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
initd3d11tri59 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
drawd3d11tri90 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
d3d11_application_create()117 d3d11_application* d3d11_application_create()
118 {
119 return new d3d11tri();
120 }
121