Files
lity3d/Demo/compat_test.c
T

222 lines
11 KiB
C

#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/Rendering/shader.h"
#include "../Engine/Rendering/mesh.h"
#include "../Engine/include/engine_api.h"
#include "../Engine/ASM/math_c_fallback.h"
#include "../Engine/Editor/glyph_atlas.h"
#include <d3dcompiler.h>
static GraphicsDevice* g_dev = NULL;
static Shader* g_shader = NULL;
static Mesh* g_tri = NULL;
static GlyphAtlas g_atlas;
static ID3D11VertexShader* g_tvs = NULL;
static ID3D11PixelShader* g_tps = NULL;
static ID3D11InputLayout* g_tlayout = NULL;
static ID3D11BlendState* g_tblend = NULL;
static ID3D11SamplerState* g_tsampler = NULL;
static ID3D11Buffer* g_tcb = NULL;
static ID3D11DepthStencilState* g_no_depth = 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 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, 0.0f, 0.0f, 0.0f, 1.0f);
float proj[64] = {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);
D3D11_VIEWPORT vp = {0};
vp.Width = sw; vp.Height = sh; vp.MaxDepth = 1.0f;
ctx->lpVtbl->RSSetViewports(ctx, 1, &vp);
D3D11_RASTERIZER_DESC rdesc = {0};
rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.CullMode = D3D11_CULL_NONE;
ID3D11RasterizerState* rstate = NULL;
g_dev->device->lpVtbl->CreateRasterizerState(g_dev->device, &rdesc, &rstate);
ctx->lpVtbl->RSSetState(ctx, rstate);
ctx->lpVtbl->IASetPrimitiveTopology(ctx, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
shader_bind(g_shader, ctx);
shader_set_matrix(g_shader, ctx, (float*)&proj_t);
mesh_draw(g_tri, ctx);
{
ctx->lpVtbl->OMSetDepthStencilState(ctx, g_no_depth, 0);
}
draw_quad(ctx, sw - 200, 10, 180, 60, 1, 1, 1, 1);
if (g_tvs && g_tps && g_tlayout && g_tcb && g_tblend && g_tsampler && g_atlas.srv) {
ctx->lpVtbl->UpdateSubresource(ctx, (ID3D11Resource*)g_tcb, 0, NULL, &proj_t, 0, 0);
ctx->lpVtbl->VSSetShader(ctx, g_tvs, NULL, 0);
ctx->lpVtbl->PSSetShader(ctx, g_tps, NULL, 0);
ctx->lpVtbl->IASetInputLayout(ctx, g_tlayout);
ctx->lpVtbl->VSSetConstantBuffers(ctx, 0, 1, &g_tcb);
ctx->lpVtbl->PSSetShaderResources(ctx, 0, 1, &g_atlas.srv);
ctx->lpVtbl->PSSetSamplers(ctx, 0, 1, &g_tsampler);
ctx->lpVtbl->OMSetBlendState(ctx, g_tblend, NULL, 0xFFFFFFFF);
typedef struct { float p[3], n[3], uv[2], c[4]; } TV;
TV tverts[4];
uint32_t tidx[6] = {0,1,2, 0,2,3};
int cx = (int)(sw - 195), cy = 35;
for (const wchar_t* p = L"\u6d4b\u8bd5"; *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)) {
tverts[0] = (TV){{(float)cx,(float)cy,0},{0,0,1},{u0,v0},{0,0,0,1}};
tverts[1] = (TV){{(float)cx+adv_x,(float)cy,0},{0,0,1},{u1,v0},{0,0,0,1}};
tverts[2] = (TV){{(float)cx+adv_x,(float)cy+adv_y,0},{0,0,1},{u1,v1},{0,0,0,1}};
tverts[3] = (TV){{(float)cx,(float)cy+adv_y,0},{0,0,1},{u0,v1},{0,0,0,1}};
ID3D11Buffer *tvb = NULL, *tib = NULL;
D3D11_BUFFER_DESC bd2 = {0}; D3D11_SUBRESOURCE_DATA sd2 = {0};
bd2.ByteWidth = sizeof(TV)*4; bd2.Usage = D3D11_USAGE_DEFAULT; bd2.BindFlags = D3D11_BIND_VERTEX_BUFFER;
sd2.pSysMem = tverts; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd2, &sd2, &tvb);
bd2.ByteWidth = sizeof(uint32_t)*6; bd2.BindFlags = D3D11_BIND_INDEX_BUFFER;
sd2.pSysMem = tidx; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd2, &sd2, &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);
cx += (int)adv_x + 2;
}
}
}
if (rstate) rstate->lpVtbl->Release(rstate);
graphics_device_present(g_dev);
}
static void on_key(Engine* engine, int key) {
if (key == VK_ESCAPE) engine_request_quit(engine);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
(void)hInstance; (void)hPrevInstance; (void)lpCmdLine; (void)nCmdShow;
LOG_INFO("=== Compatibility Test ===");
EngineConfig config = engine_default_config();
config.app_name = "Compatibility Test";
config.vsync = 1;
config.window_width = 1280;
config.window_height = 720;
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;
}
g_shader = shader_create();
shader_compile(g_shader, g_dev->device, NULL, NULL, 0, 0);
glyph_atlas_init(&g_atlas, g_dev->device);
const char* tvs_src = "cbuffer CB:register(b0){float4x4 WVP;};struct VS_IN{float4 pos:POSITION;float3 n:NORMAL;float2 uv:TEXCOORD;float4 col:COLOR;};struct PS_IN{float4 pos:SV_POSITION;float2 uv:TEXCOORD;float4 col:COLOR;};PS_IN main(VS_IN i){PS_IN o;o.pos=mul(i.pos,WVP);o.uv=i.uv;o.col=i.col;return o;}";
const char* tps_src = "Texture2D tex:register(t0);SamplerState smp:register(s0);struct PS_IN{float4 pos:SV_POSITION;float2 uv:TEXCOORD;float4 col:COLOR;};float4 main(PS_IN i):SV_TARGET{float a=tex.Sample(smp,i.uv).a;return float4(i.col.rgb,i.col.a*a);}";
ID3DBlob *vsb = NULL, *psb = NULL, *err = NULL;
D3DCompile(tvs_src, (UINT)strlen(tvs_src), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vsb, &err);
if (err) { err->lpVtbl->Release(err); err = NULL; }
D3DCompile(tps_src, (UINT)strlen(tps_src), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &psb, &err);
if (err) { err->lpVtbl->Release(err); err = NULL; }
if (vsb && psb) {
g_dev->device->lpVtbl->CreateVertexShader(g_dev->device, vsb->lpVtbl->GetBufferPointer(vsb), vsb->lpVtbl->GetBufferSize(vsb), NULL, &g_tvs);
g_dev->device->lpVtbl->CreatePixelShader(g_dev->device, psb->lpVtbl->GetBufferPointer(psb), psb->lpVtbl->GetBufferSize(psb), NULL, &g_tps);
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, vsb->lpVtbl->GetBufferPointer(vsb), vsb->lpVtbl->GetBufferSize(vsb), &g_tlayout);
vsb->lpVtbl->Release(vsb); psb->lpVtbl->Release(psb);
}
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_tsampler);
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_tblend);
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_tcb);
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);
V tri[3] = {
{{640, 300, 0}, {0,0,-1}, {0,0}, {1, 0.2f, 0.2f, 1}},
{{500, 550, 0}, {0,0,-1}, {0,1}, {0.2f, 1, 0.2f, 1}},
{{780, 550, 0}, {0,0,-1}, {1,0}, {0.2f, 0.2f, 1, 1}},
};
uint32_t idx[3] = {0, 1, 2};
g_tri = (Mesh*)calloc(1, sizeof(Mesh));
g_tri->stride = sizeof(V); g_tri->vcount = 3; g_tri->icount = 3;
D3D11_BUFFER_DESC bd = {0}; D3D11_SUBRESOURCE_DATA sd = {0};
bd.ByteWidth = sizeof(V)*3; bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
sd.pSysMem = tri; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &g_tri->vb);
bd.ByteWidth = sizeof(uint32_t)*3; bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
sd.pSysMem = idx; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &g_tri->ib);
engine_set_render_callback(engine, on_render);
engine_set_key_callback(engine, on_key);
LOG_INFO("Running...");
engine_run(engine);
mesh_destroy(g_tri);
shader_destroy(g_shader);
glyph_atlas_destroy(&g_atlas);
graphics_device_destroy(g_dev);
engine_shutdown(engine);
return 0;
}