nuklear_d3d11.h 23 KB

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  1. /*
  2. * Nuklear - 1.32.0 - public domain
  3. * no warrenty implied; use at your own risk.
  4. * authored from 2015-2016 by Micha Mettke
  5. */
  6. /*
  7. * ==============================================================
  8. *
  9. * API
  10. *
  11. * ===============================================================
  12. */
  13. #ifndef NK_D3D11_H_
  14. #define NK_D3D11_H_
  15. #define WIN32_LEAN_AND_MEAN
  16. #include <windows.h>
  17. typedef struct ID3D11Device ID3D11Device;
  18. typedef struct ID3D11DeviceContext ID3D11DeviceContext;
  19. NK_API struct nk_context *nk_d3d11_init(ID3D11Device *device, int width, int height, unsigned int max_vertex_buffer, unsigned int max_index_buffer);
  20. NK_API void nk_d3d11_font_stash_begin(struct nk_font_atlas **atlas);
  21. NK_API void nk_d3d11_font_stash_end(void);
  22. NK_API int nk_d3d11_handle_event(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
  23. NK_API void nk_d3d11_render(ID3D11DeviceContext *context, enum nk_anti_aliasing);
  24. NK_API void nk_d3d11_resize(ID3D11DeviceContext *context, int width, int height);
  25. NK_API void nk_d3d11_shutdown(void);
  26. #endif
  27. /*
  28. * ==============================================================
  29. *
  30. * IMPLEMENTATION
  31. *
  32. * ===============================================================
  33. */
  34. #ifdef NK_D3D11_IMPLEMENTATION
  35. #define WIN32_LEAN_AND_MEAN
  36. #define COBJMACROS
  37. #include <d3d11.h>
  38. #include <stdlib.h>
  39. #include <stddef.h>
  40. #include <string.h>
  41. #include <float.h>
  42. #include <assert.h>
  43. #include "nuklear_d3d11_vertex_shader.h"
  44. #include "nuklear_d3d11_pixel_shader.h"
  45. struct nk_d3d11_vertex {
  46. float position[2];
  47. float uv[2];
  48. nk_byte col[4];
  49. };
  50. static struct
  51. {
  52. struct nk_context ctx;
  53. struct nk_font_atlas atlas;
  54. struct nk_buffer cmds;
  55. struct nk_draw_null_texture tex_null;
  56. unsigned int max_vertex_buffer;
  57. unsigned int max_index_buffer;
  58. D3D11_VIEWPORT viewport;
  59. ID3D11Device *device;
  60. ID3D11RasterizerState *rasterizer_state;
  61. ID3D11VertexShader *vertex_shader;
  62. ID3D11InputLayout *input_layout;
  63. ID3D11Buffer *const_buffer;
  64. ID3D11PixelShader *pixel_shader;
  65. ID3D11BlendState *blend_state;
  66. ID3D11Buffer *index_buffer;
  67. ID3D11Buffer *vertex_buffer;
  68. ID3D11ShaderResourceView *font_texture_view;
  69. ID3D11SamplerState *sampler_state;
  70. } d3d11;
  71. NK_API void
  72. nk_d3d11_render(ID3D11DeviceContext *context, enum nk_anti_aliasing AA)
  73. {
  74. const float blend_factor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  75. const UINT stride = sizeof(struct nk_d3d11_vertex);
  76. const UINT offset = 0;
  77. #ifdef NK_UINT_DRAW_INDEX
  78. DXGI_FORMAT index_buffer_format = DXGI_FORMAT_R32_UINT;
  79. #else
  80. DXGI_FORMAT index_buffer_format = DXGI_FORMAT_R16_UINT;
  81. #endif
  82. ID3D11DeviceContext_IASetInputLayout(context, d3d11.input_layout);
  83. ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &d3d11.vertex_buffer, &stride, &offset);
  84. ID3D11DeviceContext_IASetIndexBuffer(context, d3d11.index_buffer, index_buffer_format, 0);
  85. ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  86. ID3D11DeviceContext_VSSetShader(context, d3d11.vertex_shader, NULL, 0);
  87. ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &d3d11.const_buffer);
  88. ID3D11DeviceContext_PSSetShader(context, d3d11.pixel_shader, NULL, 0);
  89. ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &d3d11.sampler_state);
  90. ID3D11DeviceContext_OMSetBlendState(context, d3d11.blend_state, blend_factor, 0xffffffff);
  91. ID3D11DeviceContext_RSSetState(context, d3d11.rasterizer_state);
  92. ID3D11DeviceContext_RSSetViewports(context, 1, &d3d11.viewport);
  93. /* Convert from command queue into draw list and draw to screen */
  94. {/* load draw vertices & elements directly into vertex + element buffer */
  95. D3D11_MAPPED_SUBRESOURCE vertices;
  96. D3D11_MAPPED_SUBRESOURCE indices;
  97. const struct nk_draw_command *cmd;
  98. UINT offset = 0;
  99. HRESULT hr;
  100. hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)d3d11.vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &vertices);
  101. NK_ASSERT(SUCCEEDED(hr));
  102. hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)d3d11.index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &indices);
  103. NK_ASSERT(SUCCEEDED(hr));
  104. {/* fill converting configuration */
  105. struct nk_convert_config config;
  106. NK_STORAGE const struct nk_draw_vertex_layout_element vertex_layout[] = {
  107. {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d11_vertex, position)},
  108. {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d11_vertex, uv)},
  109. {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_d3d11_vertex, col)},
  110. {NK_VERTEX_LAYOUT_END}
  111. };
  112. memset(&config, 0, sizeof(config));
  113. config.vertex_layout = vertex_layout;
  114. config.vertex_size = sizeof(struct nk_d3d11_vertex);
  115. config.vertex_alignment = NK_ALIGNOF(struct nk_d3d11_vertex);
  116. config.global_alpha = 1.0f;
  117. config.shape_AA = AA;
  118. config.line_AA = AA;
  119. config.circle_segment_count = 22;
  120. config.curve_segment_count = 22;
  121. config.arc_segment_count = 22;
  122. config.tex_null = d3d11.tex_null;
  123. {/* setup buffers to load vertices and elements */
  124. struct nk_buffer vbuf, ibuf;
  125. nk_buffer_init_fixed(&vbuf, vertices.pData, (size_t)d3d11.max_vertex_buffer);
  126. nk_buffer_init_fixed(&ibuf, indices.pData, (size_t)d3d11.max_index_buffer);
  127. nk_convert(&d3d11.ctx, &d3d11.cmds, &vbuf, &ibuf, &config);}
  128. }
  129. ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)d3d11.vertex_buffer, 0);
  130. ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)d3d11.index_buffer, 0);
  131. /* iterate over and execute each draw command */
  132. nk_draw_foreach(cmd, &d3d11.ctx, &d3d11.cmds)
  133. {
  134. D3D11_RECT scissor;
  135. ID3D11ShaderResourceView *texture_view = (ID3D11ShaderResourceView *)cmd->texture.ptr;
  136. if (!cmd->elem_count) continue;
  137. scissor.left = (LONG)cmd->clip_rect.x;
  138. scissor.right = (LONG)(cmd->clip_rect.x + cmd->clip_rect.w);
  139. scissor.top = (LONG)cmd->clip_rect.y;
  140. scissor.bottom = (LONG)(cmd->clip_rect.y + cmd->clip_rect.h);
  141. ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &texture_view);
  142. ID3D11DeviceContext_RSSetScissorRects(context, 1, &scissor);
  143. ID3D11DeviceContext_DrawIndexed(context, (UINT)cmd->elem_count, offset, 0);
  144. offset += cmd->elem_count;
  145. }
  146. nk_clear(&d3d11.ctx);
  147. nk_buffer_clear(&d3d11.cmds);}
  148. }
  149. static void
  150. nk_d3d11_get_projection_matrix(int width, int height, float *result)
  151. {
  152. const float L = 0.0f;
  153. const float R = (float)width;
  154. const float T = 0.0f;
  155. const float B = (float)height;
  156. float matrix[4][4] =
  157. {
  158. { 0.0f, 0.0f, 0.0f, 0.0f },
  159. { 0.0f, 0.0f, 0.0f, 0.0f },
  160. { 0.0f, 0.0f, 0.5f, 0.0f },
  161. { 0.0f, 0.0f, 0.5f, 1.0f },
  162. };
  163. matrix[0][0] = 2.0f / (R - L);
  164. matrix[1][1] = 2.0f / (T - B);
  165. matrix[3][0] = (R + L) / (L - R);
  166. matrix[3][1] = (T + B) / (B - T);
  167. memcpy(result, matrix, sizeof(matrix));
  168. }
  169. NK_API void
  170. nk_d3d11_resize(ID3D11DeviceContext *context, int width, int height)
  171. {
  172. D3D11_MAPPED_SUBRESOURCE mapped;
  173. if (SUCCEEDED(ID3D11DeviceContext_Map(context, (ID3D11Resource *)d3d11.const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped)))
  174. {
  175. nk_d3d11_get_projection_matrix(width, height, (float *)mapped.pData);
  176. ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)d3d11.const_buffer, 0);
  177. d3d11.viewport.Width = (float)width;
  178. d3d11.viewport.Height = (float)height;
  179. }
  180. }
  181. NK_API int
  182. nk_d3d11_handle_event(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
  183. {
  184. static int insert_toggle = 0;
  185. switch (msg)
  186. {
  187. case WM_KEYDOWN:
  188. case WM_KEYUP:
  189. case WM_SYSKEYDOWN:
  190. case WM_SYSKEYUP:
  191. {
  192. int down = !((lparam >> 31) & 1);
  193. int ctrl = GetKeyState(VK_CONTROL) & (1 << 15);
  194. switch (wparam)
  195. {
  196. case VK_SHIFT:
  197. case VK_LSHIFT:
  198. case VK_RSHIFT:
  199. nk_input_key(&d3d11.ctx, NK_KEY_SHIFT, down);
  200. return 1;
  201. case VK_DELETE:
  202. nk_input_key(&d3d11.ctx, NK_KEY_DEL, down);
  203. return 1;
  204. case VK_RETURN:
  205. case VK_SEPARATOR:
  206. nk_input_key(&d3d11.ctx, NK_KEY_ENTER, down);
  207. return 1;
  208. case VK_TAB:
  209. nk_input_key(&d3d11.ctx, NK_KEY_TAB, down);
  210. return 1;
  211. case VK_UP:
  212. nk_input_key(&d3d11.ctx, NK_KEY_UP, down);
  213. return 1;
  214. case VK_DOWN:
  215. nk_input_key(&d3d11.ctx, NK_KEY_DOWN, down);
  216. return 1;
  217. case VK_LEFT:
  218. if (ctrl)
  219. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_WORD_LEFT, down);
  220. else
  221. nk_input_key(&d3d11.ctx, NK_KEY_LEFT, down);
  222. return 1;
  223. case VK_RIGHT:
  224. if (ctrl)
  225. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_WORD_RIGHT, down);
  226. else
  227. nk_input_key(&d3d11.ctx, NK_KEY_RIGHT, down);
  228. return 1;
  229. case VK_BACK:
  230. nk_input_key(&d3d11.ctx, NK_KEY_BACKSPACE, down);
  231. return 1;
  232. case VK_HOME:
  233. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_START, down);
  234. nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_START, down);
  235. return 1;
  236. case VK_END:
  237. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_END, down);
  238. nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_END, down);
  239. return 1;
  240. case VK_NEXT:
  241. nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_DOWN, down);
  242. return 1;
  243. case VK_PRIOR:
  244. nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_UP, down);
  245. return 1;
  246. case VK_ESCAPE:
  247. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_RESET_MODE, down);
  248. return 1;
  249. case VK_INSERT:
  250. /* Only switch on release to avoid repeat issues
  251. * kind of confusing since we have to negate it but we're already
  252. * hacking it since Nuklear treats them as two separate keys rather
  253. * than a single toggle state */
  254. if (!down) {
  255. insert_toggle = !insert_toggle;
  256. if (insert_toggle) {
  257. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_INSERT_MODE, !down);
  258. /* nk_input_key(&d3d11.ctx, NK_KEY_TEXT_REPLACE_MODE, down); */
  259. } else {
  260. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_REPLACE_MODE, !down);
  261. /* nk_input_key(&d3d11.ctx, NK_KEY_TEXT_INSERT_MODE, down); */
  262. }
  263. }
  264. return 1;
  265. case 'A':
  266. if (ctrl) {
  267. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_SELECT_ALL, down);
  268. return 1;
  269. }
  270. break;
  271. case 'B':
  272. if (ctrl) {
  273. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_LINE_START, down);
  274. return 1;
  275. }
  276. break;
  277. case 'E':
  278. if (ctrl) {
  279. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_LINE_END, down);
  280. return 1;
  281. }
  282. break;
  283. case 'C':
  284. if (ctrl) {
  285. nk_input_key(&d3d11.ctx, NK_KEY_COPY, down);
  286. return 1;
  287. }
  288. break;
  289. case 'V':
  290. if (ctrl) {
  291. nk_input_key(&d3d11.ctx, NK_KEY_PASTE, down);
  292. return 1;
  293. }
  294. break;
  295. case 'X':
  296. if (ctrl) {
  297. nk_input_key(&d3d11.ctx, NK_KEY_CUT, down);
  298. return 1;
  299. }
  300. break;
  301. case 'Z':
  302. if (ctrl) {
  303. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_UNDO, down);
  304. return 1;
  305. }
  306. break;
  307. case 'R':
  308. if (ctrl) {
  309. nk_input_key(&d3d11.ctx, NK_KEY_TEXT_REDO, down);
  310. return 1;
  311. }
  312. break;
  313. }
  314. return 0;
  315. }
  316. case WM_CHAR:
  317. if (wparam >= 32)
  318. {
  319. nk_input_unicode(&d3d11.ctx, (nk_rune)wparam);
  320. return 1;
  321. }
  322. break;
  323. case WM_LBUTTONDOWN:
  324. nk_input_button(&d3d11.ctx, NK_BUTTON_LEFT, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
  325. SetCapture(wnd);
  326. return 1;
  327. case WM_LBUTTONUP:
  328. nk_input_button(&d3d11.ctx, NK_BUTTON_DOUBLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
  329. nk_input_button(&d3d11.ctx, NK_BUTTON_LEFT, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
  330. ReleaseCapture();
  331. return 1;
  332. case WM_RBUTTONDOWN:
  333. nk_input_button(&d3d11.ctx, NK_BUTTON_RIGHT, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
  334. SetCapture(wnd);
  335. return 1;
  336. case WM_RBUTTONUP:
  337. nk_input_button(&d3d11.ctx, NK_BUTTON_RIGHT, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
  338. ReleaseCapture();
  339. return 1;
  340. case WM_MBUTTONDOWN:
  341. nk_input_button(&d3d11.ctx, NK_BUTTON_MIDDLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
  342. SetCapture(wnd);
  343. return 1;
  344. case WM_MBUTTONUP:
  345. nk_input_button(&d3d11.ctx, NK_BUTTON_MIDDLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
  346. ReleaseCapture();
  347. return 1;
  348. case WM_MOUSEWHEEL:
  349. nk_input_scroll(&d3d11.ctx, nk_vec2(0,(float)(short)HIWORD(wparam) / WHEEL_DELTA));
  350. return 1;
  351. case WM_MOUSEMOVE:
  352. nk_input_motion(&d3d11.ctx, (short)LOWORD(lparam), (short)HIWORD(lparam));
  353. return 1;
  354. case WM_LBUTTONDBLCLK:
  355. nk_input_button(&d3d11.ctx, NK_BUTTON_DOUBLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
  356. return 1;
  357. }
  358. return 0;
  359. }
  360. static void
  361. nk_d3d11_clipboard_paste(nk_handle usr, struct nk_text_edit *edit)
  362. {
  363. (void)usr;
  364. if (IsClipboardFormatAvailable(CF_UNICODETEXT) && OpenClipboard(NULL))
  365. {
  366. HGLOBAL mem = GetClipboardData(CF_UNICODETEXT);
  367. if (mem)
  368. {
  369. SIZE_T size = GlobalSize(mem) - 1;
  370. if (size)
  371. {
  372. LPCWSTR wstr = (LPCWSTR)GlobalLock(mem);
  373. if (wstr)
  374. {
  375. int utf8size = WideCharToMultiByte(CP_UTF8, 0, wstr, size / sizeof(wchar_t), NULL, 0, NULL, NULL);
  376. if (utf8size)
  377. {
  378. char* utf8 = (char*)malloc(utf8size);
  379. if (utf8)
  380. {
  381. WideCharToMultiByte(CP_UTF8, 0, wstr, size / sizeof(wchar_t), utf8, utf8size, NULL, NULL);
  382. nk_textedit_paste(edit, utf8, utf8size);
  383. free(utf8);
  384. }
  385. }
  386. GlobalUnlock(mem);
  387. }
  388. }
  389. }
  390. CloseClipboard();
  391. }
  392. }
  393. static void
  394. nk_d3d11_clipboard_copy(nk_handle usr, const char *text, int len)
  395. {
  396. (void)usr;
  397. if (OpenClipboard(NULL))
  398. {
  399. int wsize = MultiByteToWideChar(CP_UTF8, 0, text, len, NULL, 0);
  400. if (wsize)
  401. {
  402. HGLOBAL mem = GlobalAlloc(GMEM_MOVEABLE, (wsize + 1) * sizeof(wchar_t));
  403. if (mem)
  404. {
  405. wchar_t* wstr = (wchar_t*)GlobalLock(mem);
  406. if (wstr)
  407. {
  408. MultiByteToWideChar(CP_UTF8, 0, text, len, wstr, wsize);
  409. wstr[wsize] = 0;
  410. GlobalUnlock(mem);
  411. SetClipboardData(CF_UNICODETEXT, mem);
  412. }
  413. }
  414. }
  415. CloseClipboard();
  416. }
  417. }
  418. NK_API struct nk_context*
  419. nk_d3d11_init(ID3D11Device *device, int width, int height, unsigned int max_vertex_buffer, unsigned int max_index_buffer)
  420. {
  421. HRESULT hr;
  422. d3d11.max_vertex_buffer = max_vertex_buffer;
  423. d3d11.max_index_buffer = max_index_buffer;
  424. d3d11.device = device;
  425. ID3D11Device_AddRef(device);
  426. nk_init_default(&d3d11.ctx, 0);
  427. d3d11.ctx.clip.copy = nk_d3d11_clipboard_copy;
  428. d3d11.ctx.clip.paste = nk_d3d11_clipboard_paste;
  429. d3d11.ctx.clip.userdata = nk_handle_ptr(0);
  430. nk_buffer_init_default(&d3d11.cmds);
  431. {/* rasterizer state */
  432. D3D11_RASTERIZER_DESC desc;
  433. memset(&desc, 0, sizeof(desc));
  434. desc.FillMode = D3D11_FILL_SOLID;
  435. desc.CullMode = D3D11_CULL_NONE;
  436. desc.FrontCounterClockwise = FALSE;
  437. desc.DepthBias = 0;
  438. desc.DepthBiasClamp = 0;
  439. desc.SlopeScaledDepthBias = 0.0f;
  440. desc.DepthClipEnable = TRUE;
  441. desc.ScissorEnable = TRUE;
  442. desc.MultisampleEnable = FALSE;
  443. desc.AntialiasedLineEnable = FALSE;
  444. hr = ID3D11Device_CreateRasterizerState(device,&desc, &d3d11.rasterizer_state);
  445. NK_ASSERT(SUCCEEDED(hr));}
  446. /* vertex shader */
  447. {hr = ID3D11Device_CreateVertexShader(device,nk_d3d11_vertex_shader, sizeof(nk_d3d11_vertex_shader), NULL, &d3d11.vertex_shader);
  448. NK_ASSERT(SUCCEEDED(hr));}
  449. /* input layout */
  450. {const D3D11_INPUT_ELEMENT_DESC layout[] = {
  451. { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(struct nk_d3d11_vertex, position), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  452. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(struct nk_d3d11_vertex, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  453. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(struct nk_d3d11_vertex, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  454. };
  455. hr = ID3D11Device_CreateInputLayout(device,layout, ARRAYSIZE(layout), nk_d3d11_vertex_shader, sizeof(nk_d3d11_vertex_shader), &d3d11.input_layout);
  456. NK_ASSERT(SUCCEEDED(hr));}
  457. /* constant buffer */
  458. {float matrix[4*4];
  459. D3D11_BUFFER_DESC desc;
  460. memset(&desc, 0, sizeof(desc));
  461. desc.ByteWidth = sizeof(matrix);
  462. desc.Usage = D3D11_USAGE_DYNAMIC;
  463. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  464. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  465. desc.MiscFlags = 0;
  466. {D3D11_SUBRESOURCE_DATA data;
  467. data.pSysMem = matrix;
  468. data.SysMemPitch = 0;
  469. data.SysMemSlicePitch = 0;
  470. nk_d3d11_get_projection_matrix(width, height, matrix);
  471. hr = ID3D11Device_CreateBuffer(device, &desc, &data, &d3d11.const_buffer);
  472. NK_ASSERT(SUCCEEDED(hr));}}
  473. /* pixel shader */
  474. {hr = ID3D11Device_CreatePixelShader(device, nk_d3d11_pixel_shader, sizeof(nk_d3d11_pixel_shader), NULL, &d3d11.pixel_shader);
  475. NK_ASSERT(SUCCEEDED(hr));}
  476. {/* blend state */
  477. D3D11_BLEND_DESC desc;
  478. memset(&desc, 0, sizeof(desc));
  479. desc.AlphaToCoverageEnable = FALSE;
  480. desc.RenderTarget[0].BlendEnable = TRUE;
  481. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  482. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  483. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  484. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  485. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  486. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  487. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  488. hr = ID3D11Device_CreateBlendState(device, &desc, &d3d11.blend_state);
  489. NK_ASSERT(SUCCEEDED(hr));}
  490. /* vertex buffer */
  491. {D3D11_BUFFER_DESC desc;
  492. memset(&desc, 0, sizeof(desc));
  493. desc.Usage = D3D11_USAGE_DYNAMIC;
  494. desc.ByteWidth = max_vertex_buffer;
  495. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  496. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  497. desc.MiscFlags = 0;
  498. hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &d3d11.vertex_buffer);
  499. NK_ASSERT(SUCCEEDED(hr));}
  500. /* index buffer */
  501. {D3D11_BUFFER_DESC desc;
  502. memset(&desc, 0, sizeof(desc));
  503. desc.Usage = D3D11_USAGE_DYNAMIC;
  504. desc.ByteWidth = max_index_buffer;
  505. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  506. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  507. hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &d3d11.index_buffer);
  508. NK_ASSERT(SUCCEEDED(hr));}
  509. /* sampler state */
  510. {D3D11_SAMPLER_DESC desc;
  511. memset(&desc, 0, sizeof(desc));
  512. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  513. desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
  514. desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
  515. desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
  516. desc.MipLODBias = 0.0f;
  517. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  518. desc.MinLOD = 0.0f;
  519. desc.MaxLOD = FLT_MAX;
  520. hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11.sampler_state);
  521. NK_ASSERT(SUCCEEDED(hr));}
  522. /* viewport */
  523. {d3d11.viewport.TopLeftX = 0.0f;
  524. d3d11.viewport.TopLeftY = 0.0f;
  525. d3d11.viewport.Width = (float)width;
  526. d3d11.viewport.Height = (float)height;
  527. d3d11.viewport.MinDepth = 0.0f;
  528. d3d11.viewport.MaxDepth = 1.0f;}
  529. return &d3d11.ctx;
  530. }
  531. NK_API void
  532. nk_d3d11_font_stash_begin(struct nk_font_atlas **atlas)
  533. {
  534. nk_font_atlas_init_default(&d3d11.atlas);
  535. nk_font_atlas_begin(&d3d11.atlas);
  536. *atlas = &d3d11.atlas;
  537. }
  538. NK_API void
  539. nk_d3d11_font_stash_end(void)
  540. {
  541. const void *image; int w, h;
  542. image = nk_font_atlas_bake(&d3d11.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  543. /* upload font to texture and create texture view */
  544. {ID3D11Texture2D *font_texture;
  545. HRESULT hr;
  546. D3D11_TEXTURE2D_DESC desc;
  547. memset(&desc, 0, sizeof(desc));
  548. desc.Width = (UINT)w;
  549. desc.Height = (UINT)h;
  550. desc.MipLevels = 1;
  551. desc.ArraySize = 1;
  552. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  553. desc.SampleDesc.Count = 1;
  554. desc.SampleDesc.Quality = 0;
  555. desc.Usage = D3D11_USAGE_DEFAULT;
  556. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  557. desc.CPUAccessFlags = 0;
  558. {D3D11_SUBRESOURCE_DATA data;
  559. data.pSysMem = image;
  560. data.SysMemPitch = (UINT)(w * 4);
  561. data.SysMemSlicePitch = 0;
  562. hr = ID3D11Device_CreateTexture2D(d3d11.device, &desc, &data, &font_texture);
  563. assert(SUCCEEDED(hr));}
  564. {D3D11_SHADER_RESOURCE_VIEW_DESC srv;
  565. memset(&srv, 0, sizeof(srv));
  566. srv.Format = desc.Format;
  567. srv.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  568. srv.Texture2D.MipLevels = 1;
  569. srv.Texture2D.MostDetailedMip = 0;
  570. hr = ID3D11Device_CreateShaderResourceView(d3d11.device, (ID3D11Resource *)font_texture, &srv, &d3d11.font_texture_view);
  571. assert(SUCCEEDED(hr));}
  572. ID3D11Texture2D_Release(font_texture);}
  573. nk_font_atlas_end(&d3d11.atlas, nk_handle_ptr(d3d11.font_texture_view), &d3d11.tex_null);
  574. if (d3d11.atlas.default_font)
  575. nk_style_set_font(&d3d11.ctx, &d3d11.atlas.default_font->handle);
  576. }
  577. NK_API
  578. void nk_d3d11_shutdown(void)
  579. {
  580. nk_font_atlas_clear(&d3d11.atlas);
  581. nk_buffer_free(&d3d11.cmds);
  582. nk_free(&d3d11.ctx);
  583. ID3D11SamplerState_Release(d3d11.sampler_state);
  584. ID3D11ShaderResourceView_Release(d3d11.font_texture_view);
  585. ID3D11Buffer_Release(d3d11.vertex_buffer);
  586. ID3D11Buffer_Release(d3d11.index_buffer);
  587. ID3D11BlendState_Release(d3d11.blend_state);
  588. ID3D11PixelShader_Release(d3d11.pixel_shader);
  589. ID3D11Buffer_Release(d3d11.const_buffer);
  590. ID3D11VertexShader_Release(d3d11.vertex_shader);
  591. ID3D11InputLayout_Release(d3d11.input_layout);
  592. ID3D11RasterizerState_Release(d3d11.rasterizer_state);
  593. ID3D11Device_Release(d3d11.device);
  594. }
  595. #endif