#include "../Engine/Core/engine.h" #include "../Engine/Core/logger.h" #include "../Engine/Core/timer.h" #include "../Engine/Window/window.h" #include "../Engine/Rendering/graphics_device.h" #include "../Engine/include/engine_api.h" #include "../Engine/ASM/math_c_fallback.h" #include "../Engine/Editor/glyph_atlas.h" #include #include #include #include static GraphicsDevice* g_dev = NULL; 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 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; static void draw_quad(ID3D11DeviceContext* ctx, float x, float y, float w, float h, float r, float g, float b, float a) { V v[4] = { {{x,y,0},{0,0,-1},{0,0},{r,g,b,a}}, {{x+w,y,0},{0,0,-1},{1,0},{r,g,b,a}}, {{x+w,y+h,0},{0,0,-1},{1,1},{r,g,b,a}}, {{x,y+h,0},{0,0,-1},{0,1},{r,g,b,a}}, }; uint32_t idx[6] = {0,1,2, 0,2,3}; ID3D11Buffer *vb = NULL, *ib = NULL; D3D11_BUFFER_DESC bd = {0}; D3D11_SUBRESOURCE_DATA sd = {0}; bd.ByteWidth = sizeof(V)*4; bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; sd.pSysMem = v; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &vb); bd.ByteWidth = sizeof(uint32_t)*6; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; sd.pSysMem = idx; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &ib); UINT stride = sizeof(V), offset = 0; ctx->lpVtbl->IASetVertexBuffers(ctx, 0, 1, &vb, &stride, &offset); ctx->lpVtbl->IASetIndexBuffer(ctx, ib, DXGI_FORMAT_R32_UINT, 0); ctx->lpVtbl->DrawIndexed(ctx, 6, 0, 0); ib->lpVtbl->Release(ib); vb->lpVtbl->Release(vb); } 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; TV tv[4] = { {{(float)x,(float)y,0},{0,0,1},{u0,v0},{r,g,b,a}}, {{(float)x+adv_x,(float)y,0},{0,0,1},{u1,v0},{r,g,b,a}}, {{(float)x+adv_x,(float)y+adv_y,0},{0,0,1},{u1,v1},{r,g,b,a}}, {{(float)x,(float)y+adv_y,0},{0,0,1},{u0,v1},{r,g,b,a}}, }; uint32_t ti[6] = {0,1,2, 0,2,3}; ID3D11Buffer *tvb = NULL, *tib = NULL; D3D11_BUFFER_DESC bd = {0}; D3D11_SUBRESOURCE_DATA sd = {0}; bd.ByteWidth = sizeof(TV)*4; bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; sd.pSysMem = tv; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &tvb); bd.ByteWidth = sizeof(uint32_t)*6; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; sd.pSysMem = ti; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &tib); UINT stride2 = sizeof(TV), offset2 = 0; ctx->lpVtbl->IASetVertexBuffers(ctx, 0, 1, &tvb, &stride2, &offset2); ctx->lpVtbl->IASetIndexBuffer(ctx, tib, DXGI_FORMAT_R32_UINT, 0); ctx->lpVtbl->DrawIndexed(ctx, 6, 0, 0); tib->lpVtbl->Release(tib); tvb->lpVtbl->Release(tvb); x += (int)adv_x + 1; } } 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; 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); setup_solid(ctx); } typedef struct { char name[64]; 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 = 2; static char g_console_lines[32][256]; static int g_console_count = 0; static char g_file_path[512] = "untitled.ly"; static int g_mouse_x = 0, g_mouse_y = 0; static int g_mouse_click = 0; static int g_mouse_click_x = 0, g_mouse_click_y = 0; static void console_add(const char* msg) { 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++; } static void on_mouse_move(int x, int y) { g_mouse_x = x; g_mouse_y = y; } static void on_mouse_button(int button, int pressed) { if (button == 0 && pressed) { if (g_mouse_click == 0) { g_mouse_click = 1; g_mouse_click_x = g_mouse_x; g_mouse_click_y = g_mouse_y; } } } static void process_click(void) { if (!g_mouse_click) return; g_mouse_click = 0; int cx = g_mouse_click_x, cy = g_mouse_click_y; float pw = 220, mh = 28, th = 28, sh2 = 22, ch = 180; if (cx >= 0 && cx <= (int)pw && cy >= (int)(mh + th)) { for (int i = 0; i < g_entity_count; i++) { float ey = 60 + i * 22; if (cy >= (int)ey - 4 && cy <= (int)ey + 18) { g_selected = i; char buf[128]; snprintf(buf, sizeof(buf), "Selected: %s", g_entities[i].name); console_add(buf); return; } } } } static void save_ly(const char* path) { FILE* f = fopen(path, "w"); 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]\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[128]; snprintf(buf, sizeof(buf), "Saved %d entities -> %s", g_entity_count, path); console_add(buf); } static void load_ly(const char* path) { FILE* f = fopen(path, "r"); 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_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_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_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 init_default_scene(void) { g_entity_count = 0; 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; } static void on_render(Engine* engine) { if (!g_dev) return; process_click(); ID3D11DeviceContext* ctx = g_dev->context; float sw = (float)g_dev->width, sh = (float)g_dev->height; graphics_device_clear(g_dev, 0.18f, 0.18f, 0.22f, 1.0f); setup_2d(ctx, sw, sh); float mh = 30, th = 30, ch = 180, pw = 240, sbh = 24; draw_quad(ctx, 0, 0, sw, mh, 0.15f, 0.15f, 0.22f, 1.0f); draw_quad(ctx, 0, mh, sw, 1, 0.35f, 0.45f, 0.75f, 1.0f); draw_quad(ctx, 0, mh+1, sw, th, 0.22f, 0.22f, 0.30f, 1.0f); draw_quad(ctx, 0, mh+th+1, sw, 1, 0.30f, 0.30f, 0.40f, 1.0f); float body_h = sh - mh - th - ch - sbh - 2; draw_quad(ctx, 0, mh+th+2, pw, body_h, 0.22f, 0.22f, 0.28f, 1.0f); draw_quad(ctx, pw, mh+th+2, 1, body_h, 0.35f, 0.45f, 0.75f, 1.0f); draw_quad(ctx, pw+1, mh+th+2, sw-pw*2-2, body_h, 0.16f, 0.16f, 0.20f, 1.0f); draw_quad(ctx, sw-pw-1, mh+th+2, 1, body_h, 0.35f, 0.45f, 0.75f, 1.0f); draw_quad(ctx, sw-pw, mh+th+2, pw, body_h, 0.22f, 0.22f, 0.28f, 1.0f); draw_quad(ctx, 0, sh-ch-sbh, sw, 1, 0.35f, 0.45f, 0.75f, 1.0f); draw_quad(ctx, 0, sh-ch-sbh+1, sw, ch, 0.19f, 0.19f, 0.25f, 1.0f); draw_quad(ctx, 0, sh-sbh, sw, 1, 0.35f, 0.45f, 0.75f, 1.0f); draw_quad(ctx, 0, sh-sbh+1, sw, sbh, 0.20f, 0.22f, 0.32f, 1.0f); draw_text(ctx, L"lity3d Editor", 12, 7, 0.6f, 0.8f, 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 = 130; for (int i = 0; i < 5; i++) { draw_text(ctx, menus[i], mx, 8, 0.9f, 0.9f, 0.92f, 1.0f); mx += 80; } draw_text(ctx, L"\u573a\u666f", 12, (int)(mh+th+8), 0.5f, 0.7f, 1.0f, 1.0f); draw_text(ctx, L"\u89c6\u53e3", (int)(pw+16), (int)(mh+th+8), 0.5f, 0.7f, 1.0f, 1.0f); draw_text(ctx, L"\u5c5e\u6027", (int)(sw-pw+12), (int)(mh+th+8), 0.5f, 0.7f, 1.0f, 1.0f); draw_text(ctx, L"\u63a7\u5236\u53f0", 12, (int)(sh-ch-sbh+8), 0.5f, 0.7f, 1.0f, 1.0f); for (int i = 0; i < g_entity_count; i++) { float ey = mh + th + 30 + i * 24; if (i == g_selected) draw_quad(ctx, 4, ey - 2, pw - 8, 22, 0.25f, 0.35f, 0.60f, 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, 16, (int)ey, (i == g_selected) ? 1.0f : 0.85f, (i == g_selected) ? 1.0f : 0.85f, (i == g_selected) ? 1.0f : 0.88f, 1.0f); } if (g_selected >= 0 && g_selected < g_entity_count) { SceneEntity* e = &g_entities[g_selected]; int ix = (int)(sw-pw+12), iy = (int)(mh+th+32); draw_text(ctx, L"\u540d\u79f0:", ix, iy, 0.5f, 0.7f, 1.0f, 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 + 48, iy, 1.0f, 1.0f, 1.0f, 1.0f); iy += 26; draw_text(ctx, L"\u53ef\u89c1: \u2611", ix, iy, 0.85f, 0.85f, 0.88f, 1.0f); } int cy = (int)(sh - ch - sbh + 28); 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, 12, cy, 0.7f, 0.7f, 0.75f, 1.0f); cy += 20; } char status[256]; snprintf(status, sizeof(status), "%s | %d entities | Ctrl+S save | Ctrl+O load | 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, 12, (int)(sh - 20), 0.6f, 0.6f, 0.65f, 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(g_file_path); if (key == 'O' && GetAsyncKeyState(VK_CONTROL) & 0x8000) load_ly(g_file_path); } 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 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, &cfg)) return -1; g_dev = graphics_device_create(); 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 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); 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); 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); window_set_mouse_move_callback(engine->window, on_mouse_move); window_set_mouse_button_callback(engine->window, on_mouse_button); 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); glyph_atlas_destroy(&g_atlas); graphics_device_destroy(g_dev); engine_shutdown(engine); return 0; }