#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 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 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; 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_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); 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); } typedef struct { char name[64]; float x, y, z; float rx, ry, rz; float 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 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; } 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) { 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"); 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, "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); console_add(buf); } static void load_ly_file(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; 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_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 (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); } static void add_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; 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; ID3D11DeviceContext* ctx = g_dev->context; float sw = (float)g_dev->width; float sh = (float)g_dev->height; graphics_device_clear(g_dev, 0.12f, 0.12f, 0.14f, 1.0f); setup_2d(ctx, sw, sh); float menu_h = 28, toolbar_h = 28, console_h = 180, panel_w = 220; float status_h = 22; 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, 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); 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 < 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 (g_selected >= 0 && g_selected < g_entity_count) { SceneEntity* e = &g_entities[g_selected]; int ix = (int)(sw - panel_w + 10); int 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); } 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; } 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); 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); } } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { (void)hInstance; (void)hPrevInstance; (void)nCmdShow; 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; Engine* engine = engine_create(); if (!engine_init(engine, &config)) 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; } 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; 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(); } console_add("lity3d Editor started"); 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); glyph_atlas_destroy(&g_atlas); graphics_device_destroy(g_dev); engine_shutdown(engine); return 0; }