- Scene Demo: cube + sphere + ground plane with proper lighting - Audio: XAudio2 dynamic loading + WAV playback - Physics: expanded collision system - Renderer: improved pipeline with materials - UI: extended widget system - VisualScript: enhanced serializer + block interactions - ASM: optimized math/memory/profiling routines - Window: mouse input + scroll support
402 lines
17 KiB
C
402 lines
17 KiB
C
#include "ui.h"
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#include <stdlib.h>
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#include <string.h>
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#include <d3dcompiler.h>
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#include <windows.h>
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// 为 MinGW 提供 COM 助手宏(MSVC 已内联提供)
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#ifndef _MSC_VER
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#define ID3D11Device_CreateBuffer(p,a,b,c) (p)->lpVtbl->CreateBuffer(p,a,b,c)
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#define ID3D11Device_CreateVertexShader(p,a,b,c,d) (p)->lpVtbl->CreateVertexShader(p,a,b,c,d)
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#define ID3D11Device_CreatePixelShader(p,a,b,c,d) (p)->lpVtbl->CreatePixelShader(p,a,b,c,d)
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#define ID3D11Device_CreateInputLayout(p,a,b,c,d,e) (p)->lpVtbl->CreateInputLayout(p,a,b,c,d,e)
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#define ID3D11Device_CreateBlendState(p,a,b) (p)->lpVtbl->CreateBlendState(p,a,b)
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#define ID3D11Device_CreateRasterizerState(p,a,b) (p)->lpVtbl->CreateRasterizerState(p,a,b)
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#define ID3D11Device_CreateTexture2D(p,a,b,c) (p)->lpVtbl->CreateTexture2D(p,a,b,c)
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#define ID3D11Device_CreateShaderResourceView(p,a,b,c) (p)->lpVtbl->CreateShaderResourceView(p,a,b,c)
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#define ID3D11Device_CreateSamplerState(p,a,b) (p)->lpVtbl->CreateSamplerState(p,a,b)
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#define ID3D11RasterizerState_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D11BlendState_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D11InputLayout_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D11PixelShader_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D11VertexShader_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D11Buffer_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D11Texture2D_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D11ShaderResourceView_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D11SamplerState_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D10Blob_Release(p) (p)->lpVtbl->Release(p)
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#define ID3D10Blob_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
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#define ID3D10Blob_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
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#define ID3D11DeviceContext_Map(p,a,b,c,d,e) (p)->lpVtbl->Map(p,a,b,c,d,e)
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#define ID3D11DeviceContext_Unmap(p,a,b) (p)->lpVtbl->Unmap(p,a,b)
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#define ID3D11DeviceContext_IASetVertexBuffers(p,a,b,c,d,e) (p)->lpVtbl->IASetVertexBuffers(p,a,b,c,d,e)
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#define ID3D11DeviceContext_IASetIndexBuffer(p,a,b,c) (p)->lpVtbl->IASetIndexBuffer(p,a,b,c)
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#define ID3D11DeviceContext_IASetPrimitiveTopology(p,a) (p)->lpVtbl->IASetPrimitiveTopology(p,a)
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#define ID3D11DeviceContext_IASetInputLayout(p,a) (p)->lpVtbl->IASetInputLayout(p,a)
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#define ID3D11DeviceContext_VSSetShader(p,a,b,c) (p)->lpVtbl->VSSetShader(p,a,b,c)
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#define ID3D11DeviceContext_PSSetShader(p,a,b,c) (p)->lpVtbl->PSSetShader(p,a,b,c)
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#define ID3D11DeviceContext_PSSetShaderResources(p,a,b,c) (p)->lpVtbl->PSSetShaderResources(p,a,b,c)
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#define ID3D11DeviceContext_PSSetSamplers(p,a,b,c) (p)->lpVtbl->PSSetSamplers(p,a,b,c)
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#define ID3D11DeviceContext_OMSetBlendState(p,a,b,c) (p)->lpVtbl->OMSetBlendState(p,a,b,c)
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#define ID3D11DeviceContext_RSSetState(p,a) (p)->lpVtbl->RSSetState(p,a)
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#define ID3D11DeviceContext_DrawIndexed(p,a,b,c) (p)->lpVtbl->DrawIndexed(p,a,b,c)
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#endif
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static const char* ui_vs = R"(
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struct VS_INPUT { float2 Pos : POSITION; float2 UV : TEXCOORD0; uint Color : COLOR0; };
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struct VS_OUTPUT { float4 Pos : SV_POSITION; float2 UV : TEXCOORD0; float4 Color : COLOR0; };
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VS_OUTPUT main(VS_INPUT input) {
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VS_OUTPUT output;
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output.Pos = float4(input.Pos.x, input.Pos.y, 0, 1);
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output.UV = input.UV;
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output.Color = float4((input.Color & 0xFF) / 255.0, ((input.Color >> 8) & 0xFF) / 255.0,
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((input.Color >> 16) & 0xFF) / 255.0, ((input.Color >> 24) & 0xFF) / 255.0);
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return output;
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}
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)";
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static const char* ui_ps = R"(
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struct PS_INPUT { float4 Pos : SV_POSITION; float2 UV : TEXCOORD0; float4 Color : COLOR0; };
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Texture2D tex : register(t0);
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SamplerState samp : register(s0);
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float4 main(PS_INPUT input) : SV_TARGET { return input.Color * tex.Sample(samp, input.UV); }
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)";
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#define UI_FONT_COLS 16
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#define UI_FONT_ROWS 8
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#define UI_FONT_CELL_W 16
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#define UI_FONT_CELL_H 16
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#define UI_FONT_ATLAS_W (UI_FONT_COLS * UI_FONT_CELL_W)
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#define UI_FONT_ATLAS_H (UI_FONT_ROWS * UI_FONT_CELL_H)
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static int ui_create_font_texture(UI* ui, ID3D11Device* device) {
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BITMAPINFO bmi = {0};
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bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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bmi.bmiHeader.biWidth = UI_FONT_ATLAS_W;
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bmi.bmiHeader.biHeight = -UI_FONT_ATLAS_H;
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bmi.bmiHeader.biPlanes = 1;
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bmi.bmiHeader.biBitCount = 32;
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bmi.bmiHeader.biCompression = BI_RGB;
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HDC hdc = GetDC(NULL);
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HDC memdc = CreateCompatibleDC(hdc);
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void* bits = NULL;
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HBITMAP bmp = CreateDIBSection(memdc, &bmi, DIB_RGB_COLORS, &bits, NULL, 0);
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if (!bmp) {
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DeleteDC(memdc);
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ReleaseDC(NULL, hdc);
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return 0;
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}
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SelectObject(memdc, bmp);
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PatBlt(memdc, 0, 0, UI_FONT_ATLAS_W, UI_FONT_ATLAS_H, BLACKNESS);
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SetBkColor(memdc, RGB(0, 0, 0));
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SetTextColor(memdc, RGB(255, 255, 255));
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HFONT font = CreateFont(UI_FONT_CELL_H - 2, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE,
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DEFAULT_CHARSET, OUT_OUTLINE_PRECIS, CLIP_DEFAULT_PRECIS,
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CLEARTYPE_QUALITY, FIXED_PITCH | FF_MODERN, "Consolas");
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if (font) SelectObject(memdc, font);
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for (int i = 32; i < 128; i++) {
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int col = i % UI_FONT_COLS;
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int row = i / UI_FONT_COLS;
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char c = (char)i;
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TextOutA(memdc, col * UI_FONT_CELL_W + 1, row * UI_FONT_CELL_H + 1, &c, 1);
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ui->char_uvs[i][0] = (float)(col * UI_FONT_CELL_W) / UI_FONT_ATLAS_W;
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ui->char_uvs[i][1] = (float)(row * UI_FONT_CELL_H) / UI_FONT_ATLAS_H;
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ui->char_uvs[i][2] = (float)((col + 1) * UI_FONT_CELL_W) / UI_FONT_ATLAS_W;
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ui->char_uvs[i][3] = (float)((row + 1) * UI_FONT_CELL_H) / UI_FONT_ATLAS_H;
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}
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// 将亮度转为 alpha,文字存储为白色
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uint32_t* pixels = (uint32_t*)bits;
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for (int i = 0; i < UI_FONT_ATLAS_W * UI_FONT_ATLAS_H; i++) {
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uint32_t p = pixels[i];
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uint8_t b = (uint8_t)(p & 0xFF);
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uint8_t g = (uint8_t)((p >> 8) & 0xFF);
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uint8_t r = (uint8_t)((p >> 16) & 0xFF);
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uint8_t lum = (uint8_t)((r * 77 + g * 150 + b * 29) >> 8);
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pixels[i] = 0x00FFFFFF | ((uint32_t)lum << 24);
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}
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// 左上角像素保留为纯白,供纯色矩形采样
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pixels[0] = 0xFFFFFFFF;
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D3D11_TEXTURE2D_DESC desc = {0};
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desc.Width = UI_FONT_ATLAS_W;
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desc.Height = UI_FONT_ATLAS_H;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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D3D11_SUBRESOURCE_DATA init = {0};
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init.pSysMem = bits;
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init.SysMemPitch = UI_FONT_ATLAS_W * 4;
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ID3D11Texture2D* tex = NULL;
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HRESULT hr = ID3D11Device_CreateTexture2D(device, &desc, &init, &tex);
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if (SUCCEEDED(hr) && tex) {
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ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource*)tex, NULL, &ui->font_srv);
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ID3D11Texture2D_Release(tex);
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}
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D3D11_SAMPLER_DESC sd = {0};
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sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sd.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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sd.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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sd.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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ID3D11Device_CreateSamplerState(device, &sd, &ui->font_sampler);
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if (font) DeleteObject(font);
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DeleteObject(bmp);
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DeleteDC(memdc);
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ReleaseDC(NULL, hdc);
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return ui->font_srv != NULL && ui->font_sampler != NULL;
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}
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UI* ui_create(ID3D11Device* device) {
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UI* ui = (UI*)calloc(1, sizeof(UI));
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ui->font_size = 14.0f;
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ui->text_color = 0xFFFFFFFF;
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ui->bg_color = 0xFF333333;
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ui->border_color = 0xFF666666;
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ui->padding = 4.0f;
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D3D11_BUFFER_DESC vbd = {0};
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vbd.ByteWidth = sizeof(UIVertex) * UI_MAX_VERTICES;
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vbd.Usage = D3D11_USAGE_DYNAMIC;
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vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ID3D11Device_CreateBuffer(device, &vbd, NULL, &ui->vertex_buffer);
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D3D11_BUFFER_DESC ibd = {0};
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ibd.ByteWidth = sizeof(uint32_t) * UI_MAX_INDICES;
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ibd.Usage = D3D11_USAGE_DYNAMIC;
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ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
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ibd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ID3D11Device_CreateBuffer(device, &ibd, NULL, &ui->index_buffer);
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// 编译着色器
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ID3DBlob* vs_blob = NULL, *ps_blob = NULL, *err = NULL;
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D3DCompile(ui_vs, strlen(ui_vs), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vs_blob, &err);
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D3DCompile(ui_ps, strlen(ui_ps), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &ps_blob, &err);
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if (vs_blob && ps_blob) {
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ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_blob),
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ID3D10Blob_GetBufferSize(vs_blob), NULL, &ui->vertex_shader);
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ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_blob),
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ID3D10Blob_GetBufferSize(ps_blob), NULL, &ui->pixel_shader);
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D3D11_INPUT_ELEMENT_DESC layout[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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ID3D11Device_CreateInputLayout(device, layout, 3,
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ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), &ui->input_layout);
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ID3D10Blob_Release(vs_blob);
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ID3D10Blob_Release(ps_blob);
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}
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D3D11_BLEND_DESC bd = {0};
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bd.RenderTarget[0].BlendEnable = TRUE;
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bd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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bd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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ID3D11Device_CreateBlendState(device, &bd, &ui->blend_state);
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D3D11_RASTERIZER_DESC rd = {0};
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rd.FillMode = D3D11_FILL_SOLID;
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rd.CullMode = D3D11_CULL_NONE;
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rd.ScissorEnable = TRUE;
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ID3D11Device_CreateRasterizerState(device, &rd, &ui->rasterizer);
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ui_create_font_texture(ui, device);
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return ui;
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}
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void ui_destroy(UI* ui) {
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if (!ui) return;
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if (ui->font_sampler) ID3D11SamplerState_Release(ui->font_sampler);
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if (ui->font_srv) ID3D11ShaderResourceView_Release(ui->font_srv);
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if (ui->rasterizer) ID3D11RasterizerState_Release(ui->rasterizer);
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if (ui->blend_state) ID3D11BlendState_Release(ui->blend_state);
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if (ui->input_layout) ID3D11InputLayout_Release(ui->input_layout);
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if (ui->pixel_shader) ID3D11PixelShader_Release(ui->pixel_shader);
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if (ui->vertex_shader) ID3D11VertexShader_Release(ui->vertex_shader);
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if (ui->index_buffer) ID3D11Buffer_Release(ui->index_buffer);
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if (ui->vertex_buffer) ID3D11Buffer_Release(ui->vertex_buffer);
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free(ui);
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}
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void ui_begin(UI* ui, float mx, float my, int md, int mp, int mr) {
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ui->mouse_x = mx;
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ui->mouse_y = my;
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ui->mouse_down = md;
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ui->mouse_pressed = mp;
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ui->mouse_released = mr;
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ui->vertex_count = 0;
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ui->index_count = 0;
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}
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void ui_end(UI* ui) {
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(void)ui;
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}
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void ui_draw_rect(UI* ui, float x, float y, float w, float h, uint32_t color) {
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uint32_t base = ui->vertex_count;
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// UV 指向字体图集左上角纯白像素,使纯色矩形不受纹理内容影响
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ui->vertices[ui->vertex_count++] = (UIVertex){x, y, 0.0f, 0.0f, color};
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ui->vertices[ui->vertex_count++] = (UIVertex){x + w, y, 0.0f, 0.0f, color};
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ui->vertices[ui->vertex_count++] = (UIVertex){x + w, y + h, 0.0f, 0.0f, color};
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ui->vertices[ui->vertex_count++] = (UIVertex){x, y + h, 0.0f, 0.0f, color};
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ui->indices[ui->index_count++] = base;
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ui->indices[ui->index_count++] = base + 1;
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ui->indices[ui->index_count++] = base + 2;
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ui->indices[ui->index_count++] = base;
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ui->indices[ui->index_count++] = base + 2;
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ui->indices[ui->index_count++] = base + 3;
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}
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void ui_draw_text(UI* ui, float x, float y, const char* text, uint32_t color) {
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if (!text) return;
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float px = x;
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float py = y;
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const float cw = (float)UI_FONT_CELL_W;
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const float ch = (float)UI_FONT_CELL_H;
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while (*text) {
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unsigned char c = (unsigned char)*text++;
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if (c < 32 || c >= 128) c = '?';
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float u1 = ui->char_uvs[c][0];
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float v1 = ui->char_uvs[c][1];
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float u2 = ui->char_uvs[c][2];
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float v2 = ui->char_uvs[c][3];
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uint32_t base = ui->vertex_count;
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ui->vertices[ui->vertex_count++] = (UIVertex){px, py, u1, v1, color};
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ui->vertices[ui->vertex_count++] = (UIVertex){px + cw, py, u2, v1, color};
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ui->vertices[ui->vertex_count++] = (UIVertex){px + cw, py + ch, u2, v2, color};
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ui->vertices[ui->vertex_count++] = (UIVertex){px, py + ch, u1, v2, color};
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ui->indices[ui->index_count++] = base;
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ui->indices[ui->index_count++] = base + 1;
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ui->indices[ui->index_count++] = base + 2;
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ui->indices[ui->index_count++] = base;
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ui->indices[ui->index_count++] = base + 2;
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ui->indices[ui->index_count++] = base + 3;
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px += cw;
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}
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}
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void ui_draw_rect_border(UI* ui, float x, float y, float w, float h,
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uint32_t fill, uint32_t border, float thickness) {
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ui_draw_rect(ui, x, y, w, h, fill);
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ui_draw_rect(ui, x, y, w, thickness, border);
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ui_draw_rect(ui, x, y + h - thickness, w, thickness, border);
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ui_draw_rect(ui, x, y, thickness, h, border);
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ui_draw_rect(ui, x + w - thickness, y, thickness, h, border);
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}
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int ui_button(UI* ui, float x, float y, float w, float h, const char* text) {
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int hover = ui->mouse_x >= x && ui->mouse_x <= x + w &&
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ui->mouse_y >= y && ui->mouse_y <= y + h;
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uint32_t color = hover ? 0xFF555555 : 0xFF444444;
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if (hover && ui->mouse_pressed) color = 0xFF666666;
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ui_draw_rect_border(ui, x, y, w, h, color, 0xFF888888, 1);
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if (text) {
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float tx = x + ui->padding;
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float ty = y + (h - UI_FONT_CELL_H) * 0.5f;
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ui_draw_text(ui, tx, ty, text, ui->text_color);
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}
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return hover && ui->mouse_pressed;
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}
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float ui_slider(UI* ui, float x, float y, float w, float h, float value, float min_val, float max_val) {
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ui_draw_rect_border(ui, x, y, w, h, 0xFF333333, 0xFF666666, 1);
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int hover = ui->mouse_x >= x && ui->mouse_x <= x + w &&
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ui->mouse_y >= y && ui->mouse_y <= y + h;
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if (hover && ui->mouse_down) {
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float t = (ui->mouse_x - x) / w;
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value = min_val + t * (max_val - min_val);
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if (value < min_val) value = min_val;
|
|
if (value > max_val) value = max_val;
|
|
}
|
|
|
|
float knob_x = x + ((value - min_val) / (max_val - min_val)) * (w - h);
|
|
ui_draw_rect(ui, knob_x, y, h, h, 0xFF0078D4);
|
|
return value;
|
|
}
|
|
|
|
int ui_checkbox(UI* ui, float x, float y, const char* text, int checked) {
|
|
float s = 16.0f;
|
|
ui_draw_rect_border(ui, x, y, s, s, checked ? 0xFF0078D4 : 0xFF333333, 0xFF666666, 1);
|
|
if (checked) {
|
|
// 绘制对勾
|
|
ui_draw_rect(ui, x + 4, y + 7, 2, 2, 0xFFFFFFFF);
|
|
ui_draw_rect(ui, x + 6, y + 9, 2, 2, 0xFFFFFFFF);
|
|
ui_draw_rect(ui, x + 8, y + 5, 5, 2, 0xFFFFFFFF);
|
|
}
|
|
if (text) {
|
|
ui_draw_text(ui, x + s + ui->padding, y + (s - UI_FONT_CELL_H) * 0.5f, text, ui->text_color);
|
|
}
|
|
if (ui->mouse_x >= x && ui->mouse_x <= x + s &&
|
|
ui->mouse_y >= y && ui->mouse_y <= y + s && ui->mouse_pressed) {
|
|
return !checked;
|
|
}
|
|
return checked;
|
|
}
|
|
|
|
void ui_label(UI* ui, float x, float y, const char* text) {
|
|
if (text) {
|
|
ui_draw_text(ui, x, y, text, ui->text_color);
|
|
}
|
|
}
|
|
|
|
void ui_render(UI* ui, ID3D11DeviceContext* ctx) {
|
|
if (ui->vertex_count == 0) return;
|
|
|
|
D3D11_MAPPED_SUBRESOURCE mapped;
|
|
if (SUCCEEDED(ID3D11DeviceContext_Map(ctx, (ID3D11Resource*)ui->vertex_buffer, 0,
|
|
D3D11_MAP_WRITE_DISCARD, 0, &mapped))) {
|
|
memcpy(mapped.pData, ui->vertices, sizeof(UIVertex) * ui->vertex_count);
|
|
ID3D11DeviceContext_Unmap(ctx, (ID3D11Resource*)ui->vertex_buffer, 0);
|
|
}
|
|
if (SUCCEEDED(ID3D11DeviceContext_Map(ctx, (ID3D11Resource*)ui->index_buffer, 0,
|
|
D3D11_MAP_WRITE_DISCARD, 0, &mapped))) {
|
|
memcpy(mapped.pData, ui->indices, sizeof(uint32_t) * ui->index_count);
|
|
ID3D11DeviceContext_Unmap(ctx, (ID3D11Resource*)ui->index_buffer, 0);
|
|
}
|
|
|
|
UINT stride = sizeof(UIVertex);
|
|
UINT offset = 0;
|
|
ID3D11DeviceContext_IASetVertexBuffers(ctx, 0, 1, &ui->vertex_buffer, &stride, &offset);
|
|
ID3D11DeviceContext_IASetIndexBuffer(ctx, ui->index_buffer, DXGI_FORMAT_R32_UINT, 0);
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
ID3D11DeviceContext_IASetInputLayout(ctx, ui->input_layout);
|
|
|
|
ID3D11DeviceContext_VSSetShader(ctx, ui->vertex_shader, NULL, 0);
|
|
ID3D11DeviceContext_PSSetShader(ctx, ui->pixel_shader, NULL, 0);
|
|
ID3D11DeviceContext_PSSetShaderResources(ctx, 0, 1, &ui->font_srv);
|
|
ID3D11DeviceContext_PSSetSamplers(ctx, 0, 1, &ui->font_sampler);
|
|
|
|
float blend[4] = {1, 1, 1, 1};
|
|
ID3D11DeviceContext_OMSetBlendState(ctx, ui->blend_state, blend, 0xFFFFFFFF);
|
|
ID3D11DeviceContext_RSSetState(ctx, ui->rasterizer);
|
|
|
|
ID3D11DeviceContext_DrawIndexed(ctx, ui->index_count, 0, 0);
|
|
|
|
ID3D11DeviceContext_OMSetBlendState(ctx, NULL, blend, 0xFFFFFFFF);
|
|
ID3D11DeviceContext_RSSetState(ctx, NULL);
|
|
}
|