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