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