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mirror of https://github.com/microsoft/DirectXTex synced 2024-11-22 04:20:07 +00:00
DirectXTex/DDSView/ddsview.cpp
2023-01-19 11:18:39 -08:00

801 lines
25 KiB
C++

//--------------------------------------------------------------------------------------
// File: DDSView.cpp
//
// DirectX 11 DDS File Viewer sample for DirectXTex
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//--------------------------------------------------------------------------------------
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#include <algorithm>
#include <cassert>
#include <cstddef>
#include <cstdint>
#include <cstdio>
#include <cwchar>
#include <iterator>
#include <tuple>
#include <dxgiformat.h>
#include <d3d11_1.h>
#include <DirectXMath.h>
#pragma warning(disable : 4619 4616 26812)
#include "DirectXTex.h"
#include <shellapi.h>
using namespace DirectX;
//--------------------------------------------------------------------------------------
#define IDI_MAIN_ICON 100
//--------------------------------------------------------------------------------------
#pragma pack(push,1)
struct SimpleVertex
{
XMFLOAT4 Pos;
XMFLOAT4 Tex;
};
struct CBArrayControl
{
float Index;
float pad[3];
};
#pragma pack(pop)
//--------------------------------------------------------------------------------------
namespace
{
#include "ddsview_vs.inc"
#include "ddsview_ps1D.inc"
#include "ddsview_ps1Darray.inc"
#include "ddsview_ps2D.inc"
#include "ddsview_ps2Darray.inc"
#include "ddsview_ps3D.inc"
#include "ddsview_psCube.inc"
}
//--------------------------------------------------------------------------------------
namespace
{
HINSTANCE g_hInst = nullptr;
HWND g_hWnd = nullptr;
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* g_pd3dDevice = nullptr;
ID3D11DeviceContext* g_pImmediateContext = nullptr;
IDXGISwapChain* g_pSwapChain = nullptr;
ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
ID3D11Texture2D* g_pDepthStencil = nullptr;
ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
ID3D11VertexShader* g_pVertexShader = nullptr;
ID3D11PixelShader* g_pPixelShader = nullptr;
ID3D11InputLayout* g_pVertexLayout = nullptr;
ID3D11Buffer* g_pVertexBuffer = nullptr;
ID3D11Buffer* g_pIndexBuffer = nullptr;
ID3D11Buffer* g_pCBArrayControl = nullptr;
ID3D11ShaderResourceView* g_pSRV = nullptr;
ID3D11BlendState* g_AlphaBlendState = nullptr;
ID3D11SamplerState* g_pSamplerLinear = nullptr;
UINT g_iCurrentIndex = 0;
UINT g_iMaxIndex = 1;
UINT g_iIndices = 0;
LPCWSTR g_szAppName = L"DDSView";
}
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow, const TexMetadata& mdata);
HRESULT InitDevice(const TexMetadata& mdata);
void CleanupDevice();
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void Render();
//--------------------------------------------------------------------------------------
#pragma warning( suppress : 6262 )
int WINAPI wWinMain(
_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE /*hPrevInstance*/,
_In_ LPWSTR lpCmdLine,
_In_ int nCmdShow)
{
static const wchar_t* c_usage = L"Usage: ddsview [-forcesrgb] <filename>";
if (!*lpCmdLine)
{
MessageBoxW(nullptr, c_usage, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 0;
}
int argc = 0;
auto argList = CommandLineToArgvW(lpCmdLine, &argc);
const wchar_t* filename = nullptr;
bool forceSRGB = false;
for(int i = 0; i < argc; ++i)
{
if (*argList[i] == '-' || *argList[i] == '/')
{
if (_wcsicmp(argList[i]+1, L"forcesrgb") == 0)
{
forceSRGB = true;
}
}
else if (!filename)
{
filename = argList[i];
}
}
if (!filename)
{
MessageBoxW(nullptr, c_usage, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 1;
}
TexMetadata mdata;
HRESULT hr = GetMetadataFromDDSFile(filename, DDS_FLAGS_NONE, mdata);
if (FAILED(hr))
{
wchar_t buff[2048] = {};
swprintf_s(buff, L"Failed to open texture file\n\nFilename = %ls\nHRESULT %08X", filename, static_cast<unsigned int>(hr));
MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 1;
}
if (FAILED(InitWindow(hInstance, nCmdShow, mdata)))
return 1;
SetWindowTextW(g_hWnd, filename);
if (FAILED(InitDevice(mdata)))
{
CleanupDevice();
return 1;
}
if (mdata.dimension == TEX_DIMENSION_TEXTURE3D)
{
if (mdata.arraySize > 1)
{
wchar_t buff[2048] = {};
swprintf_s(buff, L"Arrays of volume textures are not supported\n\nFilename = %ls\nArray size %zu", filename, mdata.arraySize);
MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 1;
}
g_iMaxIndex = static_cast<UINT>(mdata.depth);
}
else if (mdata.arraySize > 1)
{
if (g_featureLevel < D3D_FEATURE_LEVEL_10_0)
{
wchar_t buff[2048] = {};
swprintf_s(buff, L"Texture arrays require DirectX 10 hardware or later\n\nFilename = %ls\nArray size %zu", filename, mdata.arraySize);
MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 1;
}
g_iMaxIndex = static_cast<UINT>(mdata.arraySize);
}
switch (mdata.format)
{
case DXGI_FORMAT_BC4_TYPELESS:
case DXGI_FORMAT_BC4_SNORM:
case DXGI_FORMAT_BC4_UNORM:
case DXGI_FORMAT_BC5_TYPELESS:
case DXGI_FORMAT_BC5_SNORM:
case DXGI_FORMAT_BC5_UNORM:
if (g_featureLevel < D3D_FEATURE_LEVEL_10_0)
{
wchar_t buff[2048] = {};
swprintf_s(buff, L"BC4/BC5 requires DirectX 10 hardware or later\n\nFilename = %ls\nDXGI Format %d\nFeature Level %d", filename, mdata.format, g_featureLevel);
MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 1;
}
break;
case DXGI_FORMAT_BC6H_TYPELESS:
case DXGI_FORMAT_BC6H_UF16:
case DXGI_FORMAT_BC6H_SF16:
case DXGI_FORMAT_BC7_TYPELESS:
case DXGI_FORMAT_BC7_UNORM:
case DXGI_FORMAT_BC7_UNORM_SRGB:
if (g_featureLevel < D3D_FEATURE_LEVEL_11_0)
{
wchar_t buff[2048] = {};
swprintf_s(buff, L"BC6H/BC7 requires DirectX 11 hardware or later\n\nFilename = %ls\nDXGI Format %d\nFeature Level %d", filename, mdata.format, g_featureLevel);
MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 1;
}
break;
default:
{
UINT flags = 0;
hr = g_pd3dDevice->CheckFormatSupport(mdata.format, &flags);
constexpr UINT required = D3D11_FORMAT_SUPPORT_TEXTURE1D | D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURE3D;
if (FAILED(hr) || !(flags & required))
{
wchar_t buff[2048] = {};
swprintf_s(buff, L"Format not supported by this DirectX hardware\n\nFilename = %ls\nDXGI Format %d\nFeature Level %d\nHRESULT = %08X", filename, mdata.format, g_featureLevel, static_cast<unsigned int>(hr));
MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 1;
}
}
break;
}
ScratchImage image;
hr = LoadFromDDSFile(filename, DDS_FLAGS_NONE, &mdata, image);
if (FAILED(hr))
{
wchar_t buff[2048] = {};
swprintf_s(buff, L"Failed to load texture file\n\nFilename = %ls\nHRESULT %08X", filename, static_cast<unsigned int>(hr));
MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 1;
}
// Special case to make sure Texture cubes remain arrays
mdata.miscFlags &= ~TEX_MISC_TEXTURECUBE;
if (forceSRGB)
{
mdata.format = MakeSRGB(mdata.format);
image.OverrideFormat(mdata.format);
}
hr = CreateShaderResourceView(g_pd3dDevice, image.GetImages(), image.GetImageCount(), mdata, &g_pSRV);
if (FAILED(hr))
{
wchar_t buff[2048] = {};
swprintf_s(buff, L"Failed creating texture from file\n\nFilename = %ls\nHRESULT = %08X", filename, static_cast<unsigned int>(hr));
MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
return 1;
}
// Main message loop
MSG msg = {};
while (WM_QUIT != msg.message)
{
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render();
}
}
CleanupDevice();
return static_cast<int>(msg.wParam);
}
//--------------------------------------------------------------------------------------
HRESULT InitWindow(
HINSTANCE hInstance,
int nCmdShow,
const TexMetadata& mdata)
{
// Register class
WNDCLASSEXW wcex = {};
wcex.cbSize = sizeof(WNDCLASSEXW);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIconW(hInstance, reinterpret_cast<LPCWSTR>(IDI_MAIN_ICON));
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_WINDOW + 1);
wcex.lpszClassName = L"DDSViewWindowClass";
wcex.hIconSm = LoadIconW(wcex.hInstance, reinterpret_cast<LPCWSTR>(IDI_MAIN_ICON));
if (!RegisterClassExW(&wcex))
return E_FAIL;
// Create window
g_hInst = hInstance;
RECT rc = { 0, 0, 640, 480 };
int cxborder = GetSystemMetrics(SM_CXBORDER);
int cxedge = GetSystemMetrics(SM_CXEDGE);
int screenX = GetSystemMetrics(SM_CXSCREEN) - std::max(cxborder, cxedge);
if (rc.right < static_cast<LONG>(mdata.width))
rc.right = static_cast<LONG>(mdata.width);
if (rc.right > screenX)
rc.right = screenX;
int cyborder = GetSystemMetrics(SM_CYBORDER);
int cyedge = GetSystemMetrics(SM_CYEDGE);
int screenY = GetSystemMetrics(SM_CYSCREEN) - std::max(cyborder, cyedge);
if (rc.bottom < static_cast<LONG>(mdata.height))
rc.bottom = static_cast<LONG>(mdata.height);
if (rc.bottom > screenY)
rc.bottom = screenY;
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindowW(L"DDSViewWindowClass", g_szAppName, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
nullptr);
if (!g_hWnd)
return E_FAIL;
ShowWindow(g_hWnd, nCmdShow);
return S_OK;
}
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_PAINT:
{
PAINTSTRUCT ps;
std::ignore = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
if (wParam == VK_RIGHT)
{
if (g_iCurrentIndex < g_iMaxIndex - 1)
++g_iCurrentIndex;
}
else if (wParam == VK_LEFT)
{
if (g_iCurrentIndex > 0)
{
--g_iCurrentIndex;
}
}
else if (wParam >= '0' && wParam <= '9')
{
UINT index = (wParam == '0') ? 10u : static_cast<UINT>(wParam - '1');
if (index < g_iMaxIndex)
g_iCurrentIndex = index;
}
InvalidateRect(hWnd, nullptr, FALSE);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
//--------------------------------------------------------------------------------------
HRESULT InitDevice(const TexMetadata& mdata)
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect(g_hWnd, &rc);
auto width = static_cast<UINT>(rc.right - rc.left);
auto height = static_cast<UINT>(rc.bottom - rc.top);
UINT createDeviceFlags = 0;
#if defined( DEBUG ) || defined( _DEBUG )
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
constexpr UINT numDriverTypes = static_cast<UINT>(std::size(driverTypes));
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
constexpr UINT numFeatureLevels = static_cast<UINT>(std::size(featureLevels));
DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.Windowed = TRUE;
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
g_driverType = driverTypes[driverTypeIndex];
// See https://walbourn.github.io/anatomy-of-direct3d-11-create-device/
hr = D3D11CreateDeviceAndSwapChain(nullptr, g_driverType, nullptr,
createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &sd,
&g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return hr;
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (FAILED(hr))
return hr;
D3D11_RENDER_TARGET_VIEW_DESC vd = {};
vd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
vd.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &vd, &g_pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr))
return hr;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth = {};
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
hr = g_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
if (FAILED(hr))
return hr;
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV = {};
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
if (FAILED(hr))
return hr;
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
// Setup the viewport
const D3D11_VIEWPORT vp = { 0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f };
g_pImmediateContext->RSSetViewports(1, &vp);
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader(g_VS, sizeof(g_VS), nullptr, &g_pVertexShader);
if (FAILED(hr))
return hr;
// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(XMFLOAT4), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
constexpr UINT numElements = static_cast<UINT>(std::size(layout));
// Create the input layout
hr = g_pd3dDevice->CreateInputLayout(layout, numElements, g_VS, sizeof(g_VS), &g_pVertexLayout);
if (FAILED(hr))
return hr;
// Set the input layout
g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
// Select the pixel shader
bool isCubeMap = false;
bool is1D = false;
const BYTE* pshader = nullptr;
size_t pshader_size = 0;
switch (mdata.dimension)
{
case TEX_DIMENSION_TEXTURE1D:
if (mdata.arraySize > 1)
{
pshader = g_PS_1DArray;
pshader_size = sizeof(g_PS_1DArray);
}
else
{
pshader = g_PS_1D;
pshader_size = sizeof(g_PS_1D);
}
is1D = true;
break;
case TEX_DIMENSION_TEXTURE2D:
if (mdata.miscFlags & TEX_MISC_TEXTURECUBE)
{
pshader = g_PS_Cube;
pshader_size = sizeof(g_PS_Cube);
isCubeMap = true;
}
else if (mdata.arraySize > 1)
{
pshader = g_PS_2DArray;
pshader_size = sizeof(g_PS_2DArray);
}
else
{
pshader = g_PS_2D;
pshader_size = sizeof(g_PS_2D);
}
break;
case TEX_DIMENSION_TEXTURE3D:
pshader = g_PS_3D;
pshader_size = sizeof(g_PS_3D);
break;
default:
return E_FAIL;
}
assert(pshader && pshader_size > 0);
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader(pshader, pshader_size, nullptr, &g_pPixelShader);
if (FAILED(hr))
return hr;
// Create vertex buffer
UINT nverts;
D3D11_SUBRESOURCE_DATA InitData = {};
static const SimpleVertex verticesCube[] =
{
// Render cubemaps as horizontal cross
// XPOS
{ XMFLOAT4(.5f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(.5f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 0.f, 0.f) },
// XNEG
{ XMFLOAT4(-.5f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 1.f, 0.f) },
{ XMFLOAT4(0.f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 1.f, 0.f) },
{ XMFLOAT4(-.5f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 1.f, 0.f) },
{ XMFLOAT4(0.f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 1.f, 0.f) },
// YPOS
{ XMFLOAT4(-.5f, .75f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 2.f, 0.f) },
{ XMFLOAT4(0.f, .75f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 2.f, 0.f) },
{ XMFLOAT4(-.5f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 2.f, 0.f) },
{ XMFLOAT4(0.f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 2.f, 0.f) },
// YNEG
{ XMFLOAT4(-.5f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 3.f, 0.f) },
{ XMFLOAT4(0.f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 3.f, 0.f) },
{ XMFLOAT4(-.5f, -.75f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 3.f, 0.f) },
{ XMFLOAT4(0.f, -.75f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 3.f, 0.f) },
// ZPOS
{ XMFLOAT4(0.f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 4.f, 0.f) },
{ XMFLOAT4(.5f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 4.f, 0.f) },
{ XMFLOAT4(0.f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 4.f, 0.f) },
{ XMFLOAT4(.5f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 4.f, 0.f) },
// ZNEG
{ XMFLOAT4(-1.f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 5.f, 0.f) },
{ XMFLOAT4(-.5f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 5.f, 0.f) },
{ XMFLOAT4(-1.f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 5.f, 0.f) },
{ XMFLOAT4(-.5f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 5.f, 0.f) },
};
static const SimpleVertex vertices[] =
{
{ XMFLOAT4(-1.f, 1.f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, 1.f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(-1.f, -1.f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, -1.f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 0.f, 0.f) },
};
static const SimpleVertex vertices1D[] =
{
{ XMFLOAT4(-1.f, .05f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, .05f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(-1.f, -.05f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, -.05f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 0.f, 0.f) },
};
if (isCubeMap)
{
nverts = static_cast<UINT>(std::size(verticesCube));
InitData.pSysMem = verticesCube;
}
else if (is1D)
{
nverts = static_cast<UINT>(std::size(vertices1D));
InitData.pSysMem = vertices1D;
}
else
{
nverts = static_cast<UINT>(std::size(vertices));
InitData.pSysMem = vertices;
}
D3D11_BUFFER_DESC bd = {};
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(SimpleVertex) * nverts;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
if (FAILED(hr))
return hr;
// Set vertex buffer
UINT stride = sizeof(SimpleVertex);
UINT offset = 0;
g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
// Create index buffer
static const WORD indicesCube[] =
{
0, 1, 2,
2, 1, 3,
4, 5, 6,
6, 5, 7,
8, 9, 10,
10, 9, 11,
12, 13, 14,
14, 13, 15,
16, 17, 18,
18, 17, 19,
20, 21, 22,
22, 21, 23
};
static const WORD indices[] =
{
0, 1, 2,
2, 1, 3
};
if (isCubeMap)
{
g_iIndices = static_cast<UINT>(std::size(indicesCube));
InitData.pSysMem = indicesCube;
}
else
{
g_iIndices = static_cast<UINT>(std::size(indices));
InitData.pSysMem = indices;
}
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = g_iIndices * sizeof(WORD);
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pIndexBuffer);
if (FAILED(hr))
return hr;
// Set index buffer
g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
// Set primitive topology
g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Create the constant buffers
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(CBArrayControl);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = g_pd3dDevice->CreateBuffer(&bd, nullptr, &g_pCBArrayControl);
if (FAILED(hr))
return hr;
// Create the state objects
D3D11_SAMPLER_DESC sampDesc = {};
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
hr = g_pd3dDevice->CreateSamplerState(&sampDesc, &g_pSamplerLinear);
if (FAILED(hr))
return hr;
D3D11_BLEND_DESC dsc =
{
false,
false,
{
{
true,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_OP_ADD,
D3D11_BLEND_ZERO,
D3D11_BLEND_ZERO,
D3D11_BLEND_OP_ADD,
D3D11_COLOR_WRITE_ENABLE_ALL
},
// ...
}
};
hr = g_pd3dDevice->CreateBlendState(&dsc, &g_AlphaBlendState);
if (FAILED(hr))
return hr;
return S_OK;
}
//--------------------------------------------------------------------------------------
void Render()
{
float ClearColor[4] = { 0.f, 1.f, 1.f, 1.0f }; //red,green,blue,alpha
g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
float bf[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
g_pImmediateContext->OMSetBlendState(g_AlphaBlendState, bf, 0xffffffff);
CBArrayControl cb = {};
cb.Index = static_cast<float>(g_iCurrentIndex);
g_pImmediateContext->UpdateSubresource(g_pCBArrayControl, 0, nullptr, &cb, 0, 0);
g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
g_pImmediateContext->PSSetConstantBuffers(0, 1, &g_pCBArrayControl);
g_pImmediateContext->PSSetShaderResources(0, 1, &g_pSRV);
g_pImmediateContext->PSSetSamplers(0, 1, &g_pSamplerLinear);
g_pImmediateContext->DrawIndexed(g_iIndices, 0, 0);
g_pSwapChain->Present(0, 0);
}
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
if (g_pImmediateContext) g_pImmediateContext->ClearState();
if (g_pSamplerLinear) g_pSamplerLinear->Release();
if (g_AlphaBlendState) g_AlphaBlendState->Release();
if (g_pSRV) g_pSRV->Release();
if (g_pVertexBuffer) g_pVertexBuffer->Release();
if (g_pIndexBuffer) g_pIndexBuffer->Release();
if (g_pCBArrayControl) g_pCBArrayControl->Release();
if (g_pVertexLayout) g_pVertexLayout->Release();
if (g_pVertexShader) g_pVertexShader->Release();
if (g_pPixelShader) g_pPixelShader->Release();
if (g_pDepthStencil) g_pDepthStencil->Release();
if (g_pDepthStencilView) g_pDepthStencilView->Release();
if (g_pRenderTargetView) g_pRenderTargetView->Release();
if (g_pSwapChain) g_pSwapChain->Release();
if (g_pImmediateContext) g_pImmediateContext->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
}