d3dut

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

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 22 Jun 2013 10:11:39 +0300
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/example/src/example.cc	Sat Jun 22 10:11:39 2013 +0300
     1.3 @@ -0,0 +1,234 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stddef.h>
     1.6 +#include <math.h>
     1.7 +#include "d3dut.h"
     1.8 +
     1.9 +struct Vertex {
    1.10 +	float pos[3];
    1.11 +	float color[4];
    1.12 +};
    1.13 +
    1.14 +struct RenderState {
    1.15 +	float modelview[16];
    1.16 +	float projection[16];
    1.17 +};
    1.18 +
    1.19 +static bool init();
    1.20 +static void cleanup();
    1.21 +static void display();
    1.22 +static void reshape(int x, int y);
    1.23 +static void keyb(unsigned char key, int x, int y);
    1.24 +
    1.25 +static int width, height;
    1.26 +
    1.27 +static ID3D11InputLayout *vertex_layout;
    1.28 +static ID3D11VertexShader *vsdr;
    1.29 +static ID3D11PixelShader *psdr;
    1.30 +static ID3D11Buffer *vbuf;
    1.31 +static ID3D11Buffer *rstate_buf;
    1.32 +
    1.33 +static RenderState rstate;
    1.34 +
    1.35 +int main(int argc, char **argv)
    1.36 +{
    1.37 +	d3dut_init(&argc, argv);
    1.38 +	d3dut_init_window_size(800, 600);
    1.39 +	d3dut_init_display_mode(D3DUT_RGB | D3DUT_DEPTH | D3DUT_DOUBLE);
    1.40 +	d3dut_create_window("d3dut example");
    1.41 +
    1.42 +	d3dut_display_func(display);
    1.43 +	d3dut_idle_func(d3dut_post_redisplay);
    1.44 +	d3dut_reshape_func(reshape);
    1.45 +	d3dut_keyboard_func(keyb);
    1.46 +
    1.47 +	if(!init()) {
    1.48 +		return 1;
    1.49 +	}
    1.50 +	atexit(cleanup);
    1.51 +
    1.52 +	d3dut_main_loop();
    1.53 +	return 0;
    1.54 +}
    1.55 +
    1.56 +static bool init()
    1.57 +{
    1.58 +	unsigned int sdrflags = 0;//D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_DEBUG;
    1.59 +
    1.60 +	ID3DBlob *vsbuf, *psbuf, *msgblob = 0;
    1.61 +	if(D3DX11CompileFromFile("shader.hlsl", 0, 0, "vertex_main", "vs_4_0", sdrflags, 0, 0, &vsbuf, &msgblob, 0) != 0) {
    1.62 +		fprintf(stderr, "failed to load vertex shader\n");
    1.63 +		if(msgblob && msgblob->GetBufferSize() > 0) {
    1.64 +			fprintf(stderr, "Vertex Shader:\n%s\n", (char*)msgblob->GetBufferPointer());
    1.65 +		}
    1.66 +		return false;
    1.67 +	}
    1.68 +	if(D3DX11CompileFromFile("shader.hlsl", 0, 0, "pixel_main", "ps_4_0", sdrflags, 0, 0, &psbuf, &msgblob, 0) != 0) {
    1.69 +		fprintf(stderr, "failed to load pixel shader\n");
    1.70 +		if(msgblob && msgblob->GetBufferSize() > 0) {
    1.71 +			fprintf(stderr, "Pixel Shader:\n%s\n", (char*)msgblob->GetBufferPointer());
    1.72 +		}
    1.73 +		return false;
    1.74 +	}
    1.75 +
    1.76 +	if(d3dut_dev->CreateVertexShader(vsbuf->GetBufferPointer(), vsbuf->GetBufferSize(), 0, &vsdr) != 0) {
    1.77 +		fprintf(stderr, "failed to create vertex shader\n");
    1.78 +		return false;
    1.79 +	}
    1.80 +	if(d3dut_dev->CreatePixelShader(psbuf->GetBufferPointer(), psbuf->GetBufferSize(), 0, &psdr) != 0) {
    1.81 +		fprintf(stderr, "failed to create pixel shader\n");
    1.82 +		return false;
    1.83 +	}
    1.84 +
    1.85 +	D3D11_INPUT_ELEMENT_DESC elem_desc[2];
    1.86 +	elem_desc[0].SemanticName = "position";
    1.87 +	elem_desc[0].SemanticIndex = 0;
    1.88 +	elem_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
    1.89 +	elem_desc[0].InputSlot = 0;
    1.90 +	elem_desc[0].AlignedByteOffset = 0;
    1.91 +	elem_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
    1.92 +	elem_desc[0].InstanceDataStepRate = 0;
    1.93 +
    1.94 +	elem_desc[1].SemanticName = "color";
    1.95 +	elem_desc[1].SemanticIndex = 0;
    1.96 +	elem_desc[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
    1.97 +	elem_desc[1].InputSlot = 0;
    1.98 +	elem_desc[1].AlignedByteOffset = offsetof(Vertex, color);
    1.99 +	elem_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
   1.100 +	elem_desc[1].InstanceDataStepRate = 0;
   1.101 +
   1.102 +	if(d3dut_dev->CreateInputLayout(elem_desc, 2, vsbuf->GetBufferPointer(), vsbuf->GetBufferSize(), &vertex_layout) != 0) {
   1.103 +		fprintf(stderr, "failed to create vertex layout\n");
   1.104 +		return 0;
   1.105 +	}
   1.106 +	vsbuf->Release();
   1.107 +	psbuf->Release();
   1.108 +
   1.109 +	// --- create vertex buffer ---
   1.110 +	Vertex varr[] = {
   1.111 +		{{-0.6, -0.4, 0}, {1, 0, 0, 1}},
   1.112 +		{{0.0, 0.6, 0}, {0, 1, 0, 1}},
   1.113 +		{{0.6, -0.4, 0}, {0, 0, 1, 1}}
   1.114 +	};
   1.115 +
   1.116 +	D3D11_BUFFER_DESC buf_desc;
   1.117 +	memset(&buf_desc, 0, sizeof buf_desc);
   1.118 +	buf_desc.Usage = D3D11_USAGE_DEFAULT;
   1.119 +	buf_desc.ByteWidth = sizeof varr;
   1.120 +	buf_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
   1.121 +
   1.122 +	D3D11_SUBRESOURCE_DATA subdata;
   1.123 +	memset(&subdata, 0, sizeof subdata);
   1.124 +	subdata.pSysMem = varr;
   1.125 +	if(d3dut_dev->CreateBuffer(&buf_desc, &subdata, &vbuf) != 0) {
   1.126 +		fprintf(stderr, "failed to create vertex buffer\n");
   1.127 +		return false;
   1.128 +	}
   1.129 +
   1.130 +	// render state buffer
   1.131 +	memset(&buf_desc, 0, sizeof buf_desc);
   1.132 +	buf_desc.Usage = D3D11_USAGE_DEFAULT;
   1.133 +	buf_desc.ByteWidth = sizeof(RenderState);
   1.134 +	buf_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
   1.135 +
   1.136 +	memset(&subdata, 0, sizeof subdata);
   1.137 +	subdata.pSysMem = &rstate;
   1.138 +	if(d3dut_dev->CreateBuffer(&buf_desc, &subdata, &rstate_buf) != 0) {
   1.139 +		fprintf(stderr, "failed to create render state buffer\n");
   1.140 +		return false;
   1.141 +	}
   1.142 +
   1.143 +	return true;
   1.144 +}
   1.145 +
   1.146 +static void cleanup()
   1.147 +{
   1.148 +	vbuf->Release();
   1.149 +	rstate_buf->Release();
   1.150 +	vsdr->Release();
   1.151 +	psdr->Release();
   1.152 +	vertex_layout->Release();
   1.153 +}
   1.154 +
   1.155 +static void set_identity(float *mat)
   1.156 +{
   1.157 +	mat[0] = mat[5] = mat[10] = mat[15] = 1.0;
   1.158 +	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;
   1.159 +}
   1.160 +
   1.161 +static void set_rotation_z(float *mat, float angle)
   1.162 +{
   1.163 +	set_identity(mat);
   1.164 +
   1.165 +	mat[0] = cos(angle);
   1.166 +	mat[1] = -sin(angle);
   1.167 +	mat[4] = sin(angle);
   1.168 +	mat[5] = cos(angle);
   1.169 +}
   1.170 +
   1.171 +static void set_ortho(float *mat, float aspect)
   1.172 +{
   1.173 +	set_identity(mat);
   1.174 +	mat[0] = 1.0 / aspect;
   1.175 +}
   1.176 +
   1.177 +static void display()
   1.178 +{
   1.179 +	unsigned int msec = timeGetTime();
   1.180 +
   1.181 +	float fbcolor[] = {0.2f, 0.2f, 0.2f, 1.0f};
   1.182 +	d3dut_ctx->ClearRenderTargetView(d3dut_rtview, fbcolor);
   1.183 +
   1.184 +	// set render state constant buffer data
   1.185 +	set_ortho(rstate.projection, (float)width / (float)height);
   1.186 +	set_rotation_z(rstate.modelview, msec / 1000.0);
   1.187 +
   1.188 +	d3dut_ctx->UpdateSubresource(rstate_buf, 0, 0, &rstate, 0, 0);
   1.189 +	d3dut_ctx->VSSetConstantBuffers(0, 1, &rstate_buf);
   1.190 +
   1.191 +
   1.192 +	unsigned int stride = sizeof(Vertex);
   1.193 +	unsigned int offset = 0;
   1.194 +	d3dut_ctx->IASetVertexBuffers(0, 1, &vbuf, &stride, &offset);
   1.195 +	d3dut_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
   1.196 +	d3dut_ctx->IASetInputLayout(vertex_layout);
   1.197 +
   1.198 +	d3dut_ctx->VSSetShader(vsdr, 0, 0);
   1.199 +	d3dut_ctx->PSSetShader(psdr, 0, 0);
   1.200 +
   1.201 +	d3dut_ctx->Draw(3, 0);
   1.202 +
   1.203 +	d3dut_swap_buffers();
   1.204 +}
   1.205 +
   1.206 +static void reshape(int x, int y)
   1.207 +{
   1.208 +	width = x;
   1.209 +	height = y;
   1.210 +
   1.211 +	D3D11_VIEWPORT vp;
   1.212 +	vp.Width = (float)x;
   1.213 +	vp.Height = (float)y;
   1.214 +	vp.MinDepth = 0;
   1.215 +	vp.MaxDepth = 1;
   1.216 +	vp.TopLeftX = 0;
   1.217 +	vp.TopLeftY = 0;
   1.218 +	d3dut_ctx->RSSetViewports(1, &vp);
   1.219 +
   1.220 +	// TODO probably we also need to resize render targets or whatever...
   1.221 +}
   1.222 +
   1.223 +static void keyb(unsigned char key, int x, int y)
   1.224 +{
   1.225 +	switch(key) {
   1.226 +	case 27:
   1.227 +		exit(0);
   1.228 +
   1.229 +	case ' ':
   1.230 +		{
   1.231 +			static bool anim = true;
   1.232 +			anim = !anim;
   1.233 +			d3dut_idle_func(anim ? d3dut_post_redisplay : 0);
   1.234 +		}
   1.235 +		break;
   1.236 +	}
   1.237 +}
   1.238 \ No newline at end of file