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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 "d3d11tri.hlsl.ps.h"
     29 #include "d3d11tri.hlsl.vs.h"
     30 
     31 struct vertex {
     32  float position[4];
     33  float color[4];
     34 };
     35 
     36 static struct vertex vertices[3] =
     37 {
     38  {
     39 	 { 0.0f, 0.9f, 0.5f, 1.0f },
     40 	 { 1.0f, 0.0f, 0.0f, 1.0f }
     41  },
     42  {
     43 	 { 0.9f, -0.9f, 0.5f, 1.0f },
     44 	 { 0.0f, 0.0f, 1.0f, 1.0f }
     45  },
     46  {
     47 	 { -0.9f, -0.9f, 0.5f, 1.0f },
     48 	 { 0.0f, 1.0f, 0.0f, 1.0f }
     49  },
     50 };
     51 
     52 struct d3d11tri : public d3d11_application
     53 {
     54 	ID3D11PixelShader* ps;
     55 	ID3D11VertexShader* vs;
     56 	ID3D11InputLayout* layout;
     57 	ID3D11Buffer* vb;
     58 
     59 	virtual bool init(ID3D11Device* dev, int argc, char** argv)
     60 	{
     61 		ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), NULL, &ps));
     62 		ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), NULL, &vs));
     63 
     64 		D3D11_INPUT_ELEMENT_DESC elements[] =
     65 		{
     66 			// inverse order to make sure the implementation can properly parse the vertex shader signature
     67 			{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
     68 			{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
     69 		};
     70 
     71 		ensure(dev->CreateInputLayout(elements, sizeof(elements) / sizeof(elements[0]), g_vs, sizeof(g_vs), &layout));
     72 		D3D11_BUFFER_DESC bufferd;
     73 		bufferd.ByteWidth = sizeof(vertices);
     74 		bufferd.Usage = D3D11_USAGE_IMMUTABLE;
     75 		bufferd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
     76 		bufferd.CPUAccessFlags = 0;
     77 		bufferd.MiscFlags = 0;
     78 		bufferd.StructureByteStride = 0;
     79 
     80 		D3D11_SUBRESOURCE_DATA buffersd;
     81 		buffersd.pSysMem = vertices;
     82 		buffersd.SysMemPitch = sizeof(vertices);
     83 		buffersd.SysMemSlicePitch = sizeof(vertices);
     84 
     85 		ensure(dev->CreateBuffer(&bufferd, &buffersd, &vb));
     86 
     87 		return true;
     88 	}
     89 
     90 	virtual void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time)
     91 	{
     92 		float clear_color[4] = {1, 0, 1, 1};
     93 		D3D11_VIEWPORT vp;
     94 		memset(&vp, 0, sizeof(vp));
     95 		vp.Width = (float)width;
     96 		vp.Height = (float)height;
     97 		vp.MaxDepth = 1.0f;
     98 
     99 		ctx->OMSetRenderTargets(1, &rtv, 0);
    100 		ctx->RSSetViewports(1, &vp);
    101 
    102 		ctx->ClearRenderTargetView(rtv, clear_color);
    103 
    104 		ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    105 		ctx->IASetInputLayout(layout);
    106 		unsigned stride = 2 * 4 * 4;
    107 		unsigned offset = 0;
    108 		ctx->IASetVertexBuffers(0, 1, &vb, &stride, &offset);
    109 
    110 		ctx->VSSetShader(vs, NULL, 0);
    111 		ctx->PSSetShader(ps, NULL, 0);
    112 
    113 		ctx->Draw(3, 0);
    114 	}
    115 };
    116 
    117 d3d11_application* d3d11_application_create()
    118 {
    119 	return new d3d11tri();
    120 }
    121