d3dut

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