Initial directx example.
This commit is contained in:
parent
1dfbcc61c4
commit
92d1f24613
28 changed files with 683 additions and 212 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -1,6 +1,7 @@
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.cproject
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.project
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.pydevproject
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.vscode
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.settings/
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/Debug/
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/build/
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@ -1,11 +1,6 @@
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add_subdirectory(notes_tk)
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add_subdirectory(website-generator)
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# Experimental Below
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if(WIN32)
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add_subdirectory(directx-practice)
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endif()
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# Sample Console
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add_executable(notes_tk_console main.cpp)
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target_link_libraries(notes_tk_console PUBLIC console core network database geometry audio web)
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@ -1,16 +0,0 @@
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list(APPEND directx_practice_LIB_INCLUDES
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)
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add_executable(directx-practice WIN32 directx-practice.cpp ${directx_practice_LIB_INCLUDES})
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target_include_directories(directx-practice PUBLIC
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"${CMAKE_CURRENT_SOURCE_DIR}"
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)
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target_link_libraries(directx-practice PUBLIC core D3D12.lib DXGI.lib)
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set_property(TARGET directx-practice PROPERTY FOLDER apps/directx-practice)
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@ -1,111 +0,0 @@
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#include "loggers/FileLogger.h"
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#include <DirectXMath.h>
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#include <DirectXPackedVector.h>
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#include <iostream>
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#include <vector>
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#include <windows.h>
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#include <wrl.h>
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#include <dxgi.h>
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#include <dxgi1_6.h>
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#include <d3d12.h>
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#include <d3d12sdklayers.h>
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void GetHardwareAdapter(IDXGIFactory7* pFactory, IDXGIAdapter1** ppAdapter)
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{
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*ppAdapter = nullptr;
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for (UINT adapterIndex = 0; ; ++adapterIndex)
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{
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IDXGIAdapter1* pAdapter = nullptr;
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if (DXGI_ERROR_NOT_FOUND == pFactory->EnumAdapters1(adapterIndex, &pAdapter))
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{
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// No more adapters to enumerate.
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break;
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}
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// Check to see if the adapter supports Direct3D 12, but don't create the
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// actual device yet.
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if (SUCCEEDED(D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), nullptr)))
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{
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*ppAdapter = pAdapter;
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return;
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}
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pAdapter->Release();
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}
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}
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int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow)
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{
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FileLogger::GetInstance().Open();
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MLOG_INFO("Test");
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if (!DirectX::XMVerifyCPUSupport())
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{
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MLOG_ERROR("Directx math not supported");
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return 0;
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}
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auto n = DirectX::XMVectorSet(1.0f, 0.0f, 0.0f, 0.0f);
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//auto u = DirectX::XMVectorSet(1.0f, 2.0f, 3.0f, 0.0f);
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//auto v = DirectX::XMVectorSet(-2.0f, 1.0f, -3.0f, 0.0f);
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//auto w = DirectX::XMVectorSet(0.707f, 0.707f, 0.0f, 0.0f);
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auto p = DirectX::XMVectorZero();
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auto q = DirectX::XMVectorSplatOne();
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auto u = DirectX::XMVectorSet(1.0f, 2.0f, 3.0f, 0.0f);
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auto v = DirectX::XMVectorReplicate(-2.0f);
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auto w = DirectX::XMVectorSplatZ(u);
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DirectX::XMMATRIX A(1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 4.0f, 0.0f,
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1.0f, 2.0f, 3.0f, 1.0f);
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DirectX::XMMATRIX B = DirectX::XMMatrixIdentity();
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IDXGIAdapter* adapter = nullptr;
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std::vector<IDXGIAdapter*> adapterList;
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Microsoft::WRL::ComPtr<ID3D12CommandQueue> commandQueue;
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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#if defined(DEBUG) || defined(_DEBUG)
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// Enable the D3D12 debug layer.
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{
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ID3D12Debug* debugController;
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D3D12GetDebugInterface(IID_PPV_ARGS(&debugController));
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debugController->EnableDebugLayer();
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}
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#endif
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IDXGIFactory7* pFactory{ nullptr };
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HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory7), (void**)(&pFactory));
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if (hr == S_OK)
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{
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MLOG_INFO("FACTORY IS OK");
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}
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IDXGIAdapter1* pAdapter{ nullptr };
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GetHardwareAdapter(pFactory, &pAdapter);
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ID3D12Device* pDevice{ nullptr };
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if (pAdapter)
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{
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MLOG_INFO("Found adapter");
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if (SUCCEEDED(D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice))))
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{
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MLOG_INFO("Got device");
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}
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}
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else
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{
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MLOG_INFO("No adapter found");
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return 0;
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}
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return 0;
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}
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@ -16,8 +16,8 @@
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#include "DesktopManager.h"
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#include "MainApplication.h"
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NotesTk::NotesTk(std::unique_ptr<CommandLineArgs> args)
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: GuiApplication(std::move(args))
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NotesTk::NotesTk(std::unique_ptr<CommandLineArgs> args, std::unique_ptr<MainApplication> mainApp)
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: GuiApplication(std::move(args), std::move(mainApp))
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{
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}
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@ -5,7 +5,7 @@
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class NotesTk : public GuiApplication
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{
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public:
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NotesTk(std::unique_ptr<CommandLineArgs> args);
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NotesTk(std::unique_ptr<CommandLineArgs> args = nullptr, std::unique_ptr<MainApplication> mainApp = nullptr);
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protected:
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void initializeViews() override;
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@ -3,11 +3,12 @@
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#endif
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#include "MainApplication.h"
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#include "GuiApplication.h"
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#include "NotesTk.h"
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#include "CommandLineArgs.h"
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#include "Win32WindowInterface.h"
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#include "FileLogger.h"
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#include "StringUtils.h"
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#include "Widget.h"
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#include "windows.h"
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MLOG_INFO("Creating GUI Application");
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// Start the gui application
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auto gui_app = GuiApplication();
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//gui_app.setMainApplication(main_app);
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auto gui_app = NotesTk(nullptr, std::move(main_app));
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MLOG_INFO("Running GUI Application");
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gui_app.run();
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main_app->shutDown();
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return 0;
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}
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@ -111,7 +111,7 @@ void WasapiInterface::play(AudioDevice* device, AudioSample* sample, unsigned du
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// hr = pPropertyStore->GetValue(PKEY_Device_FriendlyName, &deviceName);
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hr = pPropertyStore->GetValue(PKEY_DeviceInterface_FriendlyName, &deviceName);
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//PKEY_Device_FriendlyName
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std::cout << "Device name: " << deviceName.pwszVal << std::endl;
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//std::cout << "Device name: " << deviceName.pwszVal << std::endl;
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pPropertyStore->Release();
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@ -11,12 +11,19 @@
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#include "FileLogger.h"
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GuiApplication::GuiApplication(std::unique_ptr<CommandLineArgs> args)
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GuiApplication::GuiApplication(std::unique_ptr<CommandLineArgs> args, std::unique_ptr<MainApplication> mainApp)
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: AbstractDesktopApp(),
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mMainApplication(MainApplication::Create()),
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mDesktopManager(DesktopManager::Create(this))
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{
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if (mainApp)
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{
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mMainApplication = std::move(mainApp);
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}
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else
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{
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mMainApplication = MainApplication::Create();
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mMainApplication->initialize(args ? std::move(args) : CommandLineArgs::Create());
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}
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}
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GuiApplication::~GuiApplication()
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class GuiApplication : public AbstractDesktopApp
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{
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public:
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GuiApplication(std::unique_ptr<CommandLineArgs> args = nullptr);
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GuiApplication(std::unique_ptr<CommandLineArgs> args = nullptr, std::unique_ptr<MainApplication> mainApp = nullptr);
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~GuiApplication();
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void SqliteInterface::open(Database* db)
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{
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int rc = sqlite3_open(db->getPath().c_str(), &mSqliteDb);
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const auto path = db->getPath().string();
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int rc = sqlite3_open(path.c_str(), &mSqliteDb);
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if( rc )
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{
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MLOG_ERROR("Can't open database: %s\n" << sqlite3_errmsg(mSqliteDb));
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@ -21,9 +21,9 @@ list(APPEND graphics_HEADERS
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PainterFactory.h
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)
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if(UNIX)
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set(OpenGL_GL_PREFERENCE "GLVND")
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find_package(OpenGL QUIET)
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if (OpenGL_FOUND)
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set(OpenGL_GL_PREFERENCE "GLVND")
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find_package(OpenGL QUIET)
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if (OpenGL_FOUND)
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list(APPEND platform_LIBS OpenGL::GL OpenGL::GLU)
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list(APPEND graphics_LIB_INCLUDES
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opengl/OpenGlPainter.cpp
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opengl/OpenGlFontTexture.h
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opengl/OpenGlShaderProgram.h)
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list(APPEND DEFINES "HAS_OPENGL")
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else()
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else()
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message(STATUS "OpenGL not found - skipping support")
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endif()
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endif()
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else()
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list(APPEND graphics_LIB_INCLUDES
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directx/DirectXPainter.cpp)
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list(APPEND graphics_HEADERS
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directx/DirectXPainter.h)
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endif()
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add_library(${MODULE_NAME} SHARED
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0
src/graphics/directx/DirectXPainter.cpp
Normal file
0
src/graphics/directx/DirectXPainter.cpp
Normal file
0
src/graphics/directx/DirectXPainter.h
Normal file
0
src/graphics/directx/DirectXPainter.h
Normal file
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virtual void clear() = 0;
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virtual void onResize(unsigned width, unsigned height) = 0;
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protected:
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mt::Window* mWindow{nullptr};
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};
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ui_interfaces/win32/Win32WindowInterface.cpp
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ui_interfaces/win32/Win32Window.h
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ui_interfaces/win32/Win32Window.cpp
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ui_interfaces/win32/Win32DxInterface.h
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ui_interfaces/win32/Win32DxInterface.cpp
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ui_interfaces/win32/Win32DxWindowInterface.h
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ui_interfaces/win32/Win32DxWindowInterface.cpp
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)
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list(APPEND platform_LIBS D3D12.lib D3DCompiler.lib DXGI.lib)
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find_package(DirectX-Headers REQUIRED)
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list(APPEND platform_LIBS Microsoft::DirectX-Headers)
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endif()
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list(APPEND windows_LIB_INCLUDES
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ui_interfaces/AbstractUiInterface.h
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ui_interfaces/UiInterfaceFactory.cpp
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managers/WindowManager.cpp
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managers/DesktopManager.cpp
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@ -45,6 +45,6 @@ std::unique_ptr<AbstractUIInterface> UiInterfaceFactory::create(DesktopManager*
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#endif
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}
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#else
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return std::make_unique<Win32UIInterface>(desktopManager, std::move(fonts_manager));
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return std::make_unique<Win32UIInterface>(desktopManager, std::move(fonts_manager), true);
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#endif
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}
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91
src/windows/ui_interfaces/win32/Win32DxInterface.cpp
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91
src/windows/ui_interfaces/win32/Win32DxInterface.cpp
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#include "Win32DxInterface.h"
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#include "FileLogger.h"
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#include <DirectXMath.h>
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#include <DirectXPackedVector.h>
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#include <dxgi.h>
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#include <dxgi1_6.h>
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#include <d3d12.h>
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#include <d3d12sdklayers.h>
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#include <iostream>
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#include <vector>
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#include <windows.h>
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#include <wrl.h>
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void Win32DxInterface::getHardwareAdapter(IDXGIAdapter1** ppAdapter)
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{
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*ppAdapter = nullptr;
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for (UINT adapterIndex = 0; ; ++adapterIndex)
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{
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IDXGIAdapter1* pAdapter = nullptr;
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if (DXGI_ERROR_NOT_FOUND == mFactory->EnumAdapters1(adapterIndex, &pAdapter))
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{
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// No more adapters to enumerate.
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break;
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}
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// Check to see if the adapter supports Direct3D 12, but don't create the actual device yet.
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if (SUCCEEDED(D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), nullptr)))
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{
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*ppAdapter = pAdapter;
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return;
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}
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pAdapter->Release();
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}
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}
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ID3D12Device* Win32DxInterface::getDevice() const
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{
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return mDevice.Get();
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}
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IDXGIFactory7* Win32DxInterface::getFactory() const
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{
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return mFactory.Get();
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}
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void Win32DxInterface::initialize()
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{
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if (!DirectX::XMVerifyCPUSupport())
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{
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MLOG_ERROR("Directx math not supported");
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return;
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}
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#if defined(DEBUG) || defined(_DEBUG)
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// Enable the D3D12 debug layer.
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{
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ID3D12Debug* debugController;
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D3D12GetDebugInterface(IID_PPV_ARGS(&debugController));
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debugController->EnableDebugLayer();
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}
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#endif
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HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory7), (void**)(&mFactory));
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if (hr == S_OK)
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{
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MLOG_INFO("FACTORY IS OK");
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}
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IDXGIAdapter1* pAdapter{ nullptr };
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getHardwareAdapter(&pAdapter);
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if (pAdapter)
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{
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MLOG_INFO("Found adapter");
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if (SUCCEEDED(D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&mDevice))))
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{
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MLOG_INFO("Got device");
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}
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}
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else
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{
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MLOG_INFO("No adapter found");
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return;
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}
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return;
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}
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24
src/windows/ui_interfaces/win32/Win32DxInterface.h
Normal file
24
src/windows/ui_interfaces/win32/Win32DxInterface.h
Normal file
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#pragma once
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#include <wrl.h>
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struct ID3D12Device;
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struct IDXGIFactory7;
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struct IDXGIAdapter1;
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class Win32DxInterface
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{
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public:
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void initialize();
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ID3D12Device* getDevice() const;
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IDXGIFactory7* getFactory() const;
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private:
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void getHardwareAdapter(IDXGIAdapter1** ppAdapter);
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Microsoft::WRL::ComPtr<IDXGIFactory7> mFactory;
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Microsoft::WRL::ComPtr<ID3D12Device> mDevice;
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};
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304
src/windows/ui_interfaces/win32/Win32DxWindowInterface.cpp
Normal file
304
src/windows/ui_interfaces/win32/Win32DxWindowInterface.cpp
Normal file
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#include "Win32DxWindowInterface.h"
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#include "Win32DxInterface.h"
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#include "Win32Window.h"
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#include "Window.h"
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#include "Widget.h"
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#include <dxgi.h>
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#include <dxgi1_6.h>
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#include <d3dcompiler.h>
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#include <d3d12sdklayers.h>
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Win32DxWindowInterface::Win32DxWindowInterface(Win32DxInterface* dxInterface)
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: mDxInterface(dxInterface)
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{
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}
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Win32DxWindowInterface::~Win32DxWindowInterface()
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{
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}
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void Win32DxWindowInterface::destroyWindow()
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{
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waitForPreviousFrame();
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::CloseHandle(mFenceEvent);
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}
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void Win32DxWindowInterface::onRender()
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{
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// Record all the commands we need to render the scene into the command list.
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populateCommandList();
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// Execute the command list.
|
||||
ID3D12CommandList* ppCommandLists[] = { mCommandList.Get() };
|
||||
mCommandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
|
||||
|
||||
// Present the frame.
|
||||
mSwapChain->Present(1, 0);
|
||||
|
||||
waitForPreviousFrame();
|
||||
}
|
||||
|
||||
void Win32DxWindowInterface::populateCommandList()
|
||||
{
|
||||
// Command list allocators can only be reset when the associated
|
||||
// command lists have finished execution on the GPU; apps should use
|
||||
// fences to determine GPU execution progress.
|
||||
mCommandAllocator->Reset();
|
||||
|
||||
// However, when ExecuteCommandList() is called on a particular command
|
||||
// list, that command list can then be reset at any time and must be before
|
||||
// re-recording.
|
||||
mCommandList->Reset(mCommandAllocator.Get(), mPipelineState.Get());
|
||||
|
||||
// Set necessary state.
|
||||
mCommandList->SetGraphicsRootSignature(mRootSignature.Get());
|
||||
mCommandList->RSSetViewports(1, &mViewport);
|
||||
mCommandList->RSSetScissorRects(1, &mScissorRect);
|
||||
|
||||
// Indicate that the back buffer will be used as a render target.
|
||||
auto barrier = CD3DX12_RESOURCE_BARRIER::Transition(mRenderTargets[mFrameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
mCommandList->ResourceBarrier(1, &barrier);
|
||||
|
||||
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(mRtvHeap->GetCPUDescriptorHandleForHeapStart(), static_cast<INT>(mFrameIndex), mRtvDescriptorSize);
|
||||
mCommandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
|
||||
|
||||
// Record commands.
|
||||
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
|
||||
mCommandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
|
||||
mCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
mCommandList->IASetVertexBuffers(0, 1, &mVertexBufferView);
|
||||
mCommandList->DrawInstanced(3, 1, 0, 0);
|
||||
|
||||
// Indicate that the back buffer will now be used to present.
|
||||
barrier = CD3DX12_RESOURCE_BARRIER::Transition(mRenderTargets[mFrameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
|
||||
mCommandList->ResourceBarrier(1, &barrier);
|
||||
|
||||
mCommandList->Close();
|
||||
}
|
||||
|
||||
bool Win32DxWindowInterface::initialize(mt::Window* window)
|
||||
{
|
||||
if (mInitialized)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
const auto width = window->getWidth();
|
||||
const auto height = window->getHeight();
|
||||
mViewport = CD3DX12_VIEWPORT(0.0f, 0.0f, width, height);
|
||||
mScissorRect = CD3DX12_RECT(0, 0, width, height);
|
||||
|
||||
loadPipeline(window);
|
||||
|
||||
loadAssets();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Win32DxWindowInterface::loadPipeline(mt::Window* window)
|
||||
{
|
||||
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
||||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
|
||||
mDxInterface->getDevice()->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue));
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
|
||||
swapChainDesc.BufferCount = FrameCount;
|
||||
|
||||
const auto width = window->getWidth();
|
||||
const auto height = window->getHeight();
|
||||
swapChainDesc.Width = width;
|
||||
swapChainDesc.Height = height;
|
||||
|
||||
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
swapChainDesc.SampleDesc.Count = 1;
|
||||
|
||||
const auto hwnd = dynamic_cast<Win32Window*>(window->getPlatformWindow())->getHandle();
|
||||
|
||||
Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
|
||||
mDxInterface->getFactory()->CreateSwapChainForHwnd(
|
||||
mCommandQueue.Get(), // Swap chain needs the queue so that it can force a flush on it.
|
||||
hwnd,
|
||||
&swapChainDesc,
|
||||
nullptr,
|
||||
nullptr,
|
||||
&swapChain
|
||||
);
|
||||
mDxInterface->getFactory()->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
swapChain.As(&mSwapChain);
|
||||
auto mFrameIndex = mSwapChain->GetCurrentBackBufferIndex();
|
||||
|
||||
// Create descriptor heaps.
|
||||
{
|
||||
// Describe and create a render target view (RTV) descriptor heap.
|
||||
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
|
||||
rtvHeapDesc.NumDescriptors = FrameCount;
|
||||
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
mDxInterface->getDevice()->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&mRtvHeap));
|
||||
|
||||
mRtvDescriptorSize = mDxInterface->getDevice()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
}
|
||||
|
||||
// Create frame resources.
|
||||
{
|
||||
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(mRtvHeap->GetCPUDescriptorHandleForHeapStart());
|
||||
|
||||
// Create a RTV for each frame.
|
||||
for (UINT n = 0; n < FrameCount; n++)
|
||||
{
|
||||
mSwapChain->GetBuffer(n, IID_PPV_ARGS(&mRenderTargets[n]));
|
||||
mDxInterface->getDevice()->CreateRenderTargetView(mRenderTargets[n].Get(), nullptr, rtvHandle);
|
||||
rtvHandle.Offset(1, mRtvDescriptorSize);
|
||||
}
|
||||
}
|
||||
|
||||
mDxInterface->getDevice()->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mCommandAllocator));
|
||||
}
|
||||
|
||||
void Win32DxWindowInterface::loadAssets()
|
||||
{
|
||||
// Create an empty root signature.
|
||||
{
|
||||
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
|
||||
rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3DBlob> signature;
|
||||
Microsoft::WRL::ComPtr<ID3DBlob> error;
|
||||
D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error);
|
||||
mDxInterface->getDevice()->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&mRootSignature));
|
||||
}
|
||||
|
||||
// Create the pipeline state, which includes compiling and loading shaders.
|
||||
{
|
||||
Microsoft::WRL::ComPtr<ID3DBlob> vertexShader;
|
||||
Microsoft::WRL::ComPtr<ID3DBlob> pixelShader;
|
||||
|
||||
#if defined(_DEBUG)
|
||||
// Enable better shader debugging with the graphics debugging tools.
|
||||
// UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
|
||||
UINT compileFlags = 0;
|
||||
#else
|
||||
UINT compileFlags = 0;
|
||||
#endif
|
||||
|
||||
auto shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders.hlsl";
|
||||
|
||||
D3DCompileFromFile(shader_path.c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr);
|
||||
D3DCompileFromFile(shader_path.c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr);
|
||||
|
||||
// Define the vertex input layout.
|
||||
D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
|
||||
};
|
||||
|
||||
// Describe and create the graphics pipeline state object (PSO).
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
|
||||
psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
|
||||
psoDesc.pRootSignature = mRootSignature.Get();
|
||||
psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShader.Get());
|
||||
psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShader.Get());
|
||||
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
|
||||
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
|
||||
psoDesc.DepthStencilState.DepthEnable = FALSE;
|
||||
psoDesc.DepthStencilState.StencilEnable = FALSE;
|
||||
psoDesc.SampleMask = UINT_MAX;
|
||||
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
psoDesc.NumRenderTargets = 1;
|
||||
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
psoDesc.SampleDesc.Count = 1;
|
||||
mDxInterface->getDevice()->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&mPipelineState));
|
||||
}
|
||||
|
||||
// Create the command list.
|
||||
mDxInterface->getDevice()->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCommandAllocator.Get(), mPipelineState.Get(), IID_PPV_ARGS(&mCommandList));
|
||||
|
||||
// Command lists are created in the recording state, but there is nothing
|
||||
// to record yet. The main loop expects it to be closed, so close it now.
|
||||
mCommandList->Close();
|
||||
|
||||
// Create the vertex buffer.
|
||||
{
|
||||
// Define the geometry for a triangle.
|
||||
const float aspectRatio = 1.0;
|
||||
Vertex triangleVertices[] =
|
||||
{
|
||||
{ { 0.0f, 0.25f * aspectRatio, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } },
|
||||
{ { 0.25f, -0.25f * aspectRatio, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } },
|
||||
{ { -0.25f, -0.25f * aspectRatio, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }
|
||||
};
|
||||
|
||||
const UINT vertexBufferSize = sizeof(triangleVertices);
|
||||
|
||||
// Note: using upload heaps to transfer static data like vert buffers is not
|
||||
// recommended. Every time the GPU needs it, the upload heap will be marshalled
|
||||
// over. Please read up on Default Heap usage. An upload heap is used here for
|
||||
// code simplicity and because there are very few verts to actually transfer.
|
||||
CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_UPLOAD);
|
||||
auto desc = CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize);
|
||||
mDxInterface->getDevice()->CreateCommittedResource(
|
||||
&heapProps,
|
||||
D3D12_HEAP_FLAG_NONE,
|
||||
&desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr,
|
||||
IID_PPV_ARGS(&mVertexBuffer));
|
||||
|
||||
// Copy the triangle data to the vertex buffer.
|
||||
UINT8* pVertexDataBegin;
|
||||
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU.
|
||||
mVertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin));
|
||||
memcpy(pVertexDataBegin, triangleVertices, sizeof(triangleVertices));
|
||||
mVertexBuffer->Unmap(0, nullptr);
|
||||
|
||||
// Initialize the vertex buffer view.
|
||||
mVertexBufferView.BufferLocation = mVertexBuffer->GetGPUVirtualAddress();
|
||||
mVertexBufferView.StrideInBytes = sizeof(Vertex);
|
||||
mVertexBufferView.SizeInBytes = vertexBufferSize;
|
||||
}
|
||||
|
||||
// Create synchronization objects and wait until assets have been uploaded to the GPU.
|
||||
{
|
||||
mDxInterface->getDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence));
|
||||
mFenceValue = 1;
|
||||
|
||||
// Create an event handle to use for frame synchronization.
|
||||
mFenceEvent = ::CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
||||
if (mFenceEvent == nullptr)
|
||||
{
|
||||
//ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
|
||||
}
|
||||
|
||||
// Wait for the command list to execute; we are reusing the same command
|
||||
// list in our main loop but for now, we just want to wait for setup to
|
||||
// complete before continuing.
|
||||
waitForPreviousFrame();
|
||||
}
|
||||
}
|
||||
|
||||
void Win32DxWindowInterface::waitForPreviousFrame()
|
||||
{
|
||||
// Signal and increment the fence value.
|
||||
const UINT64 fence = mFenceValue;
|
||||
mCommandQueue->Signal(mFence.Get(), fence);
|
||||
mFenceValue++;
|
||||
|
||||
// Wait until the previous frame is finished.
|
||||
if (mFence->GetCompletedValue() < fence)
|
||||
{
|
||||
mFence->SetEventOnCompletion(fence, mFenceEvent);
|
||||
::WaitForSingleObject(mFenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
mFrameIndex = mSwapChain->GetCurrentBackBufferIndex();
|
||||
}
|
87
src/windows/ui_interfaces/win32/Win32DxWindowInterface.h
Normal file
87
src/windows/ui_interfaces/win32/Win32DxWindowInterface.h
Normal file
|
@ -0,0 +1,87 @@
|
|||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include <wrl.h>
|
||||
#include <d3d12.h>
|
||||
#include <directxmath.h>
|
||||
#include <directx/d3dx12.h>
|
||||
|
||||
class Win32DxInterface;
|
||||
namespace mt
|
||||
{
|
||||
class Window;
|
||||
}
|
||||
|
||||
struct ID3D12CommandQueue;
|
||||
struct ID3D12CommandAllocator;
|
||||
struct ID3D12GraphicsCommandList;
|
||||
struct IDXGISwapChain4;
|
||||
struct ID3D12DescriptorHeap;
|
||||
struct ID3D12Resource;
|
||||
struct ID3D12Fence;
|
||||
struct ID3D12RootSignature;
|
||||
struct ID3D12PipelineState;
|
||||
|
||||
class Win32DxWindowInterface
|
||||
{
|
||||
public:
|
||||
Win32DxWindowInterface(Win32DxInterface* dxInterface);
|
||||
|
||||
~Win32DxWindowInterface();
|
||||
|
||||
bool initialize(mt::Window* window);
|
||||
|
||||
void onRender();
|
||||
|
||||
//void afterPaint();
|
||||
|
||||
//void resizeViewPort(unsigned width, unsigned height);
|
||||
|
||||
private:
|
||||
void loadPipeline(mt::Window* window);
|
||||
void loadAssets();
|
||||
|
||||
void populateCommandList();
|
||||
void waitForPreviousFrame();
|
||||
void destroyWindow();
|
||||
|
||||
static const UINT FrameCount = 2;
|
||||
Win32DxInterface* mDxInterface{ nullptr };
|
||||
bool mInitialized{ false };
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
DirectX::XMFLOAT3 position;
|
||||
DirectX::XMFLOAT4 color;
|
||||
};
|
||||
|
||||
CD3DX12_VIEWPORT mViewport;
|
||||
CD3DX12_RECT mScissorRect;
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12CommandQueue> mCommandQueue;
|
||||
Microsoft::WRL::ComPtr<ID3D12CommandAllocator> mCommandAllocator;
|
||||
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> mCommandList;
|
||||
|
||||
Microsoft::WRL::ComPtr<IDXGISwapChain4> mSwapChain;
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12RootSignature> mRootSignature;
|
||||
Microsoft::WRL::ComPtr<ID3D12PipelineState> mPipelineState;
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> mRtvHeap;
|
||||
UINT mRtvDescriptorSize{ 0 };
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12Resource> mRenderTargets[FrameCount];
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12Resource> mVertexBuffer;
|
||||
D3D12_VERTEX_BUFFER_VIEW mVertexBufferView{};
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12Fence> mFence;
|
||||
uint64_t mFenceValue = 0;
|
||||
uint64_t mFrameFenceValues[FrameCount] = {};
|
||||
HANDLE mFenceEvent{};
|
||||
|
||||
uint64_t mFrameIndex{ 0 };
|
||||
};
|
||||
|
||||
using XcbGlWindowInterfacePtr = std::unique_ptr<Win32DxWindowInterface>;
|
|
@ -1,5 +1,12 @@
|
|||
#include "Win32UIInterface.h"
|
||||
|
||||
#include "Widget.h"
|
||||
#include "DesktopManager.h"
|
||||
#include "Win32DxInterface.h"
|
||||
|
||||
#include <d3d12.h>
|
||||
#include <dxgi.h>
|
||||
#include <dxgi1_6.h>
|
||||
#include <Windows.h>
|
||||
|
||||
Win32UIInterface::Win32UIInterface(DesktopManager* desktopManager, std::unique_ptr<FontsManager> fontsManager, bool useHardware)
|
||||
|
@ -11,11 +18,23 @@ Win32UIInterface::Win32UIInterface(DesktopManager* desktopManager, std::unique_p
|
|||
|
||||
void Win32UIInterface::initialize()
|
||||
{
|
||||
if (mUseHardwareRendering)
|
||||
{
|
||||
initializeHardwareRendering();
|
||||
}
|
||||
|
||||
const auto num_windows = mDesktopManager->getWindowManager()->getNumWindows();
|
||||
for (std::size_t idx = 0; idx < num_windows; idx++)
|
||||
{
|
||||
addWindow(mDesktopManager->getWindowManager()->getWindow(idx));
|
||||
}
|
||||
showWindow(mDesktopManager->getWindowManager()->getMainWindow());
|
||||
}
|
||||
|
||||
void Win32UIInterface::loop()
|
||||
{
|
||||
initialize();
|
||||
|
||||
// Run the message loop.
|
||||
MSG msg = { };
|
||||
while (::GetMessage(&msg, NULL, 0, 0))
|
||||
|
@ -32,10 +51,16 @@ void Win32UIInterface::shutDown()
|
|||
|
||||
void Win32UIInterface::showWindow(mt::Window* window)
|
||||
{
|
||||
mWindowInterface->Show(window);
|
||||
mWindowInterface->show(window);
|
||||
}
|
||||
|
||||
void Win32UIInterface::addWindow(mt::Window* window)
|
||||
{
|
||||
mWindowInterface->Add(window, mDesktopManager);
|
||||
mWindowInterface->add(window, mDesktopManager, mDxInterface.get());
|
||||
}
|
||||
|
||||
void Win32UIInterface::initializeHardwareRendering()
|
||||
{
|
||||
mDxInterface = std::make_unique<Win32DxInterface>();
|
||||
mDxInterface->initialize();
|
||||
}
|
|
@ -7,6 +7,9 @@
|
|||
|
||||
class DesktopManager;
|
||||
|
||||
class Win32DxInterface;
|
||||
using Win32DxInterfacePtr = std::unique_ptr<Win32DxInterface>;
|
||||
|
||||
class Win32UIInterface : public AbstractUIInterface
|
||||
{
|
||||
public:
|
||||
|
@ -14,6 +17,8 @@ public:
|
|||
|
||||
~Win32UIInterface() = default;
|
||||
|
||||
void addWindow(mt::Window* window) override;
|
||||
|
||||
void initialize() override;
|
||||
|
||||
void loop() override;
|
||||
|
@ -22,9 +27,8 @@ public:
|
|||
|
||||
void showWindow(mt::Window* window) override;
|
||||
|
||||
void addWindow(mt::Window* window) override;
|
||||
|
||||
private:
|
||||
|
||||
void initializeHardwareRendering() override;
|
||||
Win32WindowInterfacePtr mWindowInterface;
|
||||
Win32DxInterfacePtr mDxInterface;
|
||||
};
|
|
@ -1,33 +1,40 @@
|
|||
#include "Win32Window.h"
|
||||
|
||||
#include "Win32WindowInterface.h"
|
||||
#include "Win32DxInterface.h"
|
||||
#include "Win32DxWindowInterface.h"
|
||||
|
||||
#include <WinUser.h>
|
||||
#include "FileLogger.h"
|
||||
#include "StringUtils.h"
|
||||
#include "Widget.h"
|
||||
|
||||
#include "ui_events\KeyboardEvent.h"
|
||||
#include "KeyboardEvent.h"
|
||||
#include "DesktopManager.h"
|
||||
|
||||
#include <WinUser.h>
|
||||
|
||||
LRESULT CALLBACK FreeWindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
Win32Window::Win32Window(mt::Window* window)
|
||||
Win32Window::Win32Window(mt::Window* window, Win32DxInterface* dxInterface)
|
||||
: IPlatformWindow(window)
|
||||
{
|
||||
|
||||
if (dxInterface)
|
||||
{
|
||||
mDxInterface = std::make_unique<Win32DxWindowInterface>(dxInterface);
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<Win32Window> Win32Window::Create(mt::Window* window)
|
||||
std::unique_ptr<Win32Window> Win32Window::Create(mt::Window* window, Win32DxInterface* dxInterface)
|
||||
{
|
||||
return std::make_unique<Win32Window>(window);
|
||||
return std::make_unique<Win32Window>(window, dxInterface);
|
||||
}
|
||||
|
||||
HWND Win32Window::GetHandle() const
|
||||
HWND Win32Window::getHandle() const
|
||||
{
|
||||
return mHandle;
|
||||
}
|
||||
|
||||
void Win32Window::CreateNative(Win32ApplicationContext* context, DesktopManager* desktopManager)
|
||||
void Win32Window::createNative(Win32ApplicationContext* context, DesktopManager* desktopManager)
|
||||
{
|
||||
mDesktopManager = desktopManager;
|
||||
|
||||
|
@ -45,7 +52,7 @@ void Win32Window::CreateNative(Win32ApplicationContext* context, DesktopManager*
|
|||
mHandle = CreateWindowEx(
|
||||
0, // Optional window styles.
|
||||
CLASS_NAME, // Window class
|
||||
"Media Tool", // Window text
|
||||
"Notes TK", // Window text
|
||||
WS_OVERLAPPEDWINDOW, // Window style
|
||||
|
||||
// Size and position
|
||||
|
@ -94,6 +101,12 @@ LRESULT CALLBACK Win32Window::WindowProc(UINT message, WPARAM wParam, LPARAM lPa
|
|||
}
|
||||
|
||||
case WM_PAINT:
|
||||
{
|
||||
if (mDxInterface)
|
||||
{
|
||||
mDxInterface->onRender();
|
||||
}
|
||||
else
|
||||
{
|
||||
PAINTSTRUCT ps;
|
||||
HDC hdc = BeginPaint(mHandle, &ps);
|
||||
|
@ -106,6 +119,7 @@ LRESULT CALLBACK Win32Window::WindowProc(UINT message, WPARAM wParam, LPARAM lPa
|
|||
EndPaint(mHandle, &ps);
|
||||
}
|
||||
}
|
||||
}
|
||||
return DefWindowProc(mHandle, message, wParam, lParam);
|
||||
}
|
||||
|
||||
|
@ -132,9 +146,17 @@ static LRESULT CALLBACK FreeWindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPAR
|
|||
|
||||
if (window)
|
||||
{
|
||||
window->SetHandle(hwnd);
|
||||
window->setHandle(hwnd);
|
||||
return window->WindowProc(uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
return DefWindowProc(hwnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
void Win32Window::beforePaint(mt::Screen* screen)
|
||||
{
|
||||
if (mDxInterface)
|
||||
{
|
||||
mDxInterface->initialize(mWindow);
|
||||
}
|
||||
}
|
|
@ -4,36 +4,38 @@
|
|||
#include <Windows.h>
|
||||
|
||||
class Win32ApplicationContext;
|
||||
class Win32DxInterface;
|
||||
class Win32DxWindowInterface;
|
||||
class DesktopManager;
|
||||
|
||||
class Win32Window : public IPlatformWindow
|
||||
{
|
||||
public:
|
||||
Win32Window(mt::Window* window);
|
||||
Win32Window(mt::Window* window, Win32DxInterface* dxInterface = nullptr);
|
||||
virtual ~Win32Window() = default;
|
||||
|
||||
static std::unique_ptr<Win32Window> Create(mt::Window* window);
|
||||
static std::unique_ptr<Win32Window> Create(mt::Window* window, Win32DxInterface* dxInterface = nullptr);
|
||||
|
||||
LRESULT WindowProc(UINT message, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
HWND GetHandle() const;
|
||||
HWND getHandle() const;
|
||||
|
||||
void SetHandle(HWND handle)
|
||||
void setHandle(HWND handle)
|
||||
{
|
||||
mHandle = handle;
|
||||
}
|
||||
|
||||
int GetCmdShow() const
|
||||
int getCmdShow() const
|
||||
{
|
||||
return mCmdShow;
|
||||
}
|
||||
|
||||
void SetCmdShow(int cmdShow)
|
||||
void setCmdShow(int cmdShow)
|
||||
{
|
||||
mCmdShow = cmdShow;
|
||||
}
|
||||
|
||||
void CreateNative(Win32ApplicationContext* context, DesktopManager* desktopManager);
|
||||
void createNative(Win32ApplicationContext* context, DesktopManager* desktopManager);
|
||||
|
||||
void show() {};
|
||||
|
||||
|
@ -43,10 +45,7 @@ public:
|
|||
|
||||
void onResize(unsigned width, unsigned height) {};
|
||||
|
||||
void beforePaint(mt::Screen* screen)
|
||||
{
|
||||
|
||||
}
|
||||
void beforePaint(mt::Screen* screen);
|
||||
|
||||
void afterPaint(mt::Screen* screen)
|
||||
{
|
||||
|
@ -56,5 +55,6 @@ public:
|
|||
private:
|
||||
HWND mHandle{ 0 };
|
||||
int mCmdShow{ 0 };
|
||||
DesktopManager* mDesktopManager;
|
||||
DesktopManager* mDesktopManager{ nullptr };
|
||||
std::unique_ptr<Win32DxWindowInterface> mDxInterface;
|
||||
};
|
|
@ -1,33 +1,36 @@
|
|||
#include "Win32WindowInterface.h"
|
||||
|
||||
#include "Win32Window.h"
|
||||
|
||||
#include <Windows.h>
|
||||
|
||||
#include "DesktopManager.h"
|
||||
#include "DrawingContext.h"
|
||||
#include "Win32DxInterface.h"
|
||||
#include "Widget.h"
|
||||
|
||||
#include "FileLogger.h"
|
||||
|
||||
#include <Windows.h>
|
||||
|
||||
Win32WindowInterface::Win32WindowInterface()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Win32WindowInterface::Show(mt::Window* window)
|
||||
void Win32WindowInterface::show(mt::Window* window)
|
||||
{
|
||||
auto platformWindow = dynamic_cast<Win32Window*>(window->getPlatformWindow());
|
||||
MLOG_INFO("Showing platform window: " << platformWindow->GetHandle());
|
||||
::ShowWindow(platformWindow->GetHandle(), platformWindow->GetCmdShow());
|
||||
MLOG_INFO("Showing platform window: " << platformWindow->getHandle());
|
||||
::ShowWindow(platformWindow->getHandle(), platformWindow->getCmdShow());
|
||||
}
|
||||
|
||||
void Win32WindowInterface::Add(mt::Window* window, DesktopManager* desktopManager)
|
||||
void Win32WindowInterface::add(mt::Window* window, DesktopManager* desktopManager, Win32DxInterface* dxInterface)
|
||||
{
|
||||
auto context = dynamic_cast<Win32ApplicationContext*>(desktopManager->getMainApp()->GetApplicationContext());
|
||||
|
||||
auto win32_window = Win32Window::Create(window);
|
||||
win32_window->CreateNative(context, desktopManager);
|
||||
win32_window->SetCmdShow(context->nCmdShow);
|
||||
auto win32_window = Win32Window::Create(window, dxInterface);
|
||||
win32_window->createNative(context, desktopManager);
|
||||
win32_window->setCmdShow(context->nCmdShow);
|
||||
window->setPlatformWindow(std::move(win32_window), nullptr, DrawingMode::GRAPH);
|
||||
|
||||
window->getPlatformWindow()->beforePaint(nullptr);
|
||||
}
|
||||
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
|
||||
class DesktopManager;
|
||||
class FontsManager;
|
||||
class Win32DxInterface;
|
||||
|
||||
class Win32ApplicationContext : public IApplicationContext
|
||||
{
|
||||
|
@ -22,9 +23,9 @@ class Win32WindowInterface
|
|||
public:
|
||||
Win32WindowInterface();
|
||||
|
||||
void Add(mt::Window* window, DesktopManager* desktopManager);
|
||||
void add(mt::Window* window, DesktopManager* desktopManager, Win32DxInterface* dxInterface = nullptr);
|
||||
|
||||
void Show(mt::Window* window);
|
||||
void show(mt::Window* window);
|
||||
};
|
||||
|
||||
using Win32WindowInterfacePtr = std::unique_ptr<Win32WindowInterface>;
|
20
src/windows/ui_interfaces/win32/shaders.hlsl
Normal file
20
src/windows/ui_interfaces/win32/shaders.hlsl
Normal file
|
@ -0,0 +1,20 @@
|
|||
struct PSInput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
PSInput VSMain(float4 position : POSITION, float4 color : COLOR)
|
||||
{
|
||||
PSInput result;
|
||||
|
||||
result.position = position;
|
||||
result.color = color;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
float4 PSMain(PSInput input) : SV_TARGET
|
||||
{
|
||||
return input.color;
|
||||
}
|
Loading…
Reference in a new issue