示例#1
0
文件: d3d11_wm.c 项目: AgentD/sgui
static void d3d11_wm_destroy( sgui_ctx_wm* super )
{
    sgui_d3d11_wm* this = (sgui_d3d11_wm*)super;

    ID3D11SamplerState_Release( this->sampler );
    ID3D11ShaderResourceView_Release( this->view );
    ID3D11Texture2D_Release( this->skintex );
    free( this );
}
示例#2
0
void    D3D11_DestroyTexture (texid_t tex)
{
	if (!tex)
		return;

	if (tex->ptr2)
		ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)tex->ptr2);
	tex->ptr2 = NULL;

	if (tex->ptr)
		ID3D11Texture2D_Release((ID3D11Texture2D*)tex->ptr);
	tex->ptr = NULL;
}
示例#3
0
文件: main.c 项目: DimXenon/nuklear
int main(void)
{
    struct nk_context *ctx;
    struct nk_color background;

    WNDCLASSW wc;
    RECT rect = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT };
    DWORD style = WS_OVERLAPPEDWINDOW;
    DWORD exstyle = WS_EX_APPWINDOW;
    HWND wnd;
    int running = 1;
    HRESULT hr;
    D3D_FEATURE_LEVEL feature_level;
    DXGI_SWAP_CHAIN_DESC swap_chain_desc;

    /* Win32 */
    memset(&wc, 0, sizeof(wc));
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = GetModuleHandleW(0);
    wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = L"NuklearWindowClass";
    RegisterClassW(&wc);

    AdjustWindowRectEx(&rect, style, FALSE, exstyle);

    wnd = CreateWindowExW(exstyle, wc.lpszClassName, L"Nuklear Demo",
        style | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT,
        rect.right - rect.left, rect.bottom - rect.top,
        NULL, NULL, wc.hInstance, NULL);

    /* D3D11 setup */
    memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
    swap_chain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swap_chain_desc.BufferDesc.RefreshRate.Numerator = 60;
    swap_chain_desc.BufferDesc.RefreshRate.Denominator = 1;
    swap_chain_desc.SampleDesc.Count = 1;
    swap_chain_desc.SampleDesc.Quality = 0;
    swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swap_chain_desc.BufferCount = 1;
    swap_chain_desc.OutputWindow = wnd;
    swap_chain_desc.Windowed = TRUE;
    swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
    swap_chain_desc.Flags = 0;
    if (FAILED(D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE,
        NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swap_chain_desc,
        &swap_chain, &device, &feature_level, &context)))
    {
        /* if hardware device fails, then try WARP high-performance
           software rasterizer, this is useful for RDP sessions */
        hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_WARP,
            NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swap_chain_desc,
            &swap_chain, &device, &feature_level, &context);
        assert(SUCCEEDED(hr));
    }
    set_swap_chain_size(WINDOW_WIDTH, WINDOW_HEIGHT);

    /* GUI */
    ctx = nk_d3d11_init(device, WINDOW_WIDTH, WINDOW_HEIGHT, MAX_VERTEX_BUFFER, MAX_INDEX_BUFFER);
    /* Load Fonts: if none of these are loaded a default font will be used  */
    {struct nk_font_atlas *atlas;
    nk_d3d11_font_stash_begin(&atlas);
    /*struct nk_font *droid = nk_font_atlas_add_from_file(atlas, "../../../extra_font/DroidSans.ttf", 14, 0);*/
    /*struct nk_font *robot = nk_font_atlas_add_from_file(atlas, "../../../extra_font/Robot-Regular.ttf", 14, 0);*/
    /*struct nk_font *future = nk_font_atlas_add_from_file(atlas, "../../../extra_font/kenvector_future_thin.ttf", 13, 0);*/
    /*struct nk_font *clean = nk_font_atlas_add_from_file(atlas, "../../../extra_font/ProggyClean.ttf", 12, 0);*/
    /*struct nk_font *tiny = nk_font_atlas_add_from_file(atlas, "../../../extra_font/ProggyTiny.ttf", 10, 0);*/
    /*struct nk_font *cousine = nk_font_atlas_add_from_file(atlas, "../../../extra_font/Cousine-Regular.ttf", 13, 0);*/
    nk_d3d11_font_stash_end();
    /*nk_style_set_font(ctx, &droid->handle)*/;}

    /* style.c */
    /*set_style(ctx, THEME_WHITE);*/
    /*set_style(ctx, THEME_RED);*/
    /*set_style(ctx, THEME_BLUE);*/
    /*set_style(ctx, THEME_DARK);*/

    background = nk_rgb(28,48,62);
    while (running)
    {
        /* Input */
        MSG msg;
        nk_input_begin(ctx);
        while (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE))
        {
            if (msg.message == WM_QUIT)
                running = 0;
            TranslateMessage(&msg);
            DispatchMessageW(&msg);
        }
        nk_input_end(ctx);

        /* GUI */
        {struct nk_panel layout;
        if (nk_begin(ctx, &layout, "Demo", nk_rect(50, 50, 230, 250),
            NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE|
            NK_WINDOW_MINIMIZABLE|NK_WINDOW_TITLE))
        {
            enum {EASY, HARD};
            static int op = EASY;
            static int property = 20;

            nk_layout_row_static(ctx, 30, 80, 1);
            if (nk_button_label(ctx, "button", NK_BUTTON_DEFAULT))
                fprintf(stdout, "button pressed\n");
            nk_layout_row_dynamic(ctx, 30, 2);
            if (nk_option_label(ctx, "easy", op == EASY)) op = EASY;
            if (nk_option_label(ctx, "hard", op == HARD)) op = HARD;
            nk_layout_row_dynamic(ctx, 22, 1);
            nk_property_int(ctx, "Compression:", 0, &property, 100, 10, 1);

            {struct nk_panel combo;
            nk_layout_row_dynamic(ctx, 20, 1);
            nk_label(ctx, "background:", NK_TEXT_LEFT);
            nk_layout_row_dynamic(ctx, 25, 1);
            if (nk_combo_begin_color(ctx, &combo, background, 400)) {
                nk_layout_row_dynamic(ctx, 120, 1);
                background = nk_color_picker(ctx, background, NK_RGBA);
                nk_layout_row_dynamic(ctx, 25, 1);
                background.r = (nk_byte)nk_propertyi(ctx, "#R:", 0, background.r, 255, 1,1);
                background.g = (nk_byte)nk_propertyi(ctx, "#G:", 0, background.g, 255, 1,1);
                background.b = (nk_byte)nk_propertyi(ctx, "#B:", 0, background.b, 255, 1,1);
                background.a = (nk_byte)nk_propertyi(ctx, "#A:", 0, background.a, 255, 1,1);
                nk_combo_end(ctx);
            }}
        }
        nk_end(ctx);}
        if (nk_window_is_closed(ctx, "Demo")) break;

        /* -------------- EXAMPLES ---------------- */
        /*calculator(ctx);*/
        /*overview(ctx);*/
        /*node_editor(ctx);*/
        /* ----------------------------------------- */

        {/* Draw */
        float bg[4];
        nk_color_fv(bg, background);
        ID3D11DeviceContext_ClearRenderTargetView(context, rt_view, bg);
        ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rt_view, NULL);
        nk_d3d11_render(context, NK_ANTI_ALIASING_ON);
        hr = IDXGISwapChain_Present(swap_chain, 1, 0);
        if (hr == DXGI_ERROR_DEVICE_RESET || hr == DXGI_ERROR_DEVICE_REMOVED) {
            /* to recover from this, you'll need to recreate device and all the resources */
            MessageBoxW(NULL, L"D3D11 device is lost or removed!", L"Error", 0);
            break;
        } else if (hr == DXGI_STATUS_OCCLUDED) {
            /* window is not visible, so vsync won't work. Let's sleep a bit to reduce CPU usage */
            Sleep(10);
        }
        assert(SUCCEEDED(hr));}
    }

    ID3D11DeviceContext_ClearState(context);
    nk_d3d11_shutdown();
    ID3D11ShaderResourceView_Release(rt_view);
    ID3D11DeviceContext_Release(context);
    ID3D11Device_Release(device);
    IDXGISwapChain_Release(swap_chain);
    UnregisterClassW(wc.lpszClassName, wc.hInstance);
    return 0;
}
示例#4
0
文件: d3d11_wm.c 项目: AgentD/sgui
sgui_ctx_wm* d3d11_wm_create( sgui_window* wnd )
{
    D3D11_SHADER_RESOURCE_VIEW_DESC rvdesc;
    D3D11_SAMPLER_DESC sampdesc;
    D3D11_SUBRESOURCE_DATA data;
    unsigned int width, height;
    D3D11_TEXTURE2D_DESC desc;
    sgui_d3d11_context* ctx;
    sgui_subwm_skin* skin;
    sgui_d3d11_wm* this;
    sgui_ctx_wm* super;
    HRESULT status;

    ctx = (sgui_d3d11_context*)sgui_window_get_context( wnd );

    if( !ctx )
        return NULL;

    this = calloc( 1, sizeof(sgui_d3d11_wm) );
    super = (sgui_ctx_wm*)this;

    if( !this )
        return NULL;

    memset( &desc,     0, sizeof(desc)     );
    memset( &data,     0, sizeof(data)     );
    memset( &rvdesc,   0, sizeof(rvdesc)   );
    memset( &sampdesc, 0, sizeof(sampdesc) );

    skin = sgui_subwm_skin_get( );
    skin->get_ctx_skin_texture_size( skin, &width, &height );

    desc.Width                 = width;
    desc.Height                = height;
    desc.MipLevels             = 1;
    desc.ArraySize             = 1;
    desc.SampleDesc.Count      = 1;
    desc.Format                = DXGI_FORMAT_R8G8B8A8_UNORM;
    desc.Usage                 = D3D11_USAGE_IMMUTABLE;
    desc.BindFlags             = D3D11_BIND_SHADER_RESOURCE;

    data.pSysMem               = skin->get_ctx_skin_texture( skin );
    data.SysMemPitch           = width*4;

    rvdesc.Format              = DXGI_FORMAT_R8G8B8A8_UNORM;
    rvdesc.ViewDimension       = D3D11_SRV_DIMENSION_TEXTURE2D;
    rvdesc.Texture2D.MipLevels = 1;

    sampdesc.Filter            = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
    sampdesc.ComparisonFunc    = D3D11_COMPARISON_NEVER;
    sampdesc.AddressU          = D3D11_TEXTURE_ADDRESS_WRAP;
    sampdesc.AddressV          = D3D11_TEXTURE_ADDRESS_WRAP;
    sampdesc.AddressW          = D3D11_TEXTURE_ADDRESS_WRAP;

    status = ID3D11Device_CreateTexture2D( ctx->dev, &desc, &data,
                                           &this->skintex );

    if( status!=S_OK || !this->skintex )
        goto fail;

    status = ID3D11Device_CreateShaderResourceView( ctx->dev,
                                                    (void*)this->skintex,
                                                    &rvdesc, &this->view );

    if( status!=S_OK || !this->view )
        goto failtex;

    status = ID3D11Device_CreateSamplerState( ctx->dev, &sampdesc,
                                              &this->sampler );

    if( status!=S_OK || !this->sampler )
        goto failview;

    /* init */
    super->wnd      = wnd;
    super->draw_gui = d3d11_wm_draw_gui;
    super->destroy  = d3d11_wm_destroy;
    return super;
failview:
    ID3D11ShaderResourceView_Release( this->view );
failtex:
    ID3D11Texture2D_Release( this->skintex );
fail:
    free( this );
    return NULL;
}