scene(void) {
g_entity_count = 0;
const char* names[] = {"Camera", "Directional Light", "Player", "Ground", "Tree", "Rock", "Water", "Skybox"};
for (int i = 0; i < 8 && i < 8; i++) {
strncpy(g_entities[i].name, names[i], 63);
g_entities[i].visible = 1;
const char* n[] = {"Camera","DirectionalLight","Player","Ground","Tree","Rock","Water","Skybox"};
for (int i = 0; i < 8; i++) {
strncpy(g_entities[i].name, n[i], 63); g_entities[i].visible = 1;
g_entities[i].sx = g_entities[i].sy = g_entities[i].sz = 1.0f;
}
g_entity_count = 8;
g_selected = 2;
g_entity_count = 8; g_selected = 2;
}
static void on_render(Engine* engine) {
if (!g_dev) return;
ID3D11DeviceContext* ctx = g_dev->context;
float sw = (float)g_dev->width;
float sh = (float)g_dev->height;
float sw = (float)g_dev->width, sh = (float)g_dev->height;
graphics_device_clear(g_dev, 0.12f, 0.12f, 0.14f, 1.0f);
graphics_device_clear(g_dev, 0.10f, 0.10f, 0.12f, 1.0f);
setup_2d(ctx, sw, sh);
float menu_h = 28, toolbar_h = 28, console_h = 180, panel_w = 220;
float status_h = 22;
float mh = 28, th = 28, ch = 180, pw = 220, sh2 = 22;
draw_quad(ctx, 0, 0, sw, mh, 0.20f, 0.22f, 0.35f, 1.0f);
draw_quad(ctx, 0, mh, sw, th, 0.17f, 0.18f, 0.28f, 1.0f);
draw_quad(ctx, 0, mh+th, pw, sh-mh-th-ch-sh2, 0.15f, 0.15f, 0.22f, 1.0f);
draw_quad(ctx, pw, mh+th, sw-2*pw, sh-mh-th-ch-sh2, 0.10f, 0.10f, 0.14f, 1.0f);
draw_quad(ctx, sw-pw, mh+th, pw, sh-mh-th-ch-sh2, 0.15f, 0.15f, 0.22f, 1.0f);
draw_quad(ctx, 0, sh-ch-sh2, sw, ch, 0.12f, 0.12f, 0.18f, 1.0f);
draw_quad(ctx, 0, sh-sh2, sw, sh2, 0.18f, 0.18f, 0.28f, 1.0f);
draw_quad(ctx, 0, 0, sw, menu_h, 0.18f, 0.18f, 0.22f, 1.0f);
draw_quad(ctx, 0, menu_h, sw, toolbar_h, 0.16f, 0.16f, 0.19f, 1.0f);
draw_quad(ctx, 0, menu_h + toolbar_h, panel_w, sh - menu_h - toolbar_h - console_h - status_h, 0.14f, 0.14f, 0.16f, 1.0f);
draw_quad(ctx, panel_w, menu_h + toolbar_h, sw - 2*panel_w, sh - menu_h - toolbar_h - console_h - status_h, 0.10f, 0.10f, 0.12f, 1.0f);
draw_quad(ctx, sw - panel_w, menu_h + toolbar_h, panel_w, sh - menu_h - toolbar_h - console_h - status_h, 0.14f, 0.14f, 0.16f, 1.0f);
draw_quad(ctx, 0, sh - console_h - status_h, sw, console_h, 0.13f, 0.13f, 0.15f, 1.0f);
draw_quad(ctx, 0, sh - status_h, sw, status_h, 0.16f, 0.16f, 0.20f, 1.0f);
draw_quad(ctx, 0, 0, sw, 2, 0.30f, 0.40f, 0.80f, 1.0f);
draw_quad(ctx, 0, 0, sw, 1, 0.30f, 0.30f, 0.35f, 1.0f);
setup_text_shader(ctx);
ctx->lpVtbl->PSSetShaderResources(ctx, 0, 1, &g_atlas.srv);
draw_text(ctx, L"lity3d Editor", 10, 6, 0.6f, 0.8f, 1.0f, 1.0f);
draw_text(ctx, L"lity3d Editor", 10, 6, 0.7f, 0.85f, 1.0f, 1.0f);
const wchar_t* menus[] = {L"\u6587\u4ef6", L"\u7f16\u8f91", L"\u89c6\u56fe", L"\u6784\u5efa", L"\u5e2e\u52a9"};
int mx = 120;
for (int i = 0; i < 5; i++) {
draw_text(ctx, menus[i], mx, 6, 0.85f, 0.85f, 0.88f, 1.0f);
mx += 70;
}
draw_text(ctx, L"\u573a\u666f", 10, 36, 0.85f, 0.85f, 0.88f, 1.0f);
draw_text(ctx, L"\u89c6\u53e3", (int)(panel_w + 10), 36, 0.85f, 0.85f, 0.88f, 1.0f);
draw_text(ctx, L"\u5c5e\u6027", (int)(sw - panel_w + 10), 36, 0.85f, 0.85f, 0.88f, 1.0f);
draw_text(ctx, L"\u63a7\u5236\u53f0", 10, (int)(sh - console_h - status_h + 6), 0.85f, 0.85f, 0.88f, 1.0f);
for (int i = 0; i < 5; i++) { draw_text(ctx, menus[i], mx, 8, 0.9f, 0.9f, 0.92f, 1.0f); mx += 70; }
draw_text(ctx, L"\u573a\u666f", 10, 36, 0.9f, 0.9f, 0.92f, 1.0f);
draw_text(ctx, L"\u89c6\u53e3", (int)(pw+10), 36, 0.9f, 0.9f, 0.92f, 1.0f);
draw_text(ctx, L"\u5c5e\u6027", (int)(sw-pw+10), 36, 0.9f, 0.9f, 0.92f, 1.0f);
draw_text(ctx, L"\u63a7\u5236\u53f0", 10, (int)(sh-ch-sh2+6), 0.9f, 0.9f, 0.92f, 1.0f);
for (int i = 0; i < g_entity_count; i++) {
float ey = 60 + i * 22;
if (i == g_selected)
draw_quad(ctx, 4, (float)(int)ey - 2, panel_w - 8, 20, 0.25f, 0.30f, 0.45f, 1.0f);
float cr = (g_entities[i].visible) ? 0.9f : 0.5f;
draw_text(ctx, L"\u25b6", 10, (int)ey, cr, cr, cr, 1.0f);
wchar_t wname[64];
int len = (int)strlen(g_entities[i].name);
for (int j = 0; j < len && j < 63; j++) wname[j] = (wchar_t)g_entities[i].name[j];
wname[len] = 0;
draw_text(ctx, wname, 28, (int)ey, cr, cr, cr, 1.0f);
if (i == g_selected) draw_quad(ctx, 4, ey-2, pw-8, 20, 0.25f, 0.30f, 0.50f, 1.0f);
wchar_t wn[64]; int len = (int)strlen(g_entities[i].name);
for (int j = 0; j < len && j < 63; j++) wn[j] = (wchar_t)g_entities[i].name[j];
wn[len] = 0;
draw_text(ctx, wn, 28, (int)ey, 0.85f, 0.85f, 0.88f, 1.0f);
}
if (g_selected >= 0 && g_selected < g_entity_count) {
SceneEntity* e = &g_entities[g_selected];
int ix = (int)(sw - panel_w + 10);
int iy = 60;
SceneEntity* e = &g_entities[g_selected]; int ix = (int)(sw-pw+10), iy = 60;
draw_text(ctx, L"\u540d\u79f0:", ix, iy, 0.6f, 0.7f, 0.9f, 1.0f);
wchar_t wname[64];
int len = (int)strlen(e->name);
for (int j = 0; j < len && j < 63; j++) wname[j] = (wchar_t)e->name[j];
wname[len] = 0;
draw_text(ctx, wname, ix + 40, iy, 0.9f, 0.9f, 0.92f, 1.0f);
iy += 26;
draw_text(ctx, L"\u4f4d\u7f6e:", ix, iy, 0.6f, 0.7f, 0.9f, 1.0f);
iy += 18;
draw_text(ctx, L"\u65cb\u8f6c:", ix, iy, 0.6f, 0.7f, 0.9f, 1.0f);
iy += 18;
draw_text(ctx, L"\u7f29\u653e:", ix, iy, 0.6f, 0.7f, 0.9f, 1.0f);
iy += 26;
draw_text(ctx, L"\u53ef\u89c1:", ix, iy, 0.6f, 0.7f, 0.9f, 1.0f);
draw_text(ctx, e->visible ? L"\u2611" : L"\u2610", ix + 40, iy, 0.9f, 0.9f, 0.92f, 1.0f);
wchar_t wn[64]; int len = (int)strlen(e->name);
for (int j = 0; j < len && j < 63; j++) wn[j] = (wchar_t)e->name[j]; wn[len] = 0;
draw_text(ctx, wn, ix+40, iy, 0.9f, 0.9f, 0.92f, 1.0f);
iy += 22;
draw_text(ctx, L"\u53ef\u89c1: \u2611", ix, iy, 0.9f, 0.9f, 0.92f, 1.0f);
}
int cy = (int)(sh - console_h - status_h + 22);
for (int i = 0; i < g_console.count && i < 8; i++) {
int li = g_console.count - 1 - i;
if (li < 0) break;
wchar_t wline[256];
int len = (int)strlen(g_console.lines[li]);
for (int j = 0; j < len && j < 255; j++) wline[j] = (wchar_t)g_console.lines[li][j];
wline[len] = 0;
draw_text(ctx, wline, 10, cy, 0.7f, 0.7f, 0.72f, 1.0f);
cy += 18;
int cy = (int)(sh-ch-sh2+24);
for (int i = g_console_count-1; i >= 0 && i >= g_console_count-6; i--) {
wchar_t wl[256]; int len = (int)strlen(g_console_lines[i]);
for (int j = 0; j < len && j < 255; j++) wl[j] = (wchar_t)g_console_lines[i][j];
wl[len] = 0; draw_text(ctx, wl, 10, cy, 0.65f, 0.65f, 0.7f, 1.0f); cy += 18;
}
char status[256];
snprintf(status, sizeof(status), "%s | %d entities | %.1fs", g_file_path, g_entity_count, engine->total_time);
wchar_t wstatus[256];
int slen = (int)strlen(status);
for (int j = 0; j < slen && j < 255; j++) wstatus[j] = (wchar_t)status[j];
wstatus[slen] = 0;
draw_text(ctx, wstatus, 10, (int)(sh - 18), 0.55f, 0.55f, 0.6f, 1.0f);
snprintf(status, sizeof(status), "%s | %d entities | Ctrl+S save .ly | Esc quit", g_file_path, g_entity_count);
wchar_t ws[256]; int sl = (int)strlen(status);
for (int j = 0; j < sl && j < 255; j++) ws[j] = (wchar_t)status[j]; ws[sl] = 0;
draw_text(ctx, ws, 10, (int)(sh-18), 0.5f, 0.5f, 0.55f, 1.0f);
graphics_device_present(g_dev);
}
static void on_key(Engine* engine, int key) {
if (key == VK_ESCAPE) engine_request_quit(engine);
if (key == 'S' && GetAsyncKeyState(VK_CONTROL) & 0x8000) {
save_ly_file(g_file_path);
}
if (key == 'O' && GetAsyncKeyState(VK_CONTROL) & 0x8000) {
load_ly_file(g_file_path);
}
if (key == 'S' && GetAsyncKeyState(VK_CONTROL) & 0x8000) save_ly(g_file_path);
if (key == 'O' && GetAsyncKeyState(VK_CONTROL) & 0x8000) load_ly(g_file_path);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
(void)hInstance; (void)hPrevInstance; (void)nCmdShow;
static int compile_shader(ID3D11Device* dev, const char* vs, const char* ps,
ID3D11VertexShader** out_vs, ID3D11PixelShader** out_ps,
ID3D11InputLayout** out_layout) {
ID3DBlob *b1=NULL,*b2=NULL,*e=NULL;
D3DCompile(vs,(UINT)strlen(vs),NULL,NULL,NULL,"main","vs_5_0",0,0,&b1,&e); if(e){e->lpVtbl->Release(e);e=NULL;}
D3DCompile(ps,(UINT)strlen(ps),NULL,NULL,NULL,"main","ps_5_0",0,0,&b2,&e); if(e){e->lpVtbl->Release(e);e=NULL;}
if(!b1||!b2) return 0;
dev->lpVtbl->CreateVertexShader(dev,b1->lpVtbl->GetBufferPointer(b1),b1->lpVtbl->GetBufferSize(b1),NULL,out_vs);
dev->lpVtbl->CreatePixelShader(dev,b2->lpVtbl->GetBufferPointer(b2),b2->lpVtbl->GetBufferSize(b2),NULL,out_ps);
D3D11_INPUT_ELEMENT_DESC layout[] = {
{"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0},
{"NORMAL",0,DXGI_FORMAT_R32G32B32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0},
{"TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT,0,24,D3D11_INPUT_PER_VERTEX_DATA,0},
{"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,32,D3D11_INPUT_PER_VERTEX_DATA,0},
};
dev->lpVtbl->CreateInputLayout(dev,layout,4,b1->lpVtbl->GetBufferPointer(b1),b1->lpVtbl->GetBufferSize(b1),out_layout);
b1->lpVtbl->Release(b1); b2->lpVtbl->Release(b2);
return 1;
}
int WINAPI WinMain(HINSTANCE hI, HINSTANCE hP, LPSTR cmd, int nS) {
(void)hI;(void)hP;(void)nS;
LOG_INFO("=== lity3d Editor ===");
EngineConfig config = engine_default_config();
config.app_name = "lity3d Editor";
config.vsync = 1;
config.window_width = 1440;
config.window_height = 900;
EngineConfig cfg = engine_default_config();
cfg.app_name = "lity3d Editor";
cfg.vsync = 1; cfg.window_width = 1440; cfg.window_height = 900;
Engine* engine = engine_create();
if (!engine_init(engine, &config)) return -1;
if (!engine_init(engine, &cfg)) return -1;
g_dev = graphics_device_create();
if (!graphics_device_init(g_dev, window_get_handle(engine->window), config.window_width, config.window_height, 1)) {
LOG_FATAL("D3D11 init failed");
return -1;
}
if (!graphics_device_init(g_dev, window_get_handle(engine->window), cfg.window_width, cfg.window_height, 1)) return -1;
glyph_atlas_init(&g_atlas, g_dev->device);
D3D11_DEPTH_STENCIL_DESC dsdesc = {0};
dsdesc.DepthEnable = FALSE;
dsdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
g_dev->device->lpVtbl->CreateDepthStencilState(g_dev->device, &dsdesc, &g_no_depth);
D3D11_RASTERIZER_DESC rdesc = {0};
rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.CullMode = D3D11_CULL_NONE;
g_dev->device->lpVtbl->CreateRasterizerState(g_dev->device, &rdesc, &g_no_cull);
D3D11_BLEND_DESC bdesc = {0};
bdesc.RenderTarget[0].BlendEnable = TRUE;
bdesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
bdesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
bdesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
bdesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
bdesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
bdesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
bdesc.RenderTarget[0].RenderTargetWriteMask = 0x0F;
g_dev->device->lpVtbl->CreateBlendState(g_dev->device, &bdesc, &g_alpha_blend);
D3D11_SAMPLER_DESC sdesc = {0};
sdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sdesc.AddressU = sdesc.AddressV = sdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
g_dev->device->lpVtbl->CreateSamplerState(g_dev->device, &sdesc, &g_sampler);
const char* solid_vs =
"cbuffer CB:register(b0){float4x4 WVP;};"
"struct I{float4 p:POSITION;float3 n:NORMAL;float2 u:TEXCOORD;float4 c:COLOR;};"
"struct O{float4 p:SV_POSITION;float2 u:TEXCOORD;float4 c:COLOR;};"
"O main(I i){O o;o.p=mul(i.p,WVP);o.u=i.u;o.c=i.c;return o;}";
const char* solid_ps =
"struct O{float4 p:SV_POSITION;float2 u:TEXCOORD;float4 c:COLOR;};"
"float4 main(O i):SV_TARGET{return i.c;}";
const char* tex_vs =
"cbuffer CB:register(b0){float4x4 WVP;};"
"struct I{float4 p:POSITION;float3 n:NORMAL;float2 u:TEXCOORD;float4 c:COLOR;};"
"struct O{float4 p:SV_POSITION;float2 u:TEXCOORD;float4 c:COLOR;};"
"O main(I i){O o;o.p=mul(i.p,WVP);o.u=i.u;o.c=i.c;return o;}";
const char* tex_ps =
"Texture2D t:register(t0);SamplerState s:register(s0);"
"struct O{float4 p:SV_POSITION;float2 u:TEXCOORD;float4 c:COLOR;};"
"float4 main(O i):SV_TARGET{float a=t.t.Sample(s,i.u).a;return float4(i.c.rgb,i.c.a*a);}";
ID3DBlob *b1 = NULL, *b2 = NULL, *e1 = NULL, *e2 = NULL;
D3DCompile(solid_vs, (UINT)strlen(solid_vs), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &b1, &e1);
if (e1) { e1->lpVtbl->Release(e1); e1 = NULL; }
D3DCompile(solid_ps, (UINT)strlen(solid_ps), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &b2, &e2);
if (e2) { e2->lpVtbl->Release(e2); e2 = NULL; }
if (b1 && b2) {
g_dev->device->lpVtbl->CreateVertexShader(g_dev->device, b1->lpVtbl->GetBufferPointer(b1), b1->lpVtbl->GetBufferSize(b1), NULL, &g_vs);
g_dev->device->lpVtbl->CreatePixelShader(g_dev->device, b2->lpVtbl->GetBufferPointer(b2), b2->lpVtbl->GetBufferSize(b2), NULL, &g_ps);
D3D11_INPUT_ELEMENT_DESC layout[] = {
{"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0},
{"NORMAL",0,DXGI_FORMAT_R32G32B32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0},
{"TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT,0,24,D3D11_INPUT_PER_VERTEX_DATA,0},
{"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,32,D3D11_INPUT_PER_VERTEX_DATA,0},
};
g_dev->device->lpVtbl->CreateInputLayout(g_dev->device, layout, 4, b1->lpVtbl->GetBufferPointer(b1), b1->lpVtbl->GetBufferSize(b1), &g_layout);
b1->lpVtbl->Release(b1); b2->lpVtbl->Release(b2);
}
ID3DBlob *b3 = NULL, *b4 = NULL, *e3 = NULL, *e4 = NULL;
D3DCompile(tex_vs, (UINT)strlen(tex_vs), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &b3, &e3);
if (e3) { e3->lpVtbl->Release(e3); e3 = NULL; }
D3DCompile(tex_ps, (UINT)strlen(tex_ps), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &b4, &e4);
if (e4) { e4->lpVtbl->Release(e4); e4 = NULL; }
if (b3 && b4) {
g_dev->device->lpVtbl->CreateVertexShader(g_dev->device, b3->lpVtbl->GetBufferPointer(b3), b3->lpVtbl->GetBufferSize(b3), NULL, &g_tex_vs);
g_dev->device->lpVtbl->CreatePixelShader(g_dev->device, b4->lpVtbl->GetBufferPointer(b4), b4->lpVtbl->GetBufferSize(b4), NULL, &g_tex_ps);
D3D11_INPUT_ELEMENT_DESC layout2[] = {
{"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0},
{"NORMAL",0,DXGI_FORMAT_R32G32B32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0},
{"TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT,0,24,D3D11_INPUT_PER_VERTEX_DATA,0},
{"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,32,D3D11_INPUT_PER_VERTEX_DATA,0},
};
g_dev->device->lpVtbl->CreateInputLayout(g_dev->device, layout2, 4, b3->lpVtbl->GetBufferPointer(b3), b3->lpVtbl->GetBufferSize(b3), &g_tex_layout);
b3->lpVtbl->Release(b3); b4->lpVtbl->Release(b4);
}
D3D11_BUFFER_DESC cbd = {0};
cbd.ByteWidth = 256; cbd.Usage = D3D11_USAGE_DEFAULT; cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
D3D11_DEPTH_STENCIL_DESC dsd = {0}; dsd.DepthEnable = FALSE; dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
g_dev->device->lpVtbl->CreateDepthStencilState(g_dev->device, &dsd, &g_no_depth);
D3D11_RASTERIZER_DESC rd = {0}; rd.FillMode = D3D11_FILL_SOLID; rd.CullMode = D3D11_CULL_NONE;
g_dev->device->lpVtbl->CreateRasterizerState(g_dev->device, &rd, &g_no_cull);
D3D11_BLEND_DESC bd = {0}; bd.RenderTarget[0].BlendEnable = TRUE;
bd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; bd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = 0x0F;
g_dev->device->lpVtbl->CreateBlendState(g_dev->device, &bd, &g_alpha_blend);
D3D11_SAMPLER_DESC sd = {0}; sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sd.AddressU = sd.AddressV = sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
g_dev->device->lpVtbl->CreateSamplerState(g_dev->device, &sd, &g_sampler);
D3D11_BUFFER_DESC cbd = {0}; cbd.ByteWidth = 256; cbd.Usage = D3D11_USAGE_DEFAULT; cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &cbd, NULL, &g_cb);
if (lpCmdLine && lpCmdLine[0]) {
char fname[512] = {0};
if (lpCmdLine[0] == '"') { strncpy(fname, lpCmdLine+1, 510); char* q = strchr(fname, '"'); if (q) *q = 0; }
else strncpy(fname, lpCmdLine, 510);
load_ly_file(fname);
} else {
add_default_scene();
}
const char* solid_vs = "cbuffer CB:register(b0){float4x4 WVP;};struct I{float4 p:POSITION;float3 n:NORMAL;float2 u:TEXCOORD;float4 c:COLOR;};struct O{float4 p:SV_POSITION;float2 u:TEXCOORD;float4 c:COLOR;};O main(I i){O o;o.p=mul(i.p,WVP);o.u=i.u;o.c=i.c;return o;}";
const char* solid_ps = "struct O{float4 p:SV_POSITION;float2 u:TEXCOORD;float4 c:COLOR;};float4 main(O i):SV_TARGET{return i.c;}";
compile_shader(g_dev->device, solid_vs, solid_ps, &g_vs, &g_ps, &g_layout);
console_add("lity3d Editor started");
console_add("Ctrl+S: save .ly | Ctrl+O: load .ly | Esc: quit");
const char* tex_vs = "cbuffer CB:register(b0){float4x4 WVP;};struct I{float4 p:POSITION;float3 n:NORMAL;float2 u:TEXCOORD;float4 c:COLOR;};struct O{float4 p:SV_POSITION;float2 u:TEXCOORD;float4 c:COLOR;};O main(I i){O o;o.p=mul(i.p,WVP);o.u=i.u;o.c=i.c;return o;}";
const char* tex_ps = "Texture2D t:register(t0);SamplerState s:register(s0);struct O{float4 p:SV_POSITION;float2 u:TEXCOORD;float4 c:COLOR;};float4 main(O i):SV_TARGET{float a=t.Sample(s,i.u).a;return float4(i.c.rgb,i.c.a*a);}";
compile_shader(g_dev->device, tex_vs, tex_ps, &g_tex_vs, &g_tex_ps, &g_tex_layout);
if (cmd && cmd[0]) { load_ly(cmd); }
else { init_default_scene(); }
console_add("lity3d Editor ready");
console_add("Ctrl+S save .ly | Ctrl+O load .ly | Esc quit");
engine_set_render_callback(engine, on_render);
engine_set_key_callback(engine, on_key);
engine_run(engine);
if (g_tex_layout) g_tex_layout->lpVtbl->Release(g_tex_layout);
if (g_tex_ps) g_tex_ps->lpVtbl->Release(g_tex_ps);
if (g_tex_vs) g_tex_vs->lpVtbl->Release(g_tex_vs);
if (g_layout) g_layout->lpVtbl->Release(g_layout);
if (g_ps) g_ps->lpVtbl->Release(g_ps);
if (g_vs) g_vs->lpVtbl->Release(g_vs);
if (g_cb) g_cb->lpVtbl->Release(g_cb);
if (g_sampler) g_sampler->lpVtbl->Release(g_sampler);
if (g_alpha_blend) g_alpha_blend->lpVtbl->Release(g_alpha_blend);
if (g_no_cull) g_no_cull->lpVtbl->Release(g_no_cull);
if (g_no_depth) g_no_depth->lpVtbl->Release(g_no_depth);
if(g_tex_layout)g_tex_layout->lpVtbl->Release(g_tex_layout);
if(g_tex_ps)g_tex_ps->lpVtbl->Release(g_tex_ps);
if(g_tex_vs)g_tex_vs->lpVtbl->Release(g_tex_vs);
if(g_layout)g_layout->lpVtbl->Release(g_layout);
if(g_ps)g_ps->lpVtbl->Release(g_ps);
if(g_vs)g_vs->lpVtbl->Release(g_vs);
if(g_cb)g_cb->lpVtbl->Release(g_cb);
if(g_sampler)g_sampler->lpVtbl->Release(g_sampler);
if(g_alpha_blend)g_alpha_blend->lpVtbl->Release(g_alpha_blend);
if(g_no_cull)g_no_cull->lpVtbl->Release(g_no_cull);
if(g_no_depth)g_no_depth->lpVtbl->Release(g_no_depth);
glyph_atlas_destroy(&g_atlas);
graphics_device_destroy(g_dev);
engine_shutdown(engine);
graphics_device_destroy(g_dev); engine_shutdown(engine);
return 0;
}