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 "d3d10app.h"
28 #include "d3d10tri.hlsl.ps.h"
29 #include "d3d10tri.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 d3d10tri : public d3d10_application
53 {
54 	ID3D10PixelShader* ps;
55 	ID3D10VertexShader* vs;
56 	ID3D10InputLayout* layout;
57 	ID3D10Buffer* vb;
58 
initd3d10tri59 	virtual bool init(ID3D10Device* dev, int argc, char** argv)
60 	{
61 		ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), &ps));
62 		ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), &vs));
63 
64 		D3D10_INPUT_ELEMENT_DESC elements[] =
65 		{
66 			{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
67 			{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
68 		};
69 
70 		ensure(dev->CreateInputLayout(elements, sizeof(elements) / sizeof(elements[0]), g_vs, sizeof(g_vs), &layout));
71 		D3D10_BUFFER_DESC bufferd;
72 		bufferd.ByteWidth = sizeof(vertices);
73 		bufferd.Usage = D3D10_USAGE_IMMUTABLE;
74 		bufferd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
75 		bufferd.CPUAccessFlags = 0;
76 		bufferd.MiscFlags = 0;
77 
78 		D3D10_SUBRESOURCE_DATA buffersd;
79 		buffersd.pSysMem = vertices;
80 		buffersd.SysMemPitch = sizeof(vertices);
81 		buffersd.SysMemSlicePitch = sizeof(vertices);
82 
83 		ensure(dev->CreateBuffer(&bufferd, &buffersd, &vb));
84 
85 		return true;
86 	}
87 
drawd3d10tri88 	virtual void draw(ID3D10Device* ctx, ID3D10RenderTargetView* rtv, unsigned width, unsigned height, double time)
89 	{
90 		float clear_color[4] = {1, 0, 1, 1};
91 		D3D10_VIEWPORT vp;
92 		memset(&vp, 0, sizeof(vp));
93 		vp.Width = (unsigned)width;
94 		vp.Height = (unsigned)height;
95 		vp.MaxDepth = 1.0f;
96 
97 		ctx->OMSetRenderTargets(1, &rtv, 0);
98 		ctx->RSSetViewports(1, &vp);
99 
100 		ctx->ClearRenderTargetView(rtv, clear_color);
101 
102 		ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
103 		ctx->IASetInputLayout(layout);
104 		unsigned stride = 2 * 4 * 4;
105 		unsigned offset = 0;
106 		ctx->IASetVertexBuffers(0, 1, &vb, &stride, &offset);
107 
108 		ctx->VSSetShader(vs);
109 		ctx->PSSetShader(ps);
110 
111 		ctx->Draw(3, 0);
112 	}
113 };
114 
d3d10_application_create()115 d3d10_application* d3d10_application_create()
116 {
117 	return new d3d10tri();
118 }
119