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