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 
initd3d11tex42 	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 
drawd3d11tex92 	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 
d3d11_application_create()113 d3d11_application* d3d11_application_create()
114 {
115 	return new d3d11tex();
116 }
117