d3d11tex.cpp revision 11547654295cadcfde69f6c2361f50a4cd17fc7a
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
34struct d3d11tex : public d3d11_application
35{
36	ID3D11PixelShader* ps;
37	ID3D11VertexShader* vs;
38	mesh* quad;
39	ID3D11ShaderResourceView* srv[2];
40	ID3D11SamplerState* samp[2];
41
42	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
92	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
113d3d11_application* d3d11_application_create()
114{
115	return new d3d11tex();
116}
117