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#![warn(missing_docs)]

//! `egui-directx11`: a minimal Direct3D11 renderer for [`egui`](https://crates.io/crates/egui).
//! 
//! This crate aims to provide a *minimal* set of features and APIs to render
//! outputs from `egui` using Direct3D11. We assume you to be familiar with developing
//! graphics applications using Direct3D11, and if not, this crate is not likely
//! useful for you. Besides, this crate cares only about rendering outputs
//! from `egui`, so it is all *your* responsibility to handle things like
//! setting up the window and event loop, creating the device and swap chain, etc.
//! 
//! This crate is built upon the *official* Rust bindings of Direct3D11 and DXGI APIs
//! from the [`windows`](https://crates.io/crates/windows) crate [maintained by
//! Microsoft](https://github.com/microsoft/windows-rs). Using this crate with
//! other Direct3D11 bindings is not recommended and may result in unexpected behavior.
//! 
//! This crate is in early development. It should work in most cases but may lack
//! certain features or functionalities.
//! 
//! To get started, you can check the [`Renderer`] struct provided by this crate.
//! You can also take a look at the [`egui-demo`](https://github.com/Nekomaru-PKU/egui-directx11/blob/main/examples/egui-demo.rs) example, which demonstrates all you need to do to set up a minimal application
//! with Direct3D11 and `egui`. This example uses `winit` for window management and
//! event handling, while native Win32 APIs should also work well.

mod texture;
use texture::TexturePool;

use std::mem;

const fn zeroed<T>() -> T { unsafe { mem::zeroed() }}

use egui::{
    ClippedPrimitive,
    Pos2,
    Rgba,
};
use egui::epaint::{
    ClippedShape,
    Primitive,
    Vertex,
    textures::TexturesDelta,
};

use windows::{
    core::{
        Result,
        Interface,
    },
    Win32::Foundation::{
        BOOL,
        RECT,
    },
    Win32::Graphics::{
        Dxgi::Common::*,
        Direct3D::*,
        Direct3D11::*,
    },
};

/// The core of this crate. You can set up a renderer via [`Renderer::new`]
/// and render the output from `egui` with [`Renderer::render`].
pub struct Renderer {
    device: ID3D11Device,

    input_layout: ID3D11InputLayout,
    vertex_shader: ID3D11VertexShader,
    pixel_shader: ID3D11PixelShader,
    rasterizer_state: ID3D11RasterizerState,
    sampler_state: ID3D11SamplerState,
    blend_state: ID3D11BlendState,

    texture_pool: TexturePool,
}

/// Part of [`egui::FullOutput`] that is consumed by [`Renderer::render`].
/// 
/// Call to [`egui::Context::run`] or [`egui::Context::end_frame`] yields a
/// [`egui::FullOutput`]. The platform integration (for example `egui_winit`)
/// consumes [`egui::FullOutput::platform_output`] and [`egui::FullOutput::viewport_output`],
/// and the renderer consumes the rest.
/// 
/// To conveniently split a [`egui::FullOutput`] into a [`RendererOutput`] and
/// outputs for the platform integration, use [`split_output`].
#[allow(missing_docs)]
pub struct RendererOutput {
    pub textures_delta: TexturesDelta,
    pub shapes: Vec<ClippedShape>,
    pub pixels_per_point: f32,
}

/// Convenience method to split a [`egui::FullOutput`] into the [`RendererOutput`]
/// part and other parts for platform integration.
pub fn split_output(full_output: egui::FullOutput) -> (
    RendererOutput,
    egui::PlatformOutput,
    egui::ViewportIdMap<egui::ViewportOutput>
) {(
    RendererOutput {
        textures_delta: full_output.textures_delta,
        shapes: full_output.shapes,
        pixels_per_point: full_output.pixels_per_point
    },
    full_output.platform_output,
    full_output.viewport_output,
)}

#[repr(C)]
struct VertexData {
    pos: Pos2,
    uv: Pos2,
    color: Rgba,
}

struct MeshData {
    vtx: Vec<VertexData>,
    idx: Vec<u32>,
    tex: egui::TextureId,
    clip_rect: egui::Rect,
}

impl Renderer {
    /// Create a [`Renderer`] using the provided Direct3D11 device. The [`Renderer`]
    /// holds various Direct3D11 resources and states derived from the device.
    /// 
    /// If any Direct3D resource creation fails, this function will return an error.
    /// You can create the Direct3D11 device with debug layer enabled to find out
    /// details on the error.
    pub fn new(device: &ID3D11Device)-> Result<Self> {
        let mut input_layout = None;
        let mut vertex_shader = None;
        let mut pixel_shader = None;
        let mut rasterizer_state = None;
        let mut sampler_state = None;
        let mut blend_state = None;
        unsafe {
            device.CreateInputLayout(
                &Self::INPUT_ELEMENTS_DESC,
                Self::VS_BLOB,
                Some(&mut input_layout))?;
            device.CreateVertexShader(
                Self::VS_BLOB,
                None,
                Some(&mut vertex_shader))?;
            device.CreatePixelShader(
                Self::PS_BLOB,
                None,
                Some(&mut pixel_shader))?;
            device.CreateRasterizerState(
                &Self::RASTERIZER_DESC,
                Some(&mut rasterizer_state))?;
            device.CreateSamplerState(
                &Self::SAMPLER_DESC,
                Some(&mut sampler_state))?;
            device.CreateBlendState(
                &Self::BLEND_DESC,
                Some(&mut blend_state))?;
        };
        Ok(Self {
            device: device.clone(),
            input_layout: input_layout.unwrap(),
            vertex_shader: vertex_shader.unwrap(),
            pixel_shader: pixel_shader.unwrap(),
            rasterizer_state: rasterizer_state.unwrap(),
            sampler_state: sampler_state.unwrap(),
            blend_state: blend_state.unwrap(),
            texture_pool: TexturePool::new(device),
        })
    }

    /// Render the output of `egui` to the provided render target using the
    /// provided device context. The render target should use a linear color
    /// space (e.g. `DXGI_FORMAT_R8G8B8A8_UNORM_SRGB`) for proper results.
    /// 
    /// The `scale_factor` should be the scale factor of your window and not
    /// confused with [`egui::Context::zoom_factor`]. If you are using `winit`,
    /// the `scale_factor` can be aquired using `Window::scale_factor`.
    /// 
    /// ## Error Handling
    /// 
    /// If any Direct3D resource creation fails, this function will return an error.
    /// In this case you may have a incomplete or incorrect rendering result.
    /// You can create the Direct3D11 device with debug layer enabled to find out
    /// details on the error.
    /// If the device has been lost, you should drop the [`Renderer`] and create
    /// a new one.
    /// 
    /// ## Pipeline State Management
    /// 
    /// This function sets up its own Direct3D11 pipeline state for rendering on
    /// the provided device context. It assumes that the hull shader, domain
    /// shader and geometry shader stages are not active on the provided device
    /// context without any further checks. It is all *your* responsibility to
    /// backup the current pipeline state and restore it afterwards if your
    /// rendering pipeline depends on it.
    /// 
    /// Particularly, it overrides:
    /// + The input layout, vertex buffer, index buffer and primitive
    /// topology in the input assembly stage;
    /// + The current shader in the vertex shader stage;
    /// + The viewport and rasterizer state in the rasterizer stage;
    /// + The current shader, shader resource slot 0 and sampler slot 0
    ///   in the pixel shader stage;
    /// + The render target(s) and blend state in the output merger stage;
    /// 
    /// See the [`egui-demo`](https://github.com/Nekomaru-PKU/egui-directx11/blob/main/examples/egui-demo.rs)
    /// example for code examples.
    pub fn render(
        &mut self,
        device_context: &ID3D11DeviceContext,
        render_target: &ID3D11RenderTargetView,
        egui_ctx: &egui::Context,
        egui_output: RendererOutput,
        scale_factor: f32,
    )-> Result<()> {
        self.texture_pool.update(device_context, egui_output.textures_delta)?;

        if egui_output.shapes.is_empty() { return Ok(()); }

        let frame_size = Self::get_render_target_size(render_target)?;
        let frame_size_scaled = (
            frame_size.0 as f32 / scale_factor,
            frame_size.1 as f32 / scale_factor);
        let zoom_factor = egui_ctx.zoom_factor();

        self.setup(
            device_context,
            render_target,
            frame_size);
        let meshes = egui_ctx
            .tessellate(egui_output.shapes, egui_output.pixels_per_point)
            .into_iter()
            .filter_map(|ClippedPrimitive { primitive, clip_rect }| match primitive {
                Primitive::Mesh(mesh) => Some((mesh, clip_rect)),
                Primitive::Callback(..) => {
                    log::warn!("paint callbacks are not yet supported.");
                    None
                }
            })
            .filter_map(|(mesh, clip_rect)| {
                if mesh.indices.is_empty() { return None; }
                if mesh.indices.len() % 3 != 0 {
                    log::warn!(concat!(
                        "egui wants to draw a incomplete triangle. ",
                        "this request will be ignored."));
                    return None;
                }
                Some(MeshData {
                    vtx: mesh.vertices.into_iter()
                        .map(|Vertex { pos, uv, color }| VertexData {
                            pos: Pos2::new(
                                pos.x * zoom_factor / frame_size_scaled.0 * 2.0 - 1.0,
                                1.0 - pos.y * zoom_factor / frame_size_scaled.1 * 2.0),
                            uv,
                            color: color.into(),
                        })
                        .collect(),
                    idx: mesh.indices,
                    tex: mesh.texture_id,
                    clip_rect: clip_rect * scale_factor * zoom_factor,
                })
            });
        for mesh in meshes {
            Self::draw_mesh(
                &self.device,
                device_context,
                &self.texture_pool,
                mesh)?;
        }
        Ok(())
    }

    fn setup(
        &mut self,
        ctx: &ID3D11DeviceContext,
        render_target: &ID3D11RenderTargetView,
        frame_size: (u32, u32)) {
        unsafe {
            ctx.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
            ctx.IASetInputLayout(&self.input_layout);
            ctx.VSSetShader(&self.vertex_shader, None);
            ctx.PSSetShader(&self.pixel_shader, None);
            ctx.RSSetState(&self.rasterizer_state);
            ctx.RSSetViewports(Some(&[D3D11_VIEWPORT {
                TopLeftX: 0.,
                TopLeftY: 0.,
                Width : frame_size.0 as _,
                Height: frame_size.1 as _,
                MinDepth: 0.,
                MaxDepth: 1.,
            }]));
            ctx.PSSetSamplers(
                0,
                Some(&[Some(self.sampler_state.clone())]));
            ctx.OMSetRenderTargets(
                Some(&[Some(render_target.clone())]),
                None);
            ctx.OMSetBlendState(
                &self.blend_state,
                Some(&[0.; 4]),
                u32::MAX);
        }
    }

    fn draw_mesh(
        device: &ID3D11Device,
        device_context: &ID3D11DeviceContext,
        texture_pool: &TexturePool,
        mesh: MeshData,
    )-> Result<()> {
        let vb = Self::create_index_buffer(device, &mesh.idx)?;
        let ib = Self::create_vertex_buffer(device, &mesh.vtx)?;
        unsafe {
            device_context.IASetVertexBuffers(
                0,
                1,
                Some(&Some(ib)),
                Some(&(mem::size_of::<VertexData>() as _)),
                Some(&0),
            );
            device_context.IASetIndexBuffer(
                &vb,
                DXGI_FORMAT_R32_UINT,
                0);
                device_context.RSSetScissorRects(Some(&[RECT {
                left  : mesh.clip_rect.left() as _,
                top   : mesh.clip_rect.top() as _,
                right : mesh.clip_rect.right() as _,
                bottom: mesh.clip_rect.bottom() as _,
            }]));
        }
        if let Some(srv) = texture_pool.get_srv(mesh.tex) {
            unsafe { device_context.PSSetShaderResources(
                0,
                Some(&[Some(srv)]))
            };
        } else {
            log::warn!(
                concat!(
                    "egui wants to sample a non-existing texture {:?}.",
                    "this request will be ignored."),
                mesh.tex);
        };
        unsafe { device_context.DrawIndexed(
            mesh.idx.len() as _,
            0,
            0)
        };
        Ok(())
    }
}

impl Renderer {
    const VS_BLOB: &'static [u8] = include_bytes!("../shaders/egui_vs.bin");
    const PS_BLOB: &'static [u8] = include_bytes!("../shaders/egui_ps.bin");

    const INPUT_ELEMENTS_DESC: [D3D11_INPUT_ELEMENT_DESC; 3] = [
        D3D11_INPUT_ELEMENT_DESC {
            SemanticName: windows::core::s!("POSITION"),
            SemanticIndex: 0,
            Format: DXGI_FORMAT_R32G32_FLOAT,
            InputSlot: 0,
            AlignedByteOffset: 0,
            InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
            InstanceDataStepRate: 0,
        },
        D3D11_INPUT_ELEMENT_DESC {
            SemanticName: windows::core::s!("TEXCOORD"),
            SemanticIndex: 0,
            Format: DXGI_FORMAT_R32G32_FLOAT,
            InputSlot: 0,
            AlignedByteOffset: D3D11_APPEND_ALIGNED_ELEMENT,
            InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
            InstanceDataStepRate: 0,
        },
        D3D11_INPUT_ELEMENT_DESC {
            SemanticName: windows::core::s!("COLOR"),
            SemanticIndex: 0,
            Format: DXGI_FORMAT_R32G32B32A32_FLOAT,
            InputSlot: 0,
            AlignedByteOffset: D3D11_APPEND_ALIGNED_ELEMENT,
            InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
            InstanceDataStepRate: 0,
        },
    ];

    const RASTERIZER_DESC: D3D11_RASTERIZER_DESC = D3D11_RASTERIZER_DESC {
        FillMode: D3D11_FILL_SOLID,
        CullMode: D3D11_CULL_NONE,
        FrontCounterClockwise: BOOL(0),
        DepthBias: 0,
        DepthBiasClamp: 0.,
        SlopeScaledDepthBias: 0.,
        DepthClipEnable: BOOL(0),
        ScissorEnable: BOOL(1),
        MultisampleEnable: BOOL(0),
        AntialiasedLineEnable: BOOL(0),
    };

    const SAMPLER_DESC: D3D11_SAMPLER_DESC = D3D11_SAMPLER_DESC {
        Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
        AddressU: D3D11_TEXTURE_ADDRESS_BORDER,
        AddressV: D3D11_TEXTURE_ADDRESS_BORDER,
        AddressW: D3D11_TEXTURE_ADDRESS_BORDER,
        ComparisonFunc: D3D11_COMPARISON_ALWAYS,
        BorderColor: [1., 1., 1., 1.],
        .. self::zeroed()
    };

    const BLEND_DESC: D3D11_BLEND_DESC = D3D11_BLEND_DESC {
        RenderTarget: [
            D3D11_RENDER_TARGET_BLEND_DESC {
                BlendEnable: BOOL(1),
                SrcBlend: D3D11_BLEND_SRC_ALPHA,
                DestBlend: D3D11_BLEND_INV_SRC_ALPHA,
                BlendOp: D3D11_BLEND_OP_ADD,
                SrcBlendAlpha: D3D11_BLEND_ONE,
                DestBlendAlpha: D3D11_BLEND_INV_SRC_ALPHA,
                BlendOpAlpha: D3D11_BLEND_OP_ADD,
                RenderTargetWriteMask: D3D11_COLOR_WRITE_ENABLE_ALL.0 as _,
            },
            self::zeroed(),
            self::zeroed(),
            self::zeroed(),
            self::zeroed(),
            self::zeroed(),
            self::zeroed(),
            self::zeroed(),
        ],..self::zeroed()
    };
}

impl Renderer {
    fn create_vertex_buffer(
        device: &ID3D11Device,
        data: &[VertexData],
    )-> Result<ID3D11Buffer> {
        let mut vertex_buffer = None;
        unsafe { device.CreateBuffer(
            &D3D11_BUFFER_DESC {
                ByteWidth: mem::size_of_val(data) as _,
                Usage: D3D11_USAGE_IMMUTABLE,
                BindFlags: D3D11_BIND_VERTEX_BUFFER.0 as _,
                ..D3D11_BUFFER_DESC::default()
            },
            Some(&D3D11_SUBRESOURCE_DATA {
                pSysMem: data.as_ptr() as _,
                ..D3D11_SUBRESOURCE_DATA::default()
            }),
            Some(&mut vertex_buffer))
        }?;
        Ok(vertex_buffer.unwrap())
    }

    fn create_index_buffer(
        device: &ID3D11Device,
        data: &[u32],
    )-> Result<ID3D11Buffer> {
        let mut index_buffer = None;
        unsafe { device.CreateBuffer(
            &D3D11_BUFFER_DESC {
                ByteWidth: mem::size_of_val(data) as _,
                Usage: D3D11_USAGE_IMMUTABLE,
                BindFlags: D3D11_BIND_INDEX_BUFFER.0 as _,
                ..D3D11_BUFFER_DESC::default()
            },
            Some(&D3D11_SUBRESOURCE_DATA {
                pSysMem: data.as_ptr() as _,
                ..D3D11_SUBRESOURCE_DATA::default()
            }),
            Some(&mut index_buffer))
        }?;
        Ok(index_buffer.unwrap())
    }

    fn get_render_target_size(rtv: &ID3D11RenderTargetView) -> Result<(u32, u32)> {
        let tex = unsafe { rtv.GetResource() }?.cast::<ID3D11Texture2D>()?;
        let mut desc = self::zeroed();
        unsafe { tex.GetDesc(&mut desc) };
        Ok((desc.Width, desc.Height))
    }
}