/************************************************************************** * * 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(); }