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