| /************************************************************************** |
| * |
| * Copyright 2010 Luca Barbieri |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining |
| * a copy of this software and associated documentation files (the |
| * "Software"), to deal in the Software without restriction, including |
| * without limitation the rights to use, copy, modify, merge, publish, |
| * distribute, sublicense, and/or sell copies of the Software, and to |
| * permit persons to whom the Software is furnished to do so, subject to |
| * the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the |
| * next paragraph) shall be included in all copies or substantial |
| * portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE |
| * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION |
| * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION |
| * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| * |
| **************************************************************************/ |
| |
| #include "d3d10app.h" |
| #include "d3d10tri.hlsl.ps.h" |
| #include "d3d10tri.hlsl.vs.h" |
| |
| struct vertex { |
| float position[4]; |
| float color[4]; |
| }; |
| |
| static struct vertex vertices[3] = |
| { |
| { |
| { 0.0f, 0.9f, 0.5f, 1.0f }, |
| { 1.0f, 0.0f, 0.0f, 1.0f } |
| }, |
| { |
| { 0.9f, -0.9f, 0.5f, 1.0f }, |
| { 0.0f, 0.0f, 1.0f, 1.0f } |
| }, |
| { |
| { -0.9f, -0.9f, 0.5f, 1.0f }, |
| { 0.0f, 1.0f, 0.0f, 1.0f } |
| }, |
| }; |
| |
| struct d3d10tri : public d3d10_application |
| { |
| ID3D10PixelShader* ps; |
| ID3D10VertexShader* vs; |
| ID3D10InputLayout* layout; |
| ID3D10Buffer* vb; |
| |
| virtual bool init(ID3D10Device* dev, int argc, char** argv) |
| { |
| ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), &ps)); |
| ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), &vs)); |
| |
| D3D10_INPUT_ELEMENT_DESC elements[] = |
| { |
| {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, |
| {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0}, |
| }; |
| |
| ensure(dev->CreateInputLayout(elements, sizeof(elements) / sizeof(elements[0]), g_vs, sizeof(g_vs), &layout)); |
| D3D10_BUFFER_DESC bufferd; |
| bufferd.ByteWidth = sizeof(vertices); |
| bufferd.Usage = D3D10_USAGE_IMMUTABLE; |
| bufferd.BindFlags = D3D10_BIND_VERTEX_BUFFER; |
| bufferd.CPUAccessFlags = 0; |
| bufferd.MiscFlags = 0; |
| |
| D3D10_SUBRESOURCE_DATA buffersd; |
| buffersd.pSysMem = vertices; |
| buffersd.SysMemPitch = sizeof(vertices); |
| buffersd.SysMemSlicePitch = sizeof(vertices); |
| |
| ensure(dev->CreateBuffer(&bufferd, &buffersd, &vb)); |
| |
| return true; |
| } |
| |
| virtual void draw(ID3D10Device* ctx, ID3D10RenderTargetView* rtv, unsigned width, unsigned height, double time) |
| { |
| float clear_color[4] = {1, 0, 1, 1}; |
| D3D10_VIEWPORT vp; |
| memset(&vp, 0, sizeof(vp)); |
| vp.Width = (unsigned)width; |
| vp.Height = (unsigned)height; |
| vp.MaxDepth = 1.0f; |
| |
| ctx->OMSetRenderTargets(1, &rtv, 0); |
| ctx->RSSetViewports(1, &vp); |
| |
| ctx->ClearRenderTargetView(rtv, clear_color); |
| |
| ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
| ctx->IASetInputLayout(layout); |
| unsigned stride = 2 * 4 * 4; |
| unsigned offset = 0; |
| ctx->IASetVertexBuffers(0, 1, &vb, &stride, &offset); |
| |
| ctx->VSSetShader(vs); |
| ctx->PSSetShader(ps); |
| |
| ctx->Draw(3, 0); |
| } |
| }; |
| |
| d3d10_application* d3d10_application_create() |
| { |
| return new d3d10tri(); |
| } |