//-------------------------------------------------------------------------------------- // File: DDSView.cpp // // DirectX 11 DDS File Viewer // // Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. //-------------------------------------------------------------------------------------- #define WIN32_LEAN_AND_MEAN #define NOMINMAX #include #include #include #include #include #include #include #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 = 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; //-------------------------------------------------------------------------------------- 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 ) { MessageBoxW( nullptr, L"Usage: ddsview ", L"DDSView", MB_OK | MB_ICONEXCLAMATION ); return 0; } TexMetadata mdata; HRESULT hr = GetMetadataFromDDSFile( lpCmdLine, 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", lpCmdLine, hr ); MessageBoxW( nullptr, 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_t buff[2048] = {}; swprintf_s( buff, L"Arrays of volume textures are not supported\n\nFilename = %ls\nArray size %zu", lpCmdLine, mdata.arraySize ); MessageBoxW( nullptr, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION ); return 0; } g_iMaxIndex = static_cast( mdata.depth ); } else { g_iMaxIndex = static_cast( 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_t 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 ); MessageBoxW( nullptr, 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_t 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 ); MessageBoxW( nullptr, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION ); return 0; } } break; } ScratchImage image; hr = LoadFromDDSFile( lpCmdLine, 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", lpCmdLine, hr ); MessageBoxW( nullptr, 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_t buff[2048] = {}; swprintf_s( buff, L"Failed creating texture from file\n\nFilename = %ls\nHRESULT = %08X", lpCmdLine, hr ); MessageBoxW( nullptr, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION ); return 0; } // 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 ( 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.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_MAIN_ICON ); wcex.hCursor = LoadCursor( nullptr, IDC_ARROW ); wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 ); wcex.lpszMenuName = nullptr; wcex.lpszClassName = L"DDSViewWindowClass"; wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )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 < (LONG)mdata.width ) rc.right = (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 < (LONG)mdata.height ) rc.bottom = (LONG)mdata.height; if ( rc.bottom > screenY ) rc.bottom = screenY; AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE ); g_hWnd = CreateWindowW( L"DDSViewWindowClass", L"DDS View", 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 ) { 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, 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 ); 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 = {}; 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( 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.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, 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 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), 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 }, }; 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 = 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 = _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 = {}; 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, 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 = (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(); }