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mirror of https://github.com/microsoft/DirectXTex synced 2024-12-17 23:21:06 +00:00
DirectXTex/DDSView/ddsview.cpp
walbourn_cp 5f95b87ddf Updated libraries for VS 2015 C99 and legacy printf conformance
- Static libraries built with _CRT_STDIO_ARBITRARY_WIDE_SPECIFIERS
2015-01-24 01:17:54 -08:00

740 lines
24 KiB
C++

//--------------------------------------------------------------------------------------
// File: DDSView.cpp
//
// DirectX 11 DDS File Viewer
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include <assert.h>
#include <windows.h>
#include <stdio.h>
#include <dxgiformat.h>
#include <d3d11.h>
#include <directxmath.h>
#include "DirectXTex.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)
//--------------------------------------------------------------------------------------
// fxc ddsview.fx /nologo /EVS /Tvs_4_1 /Fhshaders\vs.h
#include "shaders\vs.h"
// fxc ddsview.fx /nologo /EPS_1D /Tps_4_1 /Fhshaders\ps1D.h
#include "shaders\ps1D.h"
// fxc ddsview.fx /nologo /EPS_1DArray /Tps_4_1 /Fhshaders\ps1Darray.h
#include "shaders\\ps1Darray.h"
// fxc ddsview.fx /nologo /EPS_2D /Tps_4_1 /Fhshaders\ps2D.h
#include "shaders\\ps2D.h"
// fxc ddsview.fx /nologo /EPS_2DArray /Tps_4_1 /Fhshaders\ps2Darray.h
#include "shaders\ps2Darray.h"
// fxc ddsview.fx /nologo /EPS_3D /Tps_4_1 /Fhshaders\ps3D.h
#include "shaders\ps3D.h"
// fxc ddsview.fx /nologo /EPS_Cube /Tps_4_1 /Fhshaders\psCube.h
#include "shaders\psCube.h"
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* g_pd3dDevice = NULL;
ID3D11DeviceContext* g_pImmediateContext = NULL;
IDXGISwapChain* g_pSwapChain = NULL;
ID3D11RenderTargetView* g_pRenderTargetView = NULL;
ID3D11Texture2D* g_pDepthStencil = NULL;
ID3D11DepthStencilView* g_pDepthStencilView = NULL;
ID3D11VertexShader* g_pVertexShader = NULL;
ID3D11PixelShader* g_pPixelShader = NULL;
ID3D11InputLayout* g_pVertexLayout = NULL;
ID3D11Buffer* g_pVertexBuffer = NULL;
ID3D11Buffer* g_pIndexBuffer = NULL;
ID3D11Buffer* g_pCBArrayControl = NULL;
ID3D11ShaderResourceView* g_pSRV = NULL;
ID3D11BlendState* g_AlphaBlendState = NULL;
ID3D11SamplerState* g_pSamplerLinear = NULL;
UINT g_iCurrentIndex = 0;
UINT g_iMaxIndex = 1;
UINT g_iIndices = 0;
//--------------------------------------------------------------------------------------
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 )
{
UNREFERENCED_PARAMETER( hPrevInstance );
UNREFERENCED_PARAMETER( lpCmdLine );
if ( !*lpCmdLine )
{
MessageBox( NULL, L"Usage: ddsview <filename>", L"DDSView", MB_OK | MB_ICONEXCLAMATION );
return 0;
}
TexMetadata mdata;
HRESULT hr = GetMetadataFromDDSFile( lpCmdLine, DDS_FLAGS_NONE, mdata );
if ( FAILED(hr) )
{
WCHAR buff[2048];
swprintf_s( buff, L"Failed to open texture file\n\nFilename = %ls\nHRESULT %08X", lpCmdLine, hr );
MessageBox( NULL, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
return 0;
}
if( FAILED( InitWindow( hInstance, nCmdShow, mdata ) ) )
return 0;
SetWindowTextW( g_hWnd, lpCmdLine );
if( FAILED( InitDevice( mdata ) ) )
{
CleanupDevice();
return 0;
}
if (mdata.dimension == TEX_DIMENSION_TEXTURE3D)
{
if ( mdata.arraySize > 1 )
{
WCHAR buff[2048];
swprintf_s( buff, L"Arrays of volume textures are not supported\n\nFilename = %ls\nArray size %Iu", lpCmdLine, mdata.arraySize );
MessageBox( NULL, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
return 0;
}
g_iMaxIndex = static_cast<UINT>( mdata.depth );
}
else
{
g_iMaxIndex = static_cast<UINT>( mdata.arraySize );
}
switch( mdata.format )
{
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 buff[2048];
swprintf_s( buff, L"BC6H/BC7 requires DirectX 11 hardware\n\nFilename = %ls\nDXGI Format %d\nFeature Level %d", lpCmdLine, mdata.format, g_featureLevel );
MessageBox( NULL, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
return 0;
}
break;
default:
{
UINT flags = 0;
hr = g_pd3dDevice->CheckFormatSupport ( mdata.format, &flags );
if ( FAILED(hr) || !(flags & (D3D11_FORMAT_SUPPORT_TEXTURE1D|D3D11_FORMAT_SUPPORT_TEXTURE2D|D3D11_FORMAT_SUPPORT_TEXTURE3D)) )
{
WCHAR buff[2048];
swprintf_s( buff, L"Format not supported by DirectX hardware\n\nFilename = %ls\nDXGI Format %d\nFeature Level %d\nHRESULT = %08X", lpCmdLine, mdata.format, g_featureLevel, hr );
MessageBox( NULL, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
return 0;
}
}
break;
}
ScratchImage image;
hr = LoadFromDDSFile( lpCmdLine, DDS_FLAGS_NONE, &mdata, image );
if ( FAILED(hr) )
{
WCHAR buff[2048];
swprintf_s( buff, L"Failed to load texture file\n\nFilename = %ls\nHRESULT %08X", lpCmdLine, hr );
MessageBox( NULL, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
return 0;
}
// Special case to make sure Texture cubes remain arrays
mdata.miscFlags &= ~TEX_MISC_TEXTURECUBE;
hr = CreateShaderResourceView( g_pd3dDevice, image.GetImages(), image.GetImageCount(), mdata, &g_pSRV );
if ( FAILED(hr) )
{
WCHAR buff[2048];
swprintf_s( buff, L"Failed creating texture from file\n\nFilename = %ls\nHRESULT = %08X", lpCmdLine, hr );
MessageBox( NULL, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
return 0;
}
// Main message loop
MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render();
}
}
CleanupDevice();
return ( int )msg.wParam;
}
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow, const TexMetadata& mdata )
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof( WNDCLASSEX );
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_MAIN_ICON );
wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"DDSViewWindowClass";
wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_MAIN_ICON );
if( !RegisterClassEx( &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 ) - max( cxborder, cxedge );
if( rc.right < (LONG)mdata.width )
rc.right = (LONG)mdata.height;
if ( rc.right > screenX )
rc.right = screenX;
int cyborder = GetSystemMetrics( SM_CYBORDER );
int cyedge = GetSystemMetrics( SM_CYEDGE );
int screenY = GetSystemMetrics( SM_CYSCREEN ) - max( cyborder, cyedge );
if ( rc.bottom < (LONG)mdata.height )
rc.bottom = (LONG)mdata.height;
if ( rc.bottom > screenY )
rc.bottom = screenY;
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
g_hWnd = CreateWindow( L"DDSViewWindowClass", L"DDS View", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
NULL );
if( !g_hWnd )
return E_FAIL;
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
switch( message )
{
case WM_PAINT:
hdc = 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') ? 10 : ((UINT) (wParam - '1'));
if ( index < g_iMaxIndex )
g_iCurrentIndex = index;
}
InvalidateRect( hWnd, NULL, 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 );
UINT width = rc.right - rc.left;
UINT height = 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,
};
UINT numDriverTypes = ARRAYSIZE( driverTypes );
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE( featureLevels );
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory( &sd, sizeof( 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.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, 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 = NULL;
hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
if( FAILED( hr ) )
return hr;
hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
pBackBuffer->Release();
if( FAILED( hr ) )
return hr;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory( &descDepth, sizeof(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.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D( &descDepth, NULL, &g_pDepthStencil );
if( FAILED( hr ) )
return hr;
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory( &descDSV, sizeof(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
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pImmediateContext->RSSetViewports( 1, &vp );
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader( g_VS, sizeof(g_VS), NULL, &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 },
};
UINT numElements = ARRAYSIZE( 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 = NULL;
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, NULL, &g_pPixelShader );
if( FAILED( hr ) )
return hr;
// Create vertex buffer
UINT nverts;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(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 = _countof(verticesCube);
InitData.pSysMem = verticesCube;
}
else if ( is1D )
{
nverts = _countof(vertices1D);
InitData.pSysMem = vertices1D;
}
else
{
nverts = _countof(vertices);
InitData.pSysMem = vertices;
}
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(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 = _countof(indicesCube);
InitData.pSysMem = indicesCube;
}
else
{
g_iIndices = _countof(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, NULL, &g_pCBArrayControl );
if( FAILED( hr ) )
return hr;
// Create the state objects
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory( &sampDesc, sizeof(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 = (float)g_iCurrentIndex;
g_pImmediateContext->UpdateSubresource( g_pCBArrayControl, 0, NULL, &cb, 0, 0 );
g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 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();
}