/
main.go
160 lines (138 loc) · 3.43 KB
/
main.go
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package main
import (
"runtime"
"syscall"
"github.com/gonutz/d3d9"
"github.com/gonutz/dxc"
"github.com/gonutz/w32/v2"
)
const vertexShaderCode = `
struct input {
float4 position : POSITION;
};
struct output {
float4 position : POSITION;
};
void main(in input IN, out output OUT) {
OUT.position = IN.position;
}
`
const pixelShaderCode = `
struct input {};
struct output {
float4 color : COLOR0;
};
void main(in input IN, out output OUT) {
OUT.color = float4(1, 0, 1, 1);
}
`
func main() {
runtime.LockOSThread()
vertexShaderObject, err := dxc.Compile(
[]byte(vertexShaderCode),
"main",
"vs_2_0",
dxc.WARNINGS_ARE_ERRORS,
0,
)
check(err)
pixelShaderObject, err := dxc.Compile(
[]byte(pixelShaderCode),
"main",
"ps_2_0",
dxc.WARNINGS_ARE_ERRORS,
0,
)
check(err)
const className = "fullscreen_window_class"
classNamePtr, _ := syscall.UTF16PtrFromString(className)
w32.RegisterClassEx(&w32.WNDCLASSEX{
Cursor: w32.LoadCursor(0, w32.MakeIntResource(w32.IDC_ARROW)),
WndProc: syscall.NewCallback(func(window w32.HWND, msg uint32, w, l uintptr) uintptr {
switch msg {
case w32.WM_KEYDOWN:
if w == w32.VK_ESCAPE {
w32.SendMessage(window, w32.WM_CLOSE, 0, 0)
}
return 0
case w32.WM_DESTROY:
w32.PostQuitMessage(0)
return 0
default:
return w32.DefWindowProc(window, msg, w, l)
}
}),
ClassName: classNamePtr,
})
windowNamePtr, _ := syscall.UTF16PtrFromString("Static Triangle")
windowHandle := w32.CreateWindow(
classNamePtr,
windowNamePtr,
w32.WS_OVERLAPPEDWINDOW|w32.WS_VISIBLE,
w32.CW_USEDEFAULT, w32.CW_USEDEFAULT, 640, 480,
0, 0, 0, nil,
)
d3d, err := d3d9.Create(d3d9.SDK_VERSION)
check(err)
defer d3d.Release()
device, _, err := d3d.CreateDevice(
d3d9.ADAPTER_DEFAULT,
d3d9.DEVTYPE_HAL,
d3d9.HWND(windowHandle),
d3d9.CREATE_HARDWARE_VERTEXPROCESSING,
d3d9.PRESENT_PARAMETERS{
Windowed: 1,
SwapEffect: d3d9.SWAPEFFECT_DISCARD,
HDeviceWindow: d3d9.HWND(windowHandle),
},
)
check(err)
defer device.Release()
check(device.SetRenderState(d3d9.RS_CULLMODE, uint32(d3d9.CULL_NONE)))
vs, err := device.CreateVertexShaderFromBytes(vertexShaderObject)
check(err)
defer vs.Release()
check(device.SetVertexShader(vs))
ps, err := device.CreatePixelShaderFromBytes(pixelShaderObject)
check(err)
defer ps.Release()
check(device.SetPixelShader(ps))
vertices := []float32{
-0.5, -0.5,
0, 0.5,
0.5, -0.5,
}
vb, err := device.CreateVertexBuffer(uint(len(vertices)*4),
d3d9.USAGE_WRITEONLY, 0, d3d9.POOL_DEFAULT, 0)
check(err)
defer vb.Release()
data, err := vb.Lock(0, 0, d3d9.LOCK_DISCARD)
check(err)
data.SetFloat32s(0, vertices)
check(vb.Unlock())
check(device.SetStreamSource(0, vb, 0, 2*4))
decl, err := device.CreateVertexDeclaration([]d3d9.VERTEXELEMENT{
{0, 0, d3d9.DECLTYPE_FLOAT2, d3d9.DECLMETHOD_DEFAULT, d3d9.DECLUSAGE_POSITION, 0},
d3d9.DeclEnd(),
})
check(err)
defer decl.Release()
check(device.SetVertexDeclaration(decl))
// create a timer that ticks every 100ms and register a callback for it
w32.SetTimer(windowHandle, 1, 100, 0)
var msg w32.MSG
for w32.GetMessage(&msg, 0, 0, 0) != 0 {
w32.TranslateMessage(&msg)
check(device.Clear(nil, d3d9.CLEAR_TARGET, 0, 0, 0))
check(device.BeginScene())
check(device.DrawPrimitive(d3d9.PT_TRIANGLELIST, 0, 1))
check(device.EndScene())
check(device.Present(nil, nil, 0, nil))
w32.DispatchMessage(&msg)
}
}
func check(err error) {
if err != nil {
panic(err)
}
}