d3dut

annotate example/src/example.cc @ 0:ecc040281dc9

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 22 Jun 2013 10:11:39 +0300
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rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stddef.h>
nuclear@0 3 #include <math.h>
nuclear@0 4 #include "d3dut.h"
nuclear@0 5
nuclear@0 6 struct Vertex {
nuclear@0 7 float pos[3];
nuclear@0 8 float color[4];
nuclear@0 9 };
nuclear@0 10
nuclear@0 11 struct RenderState {
nuclear@0 12 float modelview[16];
nuclear@0 13 float projection[16];
nuclear@0 14 };
nuclear@0 15
nuclear@0 16 static bool init();
nuclear@0 17 static void cleanup();
nuclear@0 18 static void display();
nuclear@0 19 static void reshape(int x, int y);
nuclear@0 20 static void keyb(unsigned char key, int x, int y);
nuclear@0 21
nuclear@0 22 static int width, height;
nuclear@0 23
nuclear@0 24 static ID3D11InputLayout *vertex_layout;
nuclear@0 25 static ID3D11VertexShader *vsdr;
nuclear@0 26 static ID3D11PixelShader *psdr;
nuclear@0 27 static ID3D11Buffer *vbuf;
nuclear@0 28 static ID3D11Buffer *rstate_buf;
nuclear@0 29
nuclear@0 30 static RenderState rstate;
nuclear@0 31
nuclear@0 32 int main(int argc, char **argv)
nuclear@0 33 {
nuclear@0 34 d3dut_init(&argc, argv);
nuclear@0 35 d3dut_init_window_size(800, 600);
nuclear@0 36 d3dut_init_display_mode(D3DUT_RGB | D3DUT_DEPTH | D3DUT_DOUBLE);
nuclear@0 37 d3dut_create_window("d3dut example");
nuclear@0 38
nuclear@0 39 d3dut_display_func(display);
nuclear@0 40 d3dut_idle_func(d3dut_post_redisplay);
nuclear@0 41 d3dut_reshape_func(reshape);
nuclear@0 42 d3dut_keyboard_func(keyb);
nuclear@0 43
nuclear@0 44 if(!init()) {
nuclear@0 45 return 1;
nuclear@0 46 }
nuclear@0 47 atexit(cleanup);
nuclear@0 48
nuclear@0 49 d3dut_main_loop();
nuclear@0 50 return 0;
nuclear@0 51 }
nuclear@0 52
nuclear@0 53 static bool init()
nuclear@0 54 {
nuclear@0 55 unsigned int sdrflags = 0;//D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_DEBUG;
nuclear@0 56
nuclear@0 57 ID3DBlob *vsbuf, *psbuf, *msgblob = 0;
nuclear@0 58 if(D3DX11CompileFromFile("shader.hlsl", 0, 0, "vertex_main", "vs_4_0", sdrflags, 0, 0, &vsbuf, &msgblob, 0) != 0) {
nuclear@0 59 fprintf(stderr, "failed to load vertex shader\n");
nuclear@0 60 if(msgblob && msgblob->GetBufferSize() > 0) {
nuclear@0 61 fprintf(stderr, "Vertex Shader:\n%s\n", (char*)msgblob->GetBufferPointer());
nuclear@0 62 }
nuclear@0 63 return false;
nuclear@0 64 }
nuclear@0 65 if(D3DX11CompileFromFile("shader.hlsl", 0, 0, "pixel_main", "ps_4_0", sdrflags, 0, 0, &psbuf, &msgblob, 0) != 0) {
nuclear@0 66 fprintf(stderr, "failed to load pixel shader\n");
nuclear@0 67 if(msgblob && msgblob->GetBufferSize() > 0) {
nuclear@0 68 fprintf(stderr, "Pixel Shader:\n%s\n", (char*)msgblob->GetBufferPointer());
nuclear@0 69 }
nuclear@0 70 return false;
nuclear@0 71 }
nuclear@0 72
nuclear@0 73 if(d3dut_dev->CreateVertexShader(vsbuf->GetBufferPointer(), vsbuf->GetBufferSize(), 0, &vsdr) != 0) {
nuclear@0 74 fprintf(stderr, "failed to create vertex shader\n");
nuclear@0 75 return false;
nuclear@0 76 }
nuclear@0 77 if(d3dut_dev->CreatePixelShader(psbuf->GetBufferPointer(), psbuf->GetBufferSize(), 0, &psdr) != 0) {
nuclear@0 78 fprintf(stderr, "failed to create pixel shader\n");
nuclear@0 79 return false;
nuclear@0 80 }
nuclear@0 81
nuclear@0 82 D3D11_INPUT_ELEMENT_DESC elem_desc[2];
nuclear@0 83 elem_desc[0].SemanticName = "position";
nuclear@0 84 elem_desc[0].SemanticIndex = 0;
nuclear@0 85 elem_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
nuclear@0 86 elem_desc[0].InputSlot = 0;
nuclear@0 87 elem_desc[0].AlignedByteOffset = 0;
nuclear@0 88 elem_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
nuclear@0 89 elem_desc[0].InstanceDataStepRate = 0;
nuclear@0 90
nuclear@0 91 elem_desc[1].SemanticName = "color";
nuclear@0 92 elem_desc[1].SemanticIndex = 0;
nuclear@0 93 elem_desc[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
nuclear@0 94 elem_desc[1].InputSlot = 0;
nuclear@0 95 elem_desc[1].AlignedByteOffset = offsetof(Vertex, color);
nuclear@0 96 elem_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
nuclear@0 97 elem_desc[1].InstanceDataStepRate = 0;
nuclear@0 98
nuclear@0 99 if(d3dut_dev->CreateInputLayout(elem_desc, 2, vsbuf->GetBufferPointer(), vsbuf->GetBufferSize(), &vertex_layout) != 0) {
nuclear@0 100 fprintf(stderr, "failed to create vertex layout\n");
nuclear@0 101 return 0;
nuclear@0 102 }
nuclear@0 103 vsbuf->Release();
nuclear@0 104 psbuf->Release();
nuclear@0 105
nuclear@0 106 // --- create vertex buffer ---
nuclear@0 107 Vertex varr[] = {
nuclear@0 108 {{-0.6, -0.4, 0}, {1, 0, 0, 1}},
nuclear@0 109 {{0.0, 0.6, 0}, {0, 1, 0, 1}},
nuclear@0 110 {{0.6, -0.4, 0}, {0, 0, 1, 1}}
nuclear@0 111 };
nuclear@0 112
nuclear@0 113 D3D11_BUFFER_DESC buf_desc;
nuclear@0 114 memset(&buf_desc, 0, sizeof buf_desc);
nuclear@0 115 buf_desc.Usage = D3D11_USAGE_DEFAULT;
nuclear@0 116 buf_desc.ByteWidth = sizeof varr;
nuclear@0 117 buf_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
nuclear@0 118
nuclear@0 119 D3D11_SUBRESOURCE_DATA subdata;
nuclear@0 120 memset(&subdata, 0, sizeof subdata);
nuclear@0 121 subdata.pSysMem = varr;
nuclear@0 122 if(d3dut_dev->CreateBuffer(&buf_desc, &subdata, &vbuf) != 0) {
nuclear@0 123 fprintf(stderr, "failed to create vertex buffer\n");
nuclear@0 124 return false;
nuclear@0 125 }
nuclear@0 126
nuclear@0 127 // render state buffer
nuclear@0 128 memset(&buf_desc, 0, sizeof buf_desc);
nuclear@0 129 buf_desc.Usage = D3D11_USAGE_DEFAULT;
nuclear@0 130 buf_desc.ByteWidth = sizeof(RenderState);
nuclear@0 131 buf_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
nuclear@0 132
nuclear@0 133 memset(&subdata, 0, sizeof subdata);
nuclear@0 134 subdata.pSysMem = &rstate;
nuclear@0 135 if(d3dut_dev->CreateBuffer(&buf_desc, &subdata, &rstate_buf) != 0) {
nuclear@0 136 fprintf(stderr, "failed to create render state buffer\n");
nuclear@0 137 return false;
nuclear@0 138 }
nuclear@0 139
nuclear@0 140 return true;
nuclear@0 141 }
nuclear@0 142
nuclear@0 143 static void cleanup()
nuclear@0 144 {
nuclear@0 145 vbuf->Release();
nuclear@0 146 rstate_buf->Release();
nuclear@0 147 vsdr->Release();
nuclear@0 148 psdr->Release();
nuclear@0 149 vertex_layout->Release();
nuclear@0 150 }
nuclear@0 151
nuclear@0 152 static void set_identity(float *mat)
nuclear@0 153 {
nuclear@0 154 mat[0] = mat[5] = mat[10] = mat[15] = 1.0;
nuclear@0 155 mat[1] = mat[2] = mat[3] = mat[4] = mat[6] = mat[7] = mat[8] = mat[9] = mat[11] = mat[12] = mat[13] = mat[14] = 0.0;
nuclear@0 156 }
nuclear@0 157
nuclear@0 158 static void set_rotation_z(float *mat, float angle)
nuclear@0 159 {
nuclear@0 160 set_identity(mat);
nuclear@0 161
nuclear@0 162 mat[0] = cos(angle);
nuclear@0 163 mat[1] = -sin(angle);
nuclear@0 164 mat[4] = sin(angle);
nuclear@0 165 mat[5] = cos(angle);
nuclear@0 166 }
nuclear@0 167
nuclear@0 168 static void set_ortho(float *mat, float aspect)
nuclear@0 169 {
nuclear@0 170 set_identity(mat);
nuclear@0 171 mat[0] = 1.0 / aspect;
nuclear@0 172 }
nuclear@0 173
nuclear@0 174 static void display()
nuclear@0 175 {
nuclear@0 176 unsigned int msec = timeGetTime();
nuclear@0 177
nuclear@0 178 float fbcolor[] = {0.2f, 0.2f, 0.2f, 1.0f};
nuclear@0 179 d3dut_ctx->ClearRenderTargetView(d3dut_rtview, fbcolor);
nuclear@0 180
nuclear@0 181 // set render state constant buffer data
nuclear@0 182 set_ortho(rstate.projection, (float)width / (float)height);
nuclear@0 183 set_rotation_z(rstate.modelview, msec / 1000.0);
nuclear@0 184
nuclear@0 185 d3dut_ctx->UpdateSubresource(rstate_buf, 0, 0, &rstate, 0, 0);
nuclear@0 186 d3dut_ctx->VSSetConstantBuffers(0, 1, &rstate_buf);
nuclear@0 187
nuclear@0 188
nuclear@0 189 unsigned int stride = sizeof(Vertex);
nuclear@0 190 unsigned int offset = 0;
nuclear@0 191 d3dut_ctx->IASetVertexBuffers(0, 1, &vbuf, &stride, &offset);
nuclear@0 192 d3dut_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
nuclear@0 193 d3dut_ctx->IASetInputLayout(vertex_layout);
nuclear@0 194
nuclear@0 195 d3dut_ctx->VSSetShader(vsdr, 0, 0);
nuclear@0 196 d3dut_ctx->PSSetShader(psdr, 0, 0);
nuclear@0 197
nuclear@0 198 d3dut_ctx->Draw(3, 0);
nuclear@0 199
nuclear@0 200 d3dut_swap_buffers();
nuclear@0 201 }
nuclear@0 202
nuclear@0 203 static void reshape(int x, int y)
nuclear@0 204 {
nuclear@0 205 width = x;
nuclear@0 206 height = y;
nuclear@0 207
nuclear@0 208 D3D11_VIEWPORT vp;
nuclear@0 209 vp.Width = (float)x;
nuclear@0 210 vp.Height = (float)y;
nuclear@0 211 vp.MinDepth = 0;
nuclear@0 212 vp.MaxDepth = 1;
nuclear@0 213 vp.TopLeftX = 0;
nuclear@0 214 vp.TopLeftY = 0;
nuclear@0 215 d3dut_ctx->RSSetViewports(1, &vp);
nuclear@0 216
nuclear@0 217 // TODO probably we also need to resize render targets or whatever...
nuclear@0 218 }
nuclear@0 219
nuclear@0 220 static void keyb(unsigned char key, int x, int y)
nuclear@0 221 {
nuclear@0 222 switch(key) {
nuclear@0 223 case 27:
nuclear@0 224 exit(0);
nuclear@0 225
nuclear@0 226 case ' ':
nuclear@0 227 {
nuclear@0 228 static bool anim = true;
nuclear@0 229 anim = !anim;
nuclear@0 230 d3dut_idle_func(anim ? d3dut_post_redisplay : 0);
nuclear@0 231 }
nuclear@0 232 break;
nuclear@0 233 }
nuclear@0 234 }