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D3d11Sample.cpp
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// Defines for <Windows.h>
#define STRICT
#define NOMINMAX
#define WIN32_LEAN_AND_MEAN
#define VC_EXTRALEAN
#define WIN_FONT_RENDER_IMPLEMENTATION
#include "WinFontRender.h"
#include <Windows.h>
#include <atlbase.h> // for CComPtr
#include <vector>
#include <string>
#include <memory>
#include <cstdint>
#include <cstddef>
#include <cstdlib>
#include <cassert>
#include <dxgi1_6.h>
#include <d3d11.h>
using WinFontRender::uvec2;
using WinFontRender::ivec2;
using WinFontRender::vec2;
using WinFontRender::vec4;
const wchar_t* const WINDOW_CLASS_NAME = L"WIN_FONT_RENDER_SAMPLE_D3D11";
const wchar_t* const WINDOW_TITLE = L"WinFontRender Direct3D 11 Sample";
const uvec2 DISPLAY_SIZE = uvec2(1280, 720);
const float MARGIN = 32.f;
const float TEXT_WIDTH = DISPLAY_SIZE.x - MARGIN * 2.f;
typedef uint16_t INDEX_TYPE;
constexpr DXGI_FORMAT INDEX_BUFFER_FORMAT = DXGI_FORMAT_R16_UINT;
constexpr uint32_t VB_FLAGS =
WinFontRender::VERTEX_BUFFER_FLAG_USE_INDEX_BUFFER_16BIT |
WinFontRender::VERTEX_BUFFER_FLAG_TRIANGLE_STRIP_WITH_RESTART_INDEX;
// Text generated using: https://pl.lipsum.com/
const wchar_t* const TEXT_TO_DISPLAY =
L"Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin purus ipsum, "
L"ultricies sed ipsum sit amet, dignissim consequat risus. Pellentesque habitant "
L"morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam "
L"in rhoncus magna. Aliquam erat volutpat. Nunc dictum odio non erat consectetur "
L"fermentum. Phasellus et justo ut purus imperdiet viverra. Curabitur a iaculis "
L"quam, ac egestas odio. Morbi condimentum elit diam, nec viverra nibh eleifend ac. "
L"Donec eu nibh ac massa ultrices imperdiet. Donec metus mauris, varius sed commodo "
L"nec, cursus quis nibh. Sed bibendum vestibulum nulla eget tempor. Morbi vel ipsum "
L"in ex scelerisque scelerisque. Curabitur varius tortor in magna sagittis, id "
L"eleifend orci cursus. Vivamus accumsan euismod dolor, in aliquam lorem sollicitudin nec.\n"
L"\n"
L"Sed scelerisque urna eros, at varius sem luctus at. Suspendisse nec commodo est, "
L"et tincidunt lectus. Nullam aliquam nunc vel dolor scelerisque, sed dignissim ipsum "
L"rhoncus. Nunc gravida, tortor eu auctor fermentum, mauris massa porttitor quam, in "
L"finibus mi metus vitae purus. Donec non dictum est. Quisque in ligula nec felis "
L"suscipit efficitur. Cras eros mauris, varius semper tempus non, vestibulum sit amet "
L"ante. Cras eget dolor dolor. Etiam vel urna bibendum, placerat lorem quis, efficitur "
L"ante. Donec sed nibh a tortor porta sollicitudin volutpat ut metus. Orci varius "
L"natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.";
const wchar_t* const FONT_CREATE_FACE_NAME = L"Arial";
const int FONT_CREATE_SIZE = 30;
const uint32_t FONT_CREATE_FLAGS = WinFontRender::SFontDesc::FLAG_BOLD;
const uint32_t FONT_DISPLAY_FLAGS =
WinFontRender::CFont::FLAG_WRAP_WORD |
WinFontRender::CFont::FLAG_HLEFT |
WinFontRender::CFont::FLAG_VTOP;
const float FONT_DISPLAY_SIZE = 30.f;
const vec4 BACKGROUND_COLOR = vec4(0.f, 0.f, 0.333f, 1.f); // (r, g, b, a)
const uint32_t TEXT_COLOR = 0xFFE0E0E0; // 0xAABBGGRR
class CCoInitializeGuard
{
public:
CCoInitializeGuard() { CoInitialize(nullptr); }
~CCoInitializeGuard() { CoUninitialize(); }
};
void GetExeBinaryResource(void*& outPtr, uint32_t& outSize, const wstr_view& name, const wstr_view& type)
{
HRSRC rsrc;
HGLOBAL global = NULL;
if((rsrc = FindResource(NULL, name.c_str(), type.c_str())) == NULL ||
(global = LoadResource(NULL, rsrc)) == NULL)
{
assert(0 && "Failed to load EXE resource.");
}
outSize = SizeofResource(NULL, rsrc);
outPtr = LockResource(global);
}
struct SVertex
{
vec2 Pos;
vec2 TexCoord;
uint32_t Color;
};
class CApp
{
public:
void Init(HWND wnd);
LRESULT WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam);
void Exit();
void Frame();
private:
HWND m_Wnd = NULL;
CComPtr<IDXGIFactory> m_DxgiFactory;
CComPtr<ID3D11Device> m_Dev;
CComPtr<ID3D11DeviceContext> m_Ctx;
CComPtr<IDXGISwapChain> m_SwapChain;
CComPtr<ID3D11Texture2D> m_SwapChainTexture;
CComPtr<ID3D11RenderTargetView> m_SwapChainRTV;
CComPtr<ID3D11RasterizerState> m_RasterizerState;
CComPtr<ID3D11DepthStencilState> m_DepthStencilState;
CComPtr<ID3D11SamplerState> m_SamplerState;
CComPtr<ID3D11BlendState> m_BlendState;
CComPtr<ID3D11InputLayout> m_InputLayout;
CComPtr<ID3D11VertexShader> m_MainVs;
CComPtr<ID3D11PixelShader> m_MainPs;
std::unique_ptr<WinFontRender::CFont> m_Font;
CComPtr<ID3D11Texture2D> m_Texture;
CComPtr<ID3D11ShaderResourceView> m_TextureSRV;
CComPtr<ID3D11Buffer> m_VertexBuffer;
CComPtr<ID3D11Buffer> m_IndexBuffer;
size_t m_VertexCount = 0;
size_t m_IndexCount = 0;
void InitDxgiFactory();
void InitDevice();
void InitSwapChain();
void InitStates();
void InitShaders();
void InitFont();
void InitTexture();
void InitVertexAndIndexBuffer();
void SetOneTimeStates();
static void PostprocessVertices(SVertex* vertices, size_t count);
};
static std::unique_ptr<CApp> g_App;
void CApp::Init(HWND wnd)
{
m_Wnd = wnd;
InitDxgiFactory();
InitDevice();
InitSwapChain();
InitStates();
InitShaders();
InitFont();
InitTexture();
InitVertexAndIndexBuffer();
SetOneTimeStates();
}
LRESULT CApp::WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_KEYDOWN:
if(wParam == VK_ESCAPE)
Exit();
return 0;
}
return DefWindowProc(wnd, msg, wParam, lParam);
}
void CApp::Exit()
{
assert(m_Wnd);
DestroyWindow(m_Wnd);
}
void CApp::Frame()
{
m_Ctx->ClearRenderTargetView(m_SwapChainRTV, BACKGROUND_COLOR);
ID3D11RenderTargetView* rtv = m_SwapChainRTV.p;
m_Ctx->OMSetRenderTargets(1, &rtv, nullptr);
m_Ctx->DrawIndexed((UINT)m_IndexCount, 0, 0);
rtv = nullptr;
m_Ctx->OMSetRenderTargets(1, &rtv, nullptr);
m_SwapChain->Present(1, 0);
}
void CApp::InitDxgiFactory()
{
HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&m_DxgiFactory);
assert(SUCCEEDED(hr));
}
void CApp::InitDevice()
{
HRESULT hr = D3D11CreateDevice(
NULL, // pAdapter
D3D_DRIVER_TYPE_HARDWARE, // DriverType
nullptr, // Software
D3D11_CREATE_DEVICE_SINGLETHREADED, // Flags
NULL, // pFeatureLevels
0, // FeatureLevels
D3D11_SDK_VERSION, // SDKVersion
&m_Dev, // ppDevice
nullptr, // pFeatureLevel
&m_Ctx); // ppImmediateContext
assert(SUCCEEDED(hr));
}
void CApp::InitSwapChain()
{
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
swapChainDesc.BufferDesc.Width = DISPLAY_SIZE.x;
swapChainDesc.BufferDesc.Height = DISPLAY_SIZE.y;
swapChainDesc.BufferDesc.RefreshRate = {0, 0};
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 3;
swapChainDesc.OutputWindow = m_Wnd;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.Flags = 0;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
HRESULT hr = m_DxgiFactory->CreateSwapChain(m_Dev.p, &swapChainDesc, &m_SwapChain);
assert(SUCCEEDED(hr));
hr = m_SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&m_SwapChainTexture);
assert(SUCCEEDED(hr));
hr = m_Dev->CreateRenderTargetView(m_SwapChainTexture, NULL, &m_SwapChainRTV);
assert(SUCCEEDED(hr));
}
void CApp::InitStates()
{
D3D11_RASTERIZER_DESC rasterizerDesc = {};
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.CullMode = D3D11_CULL_NONE;
rasterizerDesc.DepthClipEnable = TRUE;
HRESULT hr = m_Dev->CreateRasterizerState(&rasterizerDesc, &m_RasterizerState);
assert(SUCCEEDED(hr));
D3D11_DEPTH_STENCIL_DESC depthStencilDesc = {};
hr = m_Dev->CreateDepthStencilState(&depthStencilDesc, &m_DepthStencilState);
assert(SUCCEEDED(hr));
D3D11_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MinLOD = -FLT_MAX;
samplerDesc.MaxLOD = FLT_MAX;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
hr = m_Dev->CreateSamplerState(&samplerDesc, &m_SamplerState);
assert(SUCCEEDED(hr));
D3D11_BLEND_DESC blendDesc = {};
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
hr = m_Dev->CreateBlendState(&blendDesc, &m_BlendState);
assert(SUCCEEDED(hr));
}
void CApp::InitShaders()
{
void* shaderCode;
uint32_t shaderCodeSize;
GetExeBinaryResource(shaderCode, shaderCodeSize, L"IDR_SHADER_MAIN_VS", L"Binary");
HRESULT hr = m_Dev->CreateVertexShader(shaderCode, shaderCodeSize, nullptr, &m_MainVs);
assert(SUCCEEDED(hr));
D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "Pos", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
hr = m_Dev->CreateInputLayout(inputElementDesc, _countof(inputElementDesc), shaderCode, shaderCodeSize, &m_InputLayout);
assert(SUCCEEDED(hr));
GetExeBinaryResource(shaderCode, shaderCodeSize, L"IDR_SHADER_MAIN_PS", L"Binary");
hr = m_Dev->CreatePixelShader(shaderCode, shaderCodeSize, nullptr, &m_MainPs);
assert(SUCCEEDED(hr));
}
void CApp::InitFont()
{
m_Font = std::make_unique<WinFontRender::CFont>();
WinFontRender::SFontDesc fontDesc;
fontDesc.FaceName = FONT_CREATE_FACE_NAME;
fontDesc.Height = FONT_CREATE_SIZE;
fontDesc.Flags = FONT_CREATE_FLAGS;
bool ok = m_Font->Init(fontDesc);
assert(ok);
}
void CApp::InitTexture()
{
assert(m_Font);
uvec2 size = UVEC2_ZERO;
size_t rowPitch = 0;
const void* data = nullptr;
m_Font->GetTextureData(data, size, rowPitch);
CD3D11_TEXTURE2D_DESC textureDesc = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_A8_UNORM, size.x, size.y, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
D3D11_SUBRESOURCE_DATA initialData = {data, (UINT)rowPitch, 0};
HRESULT hr = m_Dev->CreateTexture2D(&textureDesc, &initialData, &m_Texture);
assert(SUCCEEDED(hr));
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = { textureDesc.Format, D3D_SRV_DIMENSION_TEXTURE2D };
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
hr = m_Dev->CreateShaderResourceView(m_Texture, &srvDesc, &m_TextureSRV);
assert(SUCCEEDED(hr));
m_Font->FreeTextureData();
}
void CApp::InitVertexAndIndexBuffer()
{
assert(m_Font);
const size_t quadCount = m_Font->CalcQuadCount(TEXT_TO_DISPLAY, FONT_DISPLAY_SIZE, FONT_DISPLAY_FLAGS, TEXT_WIDTH);
WinFontRender::QuadCountToVertexCount<VB_FLAGS>(m_VertexCount, m_IndexCount, quadCount);
std::vector<SVertex> vertices(m_VertexCount);
std::vector<uint16_t> indices(m_IndexCount);
const vec2 pos = vec2(MARGIN, MARGIN);
WinFontRender::SVertexBufferDesc fontVbDesc;
fontVbDesc.FirstPosition = &vertices[0].Pos;
fontVbDesc.FirstTexCoord = &vertices[0].TexCoord;
fontVbDesc.PositionStrideBytes = sizeof(SVertex);
fontVbDesc.TexCoordStrideBytes = sizeof(SVertex);
fontVbDesc.FirstIndex = indices.data();
m_Font->GetTextVertices<VB_FLAGS>(fontVbDesc, pos, TEXT_TO_DISPLAY, FONT_DISPLAY_SIZE, FONT_DISPLAY_FLAGS, TEXT_WIDTH);
PostprocessVertices(vertices.data(), vertices.size());
CD3D11_BUFFER_DESC vbDesc = CD3D11_BUFFER_DESC(
(UINT)(m_VertexCount * sizeof(SVertex)), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_IMMUTABLE);
D3D11_SUBRESOURCE_DATA vbInitialData = {vertices.data()};
HRESULT hr = m_Dev->CreateBuffer(&vbDesc, &vbInitialData, &m_VertexBuffer);
assert(SUCCEEDED(hr));
CD3D11_BUFFER_DESC ibDesc = CD3D11_BUFFER_DESC(
(UINT)(m_IndexCount * sizeof(INDEX_TYPE)), D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_IMMUTABLE);
D3D11_SUBRESOURCE_DATA ibInitialData = {indices.data()};
hr = m_Dev->CreateBuffer(&ibDesc, &ibInitialData, &m_IndexBuffer);
assert(SUCCEEDED(hr));
}
void CApp::SetOneTimeStates()
{
m_Ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
assert(m_InputLayout);
m_Ctx->IASetInputLayout(m_InputLayout);
assert(m_VertexBuffer);
const UINT vertexStride = sizeof(SVertex);
const UINT offset = 0;
m_Ctx->IASetVertexBuffers(0, 1, &m_VertexBuffer.p, &vertexStride, &offset);
assert(m_IndexBuffer);
m_Ctx->IASetIndexBuffer(m_IndexBuffer.p, INDEX_BUFFER_FORMAT, 0);
assert(m_MainVs);
m_Ctx->VSSetShader(m_MainVs, nullptr, 0);
D3D11_VIEWPORT viewport = {};
viewport.Width = (float)DISPLAY_SIZE.x;
viewport.Height = (float)DISPLAY_SIZE.y;
viewport.MaxDepth = 1.f;
m_Ctx->RSSetViewports(1, &viewport);
assert(m_RasterizerState);
m_Ctx->RSSetState(m_RasterizerState);
assert(m_MainPs);
m_Ctx->PSSetShader(m_MainPs, nullptr, 0);
assert(m_TextureSRV);
m_Ctx->PSSetShaderResources(0, 1, &m_TextureSRV.p);
assert(m_SamplerState);
m_Ctx->PSSetSamplers(0, 1, &m_SamplerState.p);
assert(m_DepthStencilState);
m_Ctx->OMSetDepthStencilState(m_DepthStencilState.p, 0);
assert(m_BlendState);
m_Ctx->OMSetBlendState(m_BlendState.p, nullptr, 0xffffffff);
}
void CApp::PostprocessVertices(SVertex* vertices, size_t count)
{
const vec2 displaySizeInv = vec2(
1.f / (float)DISPLAY_SIZE.x,
1.f / (float)DISPLAY_SIZE.y);
for(size_t i = 0; i < count; ++i)
{
// Transform Pos from source coordinate system, which is from left-top (0, 0) in pixels,
// to destination coordinate system, which is from left-bottom (-1, -1) to right-top (1, 1).
vertices[i].Pos.x = vertices[i].Pos.x * (displaySizeInv.x * 2.f) - 1.f;
vertices[i].Pos.y = 1.f - vertices[i].Pos.y * (displaySizeInv.y * 2.f);
// Fill Color, as it was uninitialized before.
vertices[i].Color = TEXT_COLOR;
}
}
LRESULT WINAPI WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_CREATE:
g_App.reset(new CApp());
g_App->Init(wnd);
return 0;
case WM_DESTROY:
if(g_App)
{
g_App.reset();
PostQuitMessage(0);
}
return 0;
case WM_SYSCOMMAND:
// Disable ALT application menu.
if((wParam & 0xfff0) == SC_KEYMENU)
return 0;
break;
default:
if(g_App)
return g_App->WndProc(wnd, msg, wParam, lParam);
}
return DefWindowProc(wnd, msg, wParam, lParam);
}
int WINAPI wWinMain(HINSTANCE, HINSTANCE, LPWSTR, int)
{
HINSTANCE instance = (HINSTANCE)GetModuleHandle(NULL);
CCoInitializeGuard coInitializeObj;
WNDCLASSEX wndClassDesc = { sizeof(WNDCLASSEX) };
wndClassDesc.style = CS_VREDRAW | CS_HREDRAW | CS_DBLCLKS;
wndClassDesc.hbrBackground = NULL;
wndClassDesc.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClassDesc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wndClassDesc.hInstance = instance;
wndClassDesc.lpfnWndProc = &WndProc;
wndClassDesc.lpszClassName = WINDOW_CLASS_NAME;
ATOM wndClass = RegisterClassEx(&wndClassDesc);
assert(wndClass);
const DWORD wndStyle = WS_VISIBLE | WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
const DWORD wndExStyle = 0;
ivec2 pos = ivec2(CW_USEDEFAULT, CW_USEDEFAULT);
RECT tmpRect = {0, 0, (int)DISPLAY_SIZE.x, (int)DISPLAY_SIZE.y};
AdjustWindowRectEx(&tmpRect, wndStyle, FALSE, wndExStyle);
ivec2 size = ivec2(tmpRect.right - tmpRect.left, tmpRect.bottom - tmpRect.top);
HWND wnd = CreateWindowEx(
wndExStyle,
WINDOW_CLASS_NAME,
WINDOW_TITLE,
wndStyle,
pos.x, pos.y,
size.x, size.y,
NULL,
NULL,
instance,
0);
assert(wnd && g_App);
MSG msg;
bool quit = false;
while(!quit)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
{
quit = true;
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(g_App)
g_App->Frame();
}
return 0;
}