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      1 /**************************************************************************
      2  *
      3  * Copyright 2010 Luca Barbieri
      4  *
      5  * Permission is hereby granted, free of charge, to any person obtaining
      6  * a copy of this software and associated documentation files (the
      7  * "Software"), to deal in the Software without restriction, including
      8  * without limitation the rights to use, copy, modify, merge, publish,
      9  * distribute, sublicense, and/or sell copies of the Software, and to
     10  * permit persons to whom the Software is furnished to do so, subject to
     11  * the following conditions:
     12  *
     13  * The above copyright notice and this permission notice (including the
     14  * next paragraph) shall be included in all copies or substantial
     15  * portions of the Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
     18  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     19  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
     20  * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
     21  * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
     22  * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
     23  * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     24  *
     25  **************************************************************************/
     26 
     27 #include "d3d11app.h"
     28 #include "d3d11u.h"
     29 #include "d3d11tex.hlsl.ps.h"
     30 #include "d3d11tex.hlsl.vs.h"
     31 #include "../data/cornell_box_image.h"
     32 #include "../data/tux_image.h"
     33 
     34 struct d3d11tex : public d3d11_application
     35 {
     36 	ID3D11PixelShader* ps;
     37 	ID3D11VertexShader* vs;
     38 	mesh* quad;
     39 	ID3D11ShaderResourceView* srv[2];
     40 	ID3D11SamplerState* samp[2];
     41 
     42 	virtual bool init(ID3D11Device* dev, int argc, char** argv)
     43 	{
     44 		ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), NULL, &ps));
     45 		ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), NULL, &vs));
     46 
     47 		quad = create_tex_quad(dev, g_vs, sizeof(g_vs));
     48 
     49 		D3D11_TEXTURE2D_DESC texd;
     50 		memset(&texd, 0, sizeof(texd));
     51 		texd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
     52 		texd.Usage = D3D11_USAGE_IMMUTABLE;
     53 		texd.SampleDesc.Count = 1;
     54 		texd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
     55 		texd.Width = 32;
     56 		texd.Height = 32;
     57 		texd.ArraySize = 1;
     58 		texd.MipLevels = 1;
     59 
     60 		D3D11_SUBRESOURCE_DATA texsd;
     61 		texsd.SysMemPitch = 32 * 4;
     62 		texsd.SysMemSlicePitch = 32 * 32 * 4;
     63 
     64 		ID3D11Texture2D* tex;
     65 
     66 		texsd.pSysMem = g_cornell_box_image;
     67 		ensure(dev->CreateTexture2D(&texd, &texsd, &tex));
     68 		ensure(dev->CreateShaderResourceView(tex, 0, &srv[0]));
     69 		tex->Release();
     70 
     71 		texsd.pSysMem = g_tux_image;
     72 		ensure(dev->CreateTexture2D(&texd, &texsd, &tex));
     73 		ensure(dev->CreateShaderResourceView(tex, 0, &srv[1]));
     74 		tex->Release();
     75 
     76 		D3D11_SAMPLER_DESC sampd;
     77 		memset(&sampd, 0, sizeof(sampd));
     78 		sampd.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
     79 		sampd.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
     80 		sampd.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
     81 		sampd.MinLOD = -FLT_MAX;
     82 		sampd.MaxLOD = FLT_MAX;
     83 
     84 		sampd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
     85 		dev->CreateSamplerState(&sampd, &samp[0]);
     86 
     87 		sampd.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
     88 		dev->CreateSamplerState(&sampd, &samp[1]);
     89 		return true;
     90 	}
     91 
     92 	virtual void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time)
     93 	{
     94 		D3D11_VIEWPORT vp;
     95 		memset(&vp, 0, sizeof(vp));
     96 		vp.Width = (float)width;
     97 		vp.Height = (float)height;
     98 		vp.MaxDepth = 1.0f;
     99 
    100 		ctx->OMSetRenderTargets(1, &rtv, 0);
    101 		ctx->RSSetViewports(1, &vp);
    102 
    103 		ctx->VSSetShader(vs, NULL, 0);
    104 		ctx->PSSetShader(ps, NULL, 0);
    105 
    106 		ctx->PSSetShaderResources(0, 2, srv);
    107 		ctx->PSSetSamplers(0, 2, samp);
    108 
    109 		quad->bind_and_draw(ctx);
    110 	}
    111 };
    112 
    113 d3d11_application* d3d11_application_create()
    114 {
    115 	return new d3d11tex();
    116 }
    117