746 lines
24 KiB
C++
746 lines
24 KiB
C++
//--------------------------------------------------------------------------------------
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// File: DDSView.cpp
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//
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// DirectX 11 DDS File Viewer
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//--------------------------------------------------------------------------------------
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#define WIN32_LEAN_AND_MEAN
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#define NOMINMAX
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#include <windows.h>
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#include <assert.h>
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#include <stdio.h>
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#include <dxgiformat.h>
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#include <d3d11.h>
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#include <algorithm>
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#include <directxmath.h>
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#include "DirectXTex.h"
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using namespace DirectX;
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//--------------------------------------------------------------------------------------
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#define IDI_MAIN_ICON 100
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//--------------------------------------------------------------------------------------
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#pragma pack(push,1)
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struct SimpleVertex
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{
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XMFLOAT4 Pos;
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XMFLOAT4 Tex;
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};
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struct CBArrayControl
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{
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float Index;
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float pad[3];
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};
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#pragma pack(pop)
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//--------------------------------------------------------------------------------------
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// fxc ddsview.fx /nologo /EVS /Tvs_4_1 /Fhshaders\vs.h
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#include "shaders\vs.h"
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// fxc ddsview.fx /nologo /EPS_1D /Tps_4_1 /Fhshaders\ps1D.h
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#include "shaders\ps1D.h"
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// fxc ddsview.fx /nologo /EPS_1DArray /Tps_4_1 /Fhshaders\ps1Darray.h
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#include "shaders\\ps1Darray.h"
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// fxc ddsview.fx /nologo /EPS_2D /Tps_4_1 /Fhshaders\ps2D.h
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#include "shaders\\ps2D.h"
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// fxc ddsview.fx /nologo /EPS_2DArray /Tps_4_1 /Fhshaders\ps2Darray.h
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#include "shaders\ps2Darray.h"
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// fxc ddsview.fx /nologo /EPS_3D /Tps_4_1 /Fhshaders\ps3D.h
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#include "shaders\ps3D.h"
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// fxc ddsview.fx /nologo /EPS_Cube /Tps_4_1 /Fhshaders\psCube.h
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#include "shaders\psCube.h"
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//--------------------------------------------------------------------------------------
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HINSTANCE g_hInst = nullptr;
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HWND g_hWnd = nullptr;
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D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
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D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
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ID3D11Device* g_pd3dDevice = nullptr;
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ID3D11DeviceContext* g_pImmediateContext = nullptr;
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IDXGISwapChain* g_pSwapChain = nullptr;
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ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
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ID3D11Texture2D* g_pDepthStencil = nullptr;
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ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
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ID3D11VertexShader* g_pVertexShader = nullptr;
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ID3D11PixelShader* g_pPixelShader = nullptr;
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ID3D11InputLayout* g_pVertexLayout = nullptr;
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ID3D11Buffer* g_pVertexBuffer = nullptr;
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ID3D11Buffer* g_pIndexBuffer = nullptr;
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ID3D11Buffer* g_pCBArrayControl = nullptr;
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ID3D11ShaderResourceView* g_pSRV = nullptr;
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ID3D11BlendState* g_AlphaBlendState = nullptr;
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ID3D11SamplerState* g_pSamplerLinear = nullptr;
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UINT g_iCurrentIndex = 0;
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UINT g_iMaxIndex = 1;
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UINT g_iIndices = 0;
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//--------------------------------------------------------------------------------------
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HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow, const TexMetadata& mdata );
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HRESULT InitDevice( const TexMetadata& mdata );
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void CleanupDevice();
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LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM );
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void Render();
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//--------------------------------------------------------------------------------------
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#pragma warning( suppress : 6262 )
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int WINAPI wWinMain( _In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow )
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{
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UNREFERENCED_PARAMETER( hPrevInstance );
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UNREFERENCED_PARAMETER( lpCmdLine );
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if ( !*lpCmdLine )
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{
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MessageBoxW( nullptr, L"Usage: ddsview <filename>", L"DDSView", MB_OK | MB_ICONEXCLAMATION );
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return 0;
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}
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TexMetadata mdata;
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HRESULT hr = GetMetadataFromDDSFile( lpCmdLine, DDS_FLAGS_NONE, mdata );
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if ( FAILED(hr) )
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{
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wchar_t buff[2048] = {};
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swprintf_s( buff, L"Failed to open texture file\n\nFilename = %ls\nHRESULT %08X", lpCmdLine, hr );
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MessageBoxW( nullptr, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
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return 0;
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}
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if( FAILED( InitWindow( hInstance, nCmdShow, mdata ) ) )
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return 0;
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SetWindowTextW( g_hWnd, lpCmdLine );
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if( FAILED( InitDevice( mdata ) ) )
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{
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CleanupDevice();
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return 0;
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}
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if (mdata.dimension == TEX_DIMENSION_TEXTURE3D)
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{
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if ( mdata.arraySize > 1 )
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{
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wchar_t buff[2048] = {};
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swprintf_s( buff, L"Arrays of volume textures are not supported\n\nFilename = %ls\nArray size %zu", lpCmdLine, mdata.arraySize );
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MessageBoxW( nullptr, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
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return 0;
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}
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g_iMaxIndex = static_cast<UINT>( mdata.depth );
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}
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else
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{
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g_iMaxIndex = static_cast<UINT>( mdata.arraySize );
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}
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switch( mdata.format )
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{
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case DXGI_FORMAT_BC6H_TYPELESS:
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case DXGI_FORMAT_BC6H_UF16:
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case DXGI_FORMAT_BC6H_SF16:
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case DXGI_FORMAT_BC7_TYPELESS:
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case DXGI_FORMAT_BC7_UNORM:
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case DXGI_FORMAT_BC7_UNORM_SRGB:
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if ( g_featureLevel < D3D_FEATURE_LEVEL_11_0 )
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{
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wchar_t buff[2048] = {};
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swprintf_s( buff, L"BC6H/BC7 requires DirectX 11 hardware\n\nFilename = %ls\nDXGI Format %d\nFeature Level %d", lpCmdLine, mdata.format, g_featureLevel );
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MessageBoxW( nullptr, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
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return 0;
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}
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break;
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default:
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{
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UINT flags = 0;
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hr = g_pd3dDevice->CheckFormatSupport ( mdata.format, &flags );
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if ( FAILED(hr) || !(flags & (D3D11_FORMAT_SUPPORT_TEXTURE1D|D3D11_FORMAT_SUPPORT_TEXTURE2D|D3D11_FORMAT_SUPPORT_TEXTURE3D)) )
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{
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wchar_t buff[2048] = {};
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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 );
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MessageBoxW( nullptr, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
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return 0;
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}
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}
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break;
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}
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ScratchImage image;
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hr = LoadFromDDSFile( lpCmdLine, DDS_FLAGS_NONE, &mdata, image );
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if ( FAILED(hr) )
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{
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wchar_t buff[2048] = {};
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swprintf_s( buff, L"Failed to load texture file\n\nFilename = %ls\nHRESULT %08X", lpCmdLine, hr );
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MessageBoxW( nullptr, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
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return 0;
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}
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// Special case to make sure Texture cubes remain arrays
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mdata.miscFlags &= ~TEX_MISC_TEXTURECUBE;
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hr = CreateShaderResourceView( g_pd3dDevice, image.GetImages(), image.GetImageCount(), mdata, &g_pSRV );
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if ( FAILED(hr) )
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{
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wchar_t buff[2048] = {};
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swprintf_s( buff, L"Failed creating texture from file\n\nFilename = %ls\nHRESULT = %08X", lpCmdLine, hr );
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MessageBoxW( nullptr, buff, L"DDSView", MB_OK | MB_ICONEXCLAMATION );
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return 0;
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}
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// Main message loop
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MSG msg = {};
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while( WM_QUIT != msg.message )
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{
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if( PeekMessage( &msg, nullptr, 0, 0, PM_REMOVE ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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else
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{
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Render();
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}
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}
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CleanupDevice();
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return ( int )msg.wParam;
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}
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//--------------------------------------------------------------------------------------
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HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow, const TexMetadata& mdata )
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{
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// Register class
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WNDCLASSEXW wcex;
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wcex.cbSize = sizeof( WNDCLASSEXW );
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = WndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = 0;
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wcex.hInstance = hInstance;
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wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_MAIN_ICON );
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wcex.hCursor = LoadCursor( nullptr, IDC_ARROW );
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wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
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wcex.lpszMenuName = nullptr;
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wcex.lpszClassName = L"DDSViewWindowClass";
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wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_MAIN_ICON );
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if( !RegisterClassExW( &wcex ) )
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return E_FAIL;
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// Create window
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g_hInst = hInstance;
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RECT rc = { 0, 0, 640, 480 };
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int cxborder = GetSystemMetrics( SM_CXBORDER );
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int cxedge = GetSystemMetrics( SM_CXEDGE );
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int screenX = GetSystemMetrics( SM_CXSCREEN ) - std::max( cxborder, cxedge );
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if( rc.right < (LONG)mdata.width )
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rc.right = (LONG)mdata.width;
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if ( rc.right > screenX )
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rc.right = screenX;
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int cyborder = GetSystemMetrics( SM_CYBORDER );
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int cyedge = GetSystemMetrics( SM_CYEDGE );
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int screenY = GetSystemMetrics( SM_CYSCREEN ) - std::max( cyborder, cyedge );
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if ( rc.bottom < (LONG)mdata.height )
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rc.bottom = (LONG)mdata.height;
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if ( rc.bottom > screenY )
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rc.bottom = screenY;
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AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
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g_hWnd = CreateWindowW( L"DDSViewWindowClass", L"DDS View", WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
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nullptr );
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if( !g_hWnd )
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return E_FAIL;
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ShowWindow( g_hWnd, nCmdShow );
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
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{
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PAINTSTRUCT ps;
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HDC hdc;
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switch( message )
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{
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case WM_PAINT:
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hdc = BeginPaint( hWnd, &ps );
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EndPaint( hWnd, &ps );
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break;
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case WM_DESTROY:
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PostQuitMessage( 0 );
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break;
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case WM_KEYDOWN:
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if ( wParam == VK_RIGHT )
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{
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if ( g_iCurrentIndex < g_iMaxIndex-1 )
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++g_iCurrentIndex;
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}
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else if ( wParam == VK_LEFT )
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{
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if ( g_iCurrentIndex > 0 )
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{
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--g_iCurrentIndex;
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}
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}
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else if ( wParam >= '0' && wParam <= '9' )
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{
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UINT index = (wParam == '0') ? 10 : ((UINT) (wParam - '1'));
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if ( index < g_iMaxIndex )
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g_iCurrentIndex = index;
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}
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InvalidateRect( hWnd, nullptr, FALSE );
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break;
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default:
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return DefWindowProc( hWnd, message, wParam, lParam );
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}
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return 0;
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}
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//--------------------------------------------------------------------------------------
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HRESULT InitDevice( const TexMetadata& mdata )
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{
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HRESULT hr = S_OK;
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RECT rc;
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GetClientRect( g_hWnd, &rc );
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UINT width = rc.right - rc.left;
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UINT height = rc.bottom - rc.top;
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UINT createDeviceFlags = 0;
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#if defined( DEBUG ) || defined( _DEBUG )
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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D3D_DRIVER_TYPE driverTypes[] =
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{
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D3D_DRIVER_TYPE_HARDWARE,
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D3D_DRIVER_TYPE_WARP,
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D3D_DRIVER_TYPE_REFERENCE,
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};
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UINT numDriverTypes = ARRAYSIZE( driverTypes );
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D3D_FEATURE_LEVEL featureLevels[] =
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{
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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};
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UINT numFeatureLevels = ARRAYSIZE( featureLevels );
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DXGI_SWAP_CHAIN_DESC sd = {};
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sd.BufferCount = 1;
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sd.BufferDesc.Width = width;
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sd.BufferDesc.Height = height;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = g_hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
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{
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g_driverType = driverTypes[driverTypeIndex];
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hr = D3D11CreateDeviceAndSwapChain( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
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D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
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if( SUCCEEDED( hr ) )
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break;
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}
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if( FAILED( hr ) )
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return hr;
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// Create a render target view
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ID3D11Texture2D* pBackBuffer = nullptr;
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hr = g_pSwapChain->GetBuffer( 0, IID_PPV_ARGS(&pBackBuffer) );
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if( FAILED( hr ) )
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return hr;
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D3D11_RENDER_TARGET_VIEW_DESC vd = {};
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vd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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vd.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, &vd, &g_pRenderTargetView );
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pBackBuffer->Release();
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if( FAILED( hr ) )
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return hr;
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// Create depth stencil texture
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D3D11_TEXTURE2D_DESC descDepth = {};
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descDepth.Width = width;
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descDepth.Height = height;
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descDepth.MipLevels = 1;
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descDepth.ArraySize = 1;
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descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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descDepth.SampleDesc.Count = 1;
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descDepth.SampleDesc.Quality = 0;
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descDepth.Usage = D3D11_USAGE_DEFAULT;
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descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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descDepth.CPUAccessFlags = 0;
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descDepth.MiscFlags = 0;
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hr = g_pd3dDevice->CreateTexture2D( &descDepth, nullptr, &g_pDepthStencil );
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if( FAILED( hr ) )
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return hr;
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// Create the depth stencil view
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D3D11_DEPTH_STENCIL_VIEW_DESC descDSV = {};
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descDSV.Format = descDepth.Format;
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descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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descDSV.Texture2D.MipSlice = 0;
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hr = g_pd3dDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView );
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if( FAILED( hr ) )
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return hr;
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g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );
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// Setup the viewport
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D3D11_VIEWPORT vp;
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vp.Width = (FLOAT)width;
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vp.Height = (FLOAT)height;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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g_pImmediateContext->RSSetViewports( 1, &vp );
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// Create the vertex shader
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hr = g_pd3dDevice->CreateVertexShader( g_VS, sizeof(g_VS), nullptr, &g_pVertexShader );
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if( FAILED( hr ) )
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return hr;
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// Define the input layout
|
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D3D11_INPUT_ELEMENT_DESC layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(XMFLOAT4), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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UINT numElements = ARRAYSIZE( layout );
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// Create the input layout
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hr = g_pd3dDevice->CreateInputLayout( layout, numElements, g_VS, sizeof(g_VS), &g_pVertexLayout );
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if( FAILED( hr ) )
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return hr;
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// Set the input layout
|
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g_pImmediateContext->IASetInputLayout( g_pVertexLayout );
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// Select the pixel shader
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bool isCubeMap = false;
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bool is1D = false;
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const BYTE* pshader = nullptr;
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size_t pshader_size = 0;
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switch ( mdata.dimension )
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{
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case TEX_DIMENSION_TEXTURE1D:
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if ( mdata.arraySize > 1)
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{
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pshader = g_PS_1DArray;
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pshader_size = sizeof(g_PS_1DArray);
|
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}
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else
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{
|
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pshader = g_PS_1D;
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pshader_size = sizeof(g_PS_1D);
|
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}
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is1D = true;
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break;
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|
|
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();
|
|
}
|
|
|