blob: 19c669be9c8f27b4c0460e2176055201bbb30e0a [file] [log] [blame]
/**************************************************************************
*
* 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 "d3d11app.h"
#include "d3d11u.h"
#include "d3d11tex.hlsl.ps.h"
#include "d3d11tex.hlsl.vs.h"
#include "../data/cornell_box_image.h"
#include "../data/tux_image.h"
struct d3d11tex : public d3d11_application
{
ID3D11PixelShader* ps;
ID3D11VertexShader* vs;
mesh* quad;
ID3D11ShaderResourceView* srv[2];
ID3D11SamplerState* samp[2];
virtual bool init(ID3D11Device* dev, int argc, char** argv)
{
ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), NULL, &ps));
ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), NULL, &vs));
quad = create_tex_quad(dev, g_vs, sizeof(g_vs));
D3D11_TEXTURE2D_DESC texd;
memset(&texd, 0, sizeof(texd));
texd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texd.Usage = D3D11_USAGE_IMMUTABLE;
texd.SampleDesc.Count = 1;
texd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texd.Width = 32;
texd.Height = 32;
texd.ArraySize = 1;
texd.MipLevels = 1;
D3D11_SUBRESOURCE_DATA texsd;
texsd.SysMemPitch = 32 * 4;
texsd.SysMemSlicePitch = 32 * 32 * 4;
ID3D11Texture2D* tex;
texsd.pSysMem = g_cornell_box_image;
ensure(dev->CreateTexture2D(&texd, &texsd, &tex));
ensure(dev->CreateShaderResourceView(tex, 0, &srv[0]));
tex->Release();
texsd.pSysMem = g_tux_image;
ensure(dev->CreateTexture2D(&texd, &texsd, &tex));
ensure(dev->CreateShaderResourceView(tex, 0, &srv[1]));
tex->Release();
D3D11_SAMPLER_DESC sampd;
memset(&sampd, 0, sizeof(sampd));
sampd.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampd.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampd.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampd.MinLOD = -FLT_MAX;
sampd.MaxLOD = FLT_MAX;
sampd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
dev->CreateSamplerState(&sampd, &samp[0]);
sampd.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
dev->CreateSamplerState(&sampd, &samp[1]);
return true;
}
virtual void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time)
{
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(vp));
vp.Width = (float)width;
vp.Height = (float)height;
vp.MaxDepth = 1.0f;
ctx->OMSetRenderTargets(1, &rtv, 0);
ctx->RSSetViewports(1, &vp);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->PSSetShaderResources(0, 2, srv);
ctx->PSSetSamplers(0, 2, samp);
quad->bind_and_draw(ctx);
}
};
d3d11_application* d3d11_application_create()
{
return new d3d11tex();
}