dx11test

diff src/main.cc @ 3:aa1497adac80

fixed line endings
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 21 Jun 2013 09:37:24 +0300
parents 87ecd7292c23
children
line diff
     1.1 --- a/src/main.cc	Fri Jun 21 09:09:09 2013 +0300
     1.2 +++ b/src/main.cc	Fri Jun 21 09:37:24 2013 +0300
     1.3 @@ -1,341 +1,341 @@
     1.4 -#include <stdio.h>
     1.5 -#include <stdlib.h>
     1.6 -#include <math.h>
     1.7 -#include <stddef.h>
     1.8 -#include <d3d11.h>
     1.9 -#include <d3dx11.h>
    1.10 -
    1.11 -struct Vertex {
    1.12 -	float pos[3];
    1.13 -	float color[4];
    1.14 -};
    1.15 -
    1.16 -struct RenderState {
    1.17 -	float modelview[16];
    1.18 -	float projection[16];
    1.19 -};
    1.20 -
    1.21 -static bool init();
    1.22 -static void cleanup();
    1.23 -static void display();
    1.24 -static void reshape(int x, int y);
    1.25 -static void keyb(int key, bool pressed);
    1.26 -static HWND create_window(int xsz, int ysz);
    1.27 -static void destroy_window(HWND win);
    1.28 -static void main_loop();
    1.29 -static long CALLBACK win_proc(HWND win, unsigned int msg, unsigned int wparam, long lparam);
    1.30 -
    1.31 -static int width, height;
    1.32 -
    1.33 -static HWND win;
    1.34 -static IDXGISwapChain *swap;
    1.35 -static ID3D11Device *dev;
    1.36 -static ID3D11DeviceContext *ctx;
    1.37 -static ID3D11RenderTargetView *rtarg_view;
    1.38 -static ID3D11InputLayout *vertex_layout;
    1.39 -static ID3D11VertexShader *vsdr;
    1.40 -static ID3D11PixelShader *psdr;
    1.41 -static ID3D11Buffer *vbuf;
    1.42 -static ID3D11Buffer *rstate_buf;
    1.43 -
    1.44 -static RenderState rstate;
    1.45 -
    1.46 -int main()
    1.47 -{
    1.48 -	if(!init()) {
    1.49 -		return 1;
    1.50 -	}
    1.51 -	atexit(cleanup);
    1.52 -
    1.53 -	main_loop();
    1.54 -	return 0;
    1.55 -}
    1.56 -
    1.57 -static bool init()
    1.58 -{
    1.59 -	if(!(win = create_window(800, 600))) {
    1.60 -		return false;
    1.61 -	}
    1.62 -
    1.63 -	unsigned int sdrflags = 0;//D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_DEBUG;
    1.64 -
    1.65 -	ID3DBlob *vsbuf, *psbuf, *msgblob;
    1.66 -	if(D3DX11CompileFromFile("shader.hlsl", 0, 0, "vertex_main", "vs_4_0", sdrflags, 0, 0, &vsbuf, &msgblob, 0) != 0) {
    1.67 -		fprintf(stderr, "failed to load vertex shader\n");
    1.68 -		if(msgblob->GetBufferSize() > 0) {
    1.69 -			fprintf(stderr, "Vertex Shader:\n%s\n", (char*)msgblob->GetBufferPointer());
    1.70 -		}
    1.71 -		return false;
    1.72 -	}
    1.73 -	if(D3DX11CompileFromFile("shader.hlsl", 0, 0, "pixel_main", "ps_4_0", sdrflags, 0, 0, &psbuf, &msgblob, 0) != 0) {
    1.74 -		fprintf(stderr, "failed to load pixel shader\n");
    1.75 -		if(msgblob->GetBufferSize() > 0) {
    1.76 -			fprintf(stderr, "Pixel Shader:\n%s\n", (char*)msgblob->GetBufferPointer());
    1.77 -		}
    1.78 -		return false;
    1.79 -	}
    1.80 -
    1.81 -	if(dev->CreateVertexShader(vsbuf->GetBufferPointer(), vsbuf->GetBufferSize(), 0, &vsdr) != 0) {
    1.82 -		fprintf(stderr, "failed to create vertex shader\n");
    1.83 -		return false;
    1.84 -	}
    1.85 -	if(dev->CreatePixelShader(psbuf->GetBufferPointer(), psbuf->GetBufferSize(), 0, &psdr) != 0) {
    1.86 -		fprintf(stderr, "failed to create pixel shader\n");
    1.87 -		return false;
    1.88 -	}
    1.89 -
    1.90 -	D3D11_INPUT_ELEMENT_DESC elem_desc[2];
    1.91 -	elem_desc[0].SemanticName = "position";
    1.92 -	elem_desc[0].SemanticIndex = 0;
    1.93 -	elem_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
    1.94 -	elem_desc[0].InputSlot = 0;
    1.95 -	elem_desc[0].AlignedByteOffset = 0;
    1.96 -	elem_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
    1.97 -	elem_desc[0].InstanceDataStepRate = 0;
    1.98 -
    1.99 -	elem_desc[1].SemanticName = "color";
   1.100 -	elem_desc[1].SemanticIndex = 0;
   1.101 -	elem_desc[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
   1.102 -	elem_desc[1].InputSlot = 0;
   1.103 -	elem_desc[1].AlignedByteOffset = offsetof(Vertex, color);
   1.104 -	elem_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
   1.105 -	elem_desc[1].InstanceDataStepRate = 0;
   1.106 -
   1.107 -	if(dev->CreateInputLayout(elem_desc, 2, vsbuf->GetBufferPointer(), vsbuf->GetBufferSize(), &vertex_layout) != 0) {
   1.108 -		fprintf(stderr, "failed to create vertex layout\n");
   1.109 -		return 0;
   1.110 -	}
   1.111 -	vsbuf->Release();
   1.112 -	psbuf->Release();
   1.113 -
   1.114 -	// --- create vertex buffer ---
   1.115 -	Vertex varr[] = {
   1.116 -		{{-0.6, -0.4, 0}, {1, 0, 0, 1}},
   1.117 -		{{0.0, 0.6, 0}, {0, 1, 0, 1}},
   1.118 -		{{0.6, -0.4, 0}, {0, 0, 1, 1}}
   1.119 -	};
   1.120 -
   1.121 -	D3D11_BUFFER_DESC buf_desc;
   1.122 -	memset(&buf_desc, 0, sizeof buf_desc);
   1.123 -	buf_desc.Usage = D3D11_USAGE_DEFAULT;
   1.124 -	buf_desc.ByteWidth = sizeof varr;
   1.125 -	buf_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
   1.126 -
   1.127 -	D3D11_SUBRESOURCE_DATA subdata;
   1.128 -	memset(&subdata, 0, sizeof subdata);
   1.129 -	subdata.pSysMem = varr;
   1.130 -	if(dev->CreateBuffer(&buf_desc, &subdata, &vbuf) != 0) {
   1.131 -		fprintf(stderr, "failed to create vertex buffer\n");
   1.132 -		return false;
   1.133 -	}
   1.134 -
   1.135 -	// render state buffer
   1.136 -	memset(&buf_desc, 0, sizeof buf_desc);
   1.137 -	buf_desc.Usage = D3D11_USAGE_DEFAULT;
   1.138 -	buf_desc.ByteWidth = sizeof(RenderState);
   1.139 -	buf_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
   1.140 -
   1.141 -	memset(&subdata, 0, sizeof subdata);
   1.142 -	subdata.pSysMem = &rstate;
   1.143 -	if(dev->CreateBuffer(&buf_desc, &subdata, &rstate_buf) != 0) {
   1.144 -		fprintf(stderr, "failed to create render state buffer\n");
   1.145 -		return false;
   1.146 -	}
   1.147 -
   1.148 -	return true;
   1.149 -}
   1.150 -
   1.151 -static void cleanup()
   1.152 -{
   1.153 -	vbuf->Release();
   1.154 -	rstate_buf->Release();
   1.155 -	vsdr->Release();
   1.156 -	psdr->Release();
   1.157 -	vertex_layout->Release();
   1.158 -	destroy_window(win);
   1.159 -}
   1.160 -
   1.161 -static void set_identity(float *mat)
   1.162 -{
   1.163 -	mat[0] = mat[5] = mat[10] = mat[15] = 1.0;
   1.164 -	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;
   1.165 -}
   1.166 -
   1.167 -static void set_rotation_z(float *mat, float angle)
   1.168 -{
   1.169 -	set_identity(mat);
   1.170 -
   1.171 -	mat[0] = cos(angle);
   1.172 -	mat[1] = -sin(angle);
   1.173 -	mat[4] = sin(angle);
   1.174 -	mat[5] = cos(angle);
   1.175 -}
   1.176 -
   1.177 -static void set_ortho(float *mat, float aspect)
   1.178 -{
   1.179 -	set_identity(mat);
   1.180 -	mat[0] = 1.0 / aspect;
   1.181 -}
   1.182 -
   1.183 -static void display()
   1.184 -{
   1.185 -	unsigned int msec = timeGetTime();
   1.186 -
   1.187 -	float fbcolor[] = {0.2f, 0.2f, 0.2f, 1.0f};
   1.188 -	ctx->ClearRenderTargetView(rtarg_view, fbcolor);
   1.189 -
   1.190 -	// set render state constant buffer data
   1.191 -	set_ortho(rstate.projection, (float)width / (float)height);
   1.192 -	set_rotation_z(rstate.modelview, msec / 1000.0);
   1.193 -
   1.194 -	ctx->UpdateSubresource(rstate_buf, 0, 0, &rstate, 0, 0);
   1.195 -	ctx->VSSetConstantBuffers(0, 1, &rstate_buf);
   1.196 -
   1.197 -
   1.198 -	unsigned int stride = sizeof(Vertex);
   1.199 -	unsigned int offset = 0;
   1.200 -	ctx->IASetVertexBuffers(0, 1, &vbuf, &stride, &offset);
   1.201 -	ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
   1.202 -	ctx->IASetInputLayout(vertex_layout);
   1.203 -
   1.204 -	ctx->VSSetShader(vsdr, 0, 0);
   1.205 -	ctx->PSSetShader(psdr, 0, 0);
   1.206 -
   1.207 -	ctx->Draw(3, 0);
   1.208 -
   1.209 -	swap->Present(0, 0);
   1.210 -}
   1.211 -
   1.212 -static void reshape(int x, int y)
   1.213 -{
   1.214 -	width = x;
   1.215 -	height = y;
   1.216 -
   1.217 -	D3D11_VIEWPORT vp;
   1.218 -	vp.Width = (float)x;
   1.219 -	vp.Height = (float)y;
   1.220 -	vp.MinDepth = 0;
   1.221 -	vp.MaxDepth = 1;
   1.222 -	vp.TopLeftX = 0;
   1.223 -	vp.TopLeftY = 0;
   1.224 -	ctx->RSSetViewports(1, &vp);
   1.225 -
   1.226 -	// TODO probably we also need to resize render targets or whatever...
   1.227 -}
   1.228 -
   1.229 -static void keyb(int key, bool pressed)
   1.230 -{
   1.231 -	if(key == 27) {
   1.232 -		exit(0);
   1.233 -	}
   1.234 -}
   1.235 -
   1.236 -// ---- system crap ----
   1.237 -
   1.238 -static HWND create_window(int xsz, int ysz)
   1.239 -{
   1.240 -	HINSTANCE app_inst = GetModuleHandle(0);
   1.241 -
   1.242 -	WNDCLASS wclass;
   1.243 -	memset(&wclass, 0, sizeof wclass);
   1.244 -	wclass.hInstance = app_inst;
   1.245 -	wclass.lpfnWndProc = win_proc;
   1.246 -	wclass.lpszClassName = "mutantstargoatwin";
   1.247 -	wclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
   1.248 -	wclass.hIcon = LoadIcon(0, IDI_APPLICATION);
   1.249 -	wclass.hCursor = LoadCursor(0, IDC_ARROW);
   1.250 -	wclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
   1.251 -	RegisterClass(&wclass);
   1.252 -
   1.253 -	int posx = (GetSystemMetrics(SM_CXSCREEN) - xsz) / 2;
   1.254 -	int posy = (GetSystemMetrics(SM_CYSCREEN) - ysz) / 2;
   1.255 -
   1.256 -	HWND win = CreateWindow("mutantstargoatwin", "DX11 Test", WS_OVERLAPPEDWINDOW, posx, posy,
   1.257 -		xsz, ysz, 0, 0, app_inst, 0);
   1.258 -	ShowWindow(win, SW_SHOW);
   1.259 -
   1.260 -	// initialize D3D device
   1.261 -	DXGI_SWAP_CHAIN_DESC swap_desc;
   1.262 -	memset(&swap_desc, 0, sizeof swap_desc);
   1.263 -	swap_desc.BufferCount = 1;
   1.264 -	swap_desc.BufferDesc.Width = xsz;
   1.265 -	swap_desc.BufferDesc.Height = ysz;
   1.266 -	swap_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
   1.267 -	swap_desc.BufferDesc.RefreshRate.Numerator = 60;
   1.268 -	swap_desc.BufferDesc.RefreshRate.Denominator = 1;
   1.269 -	swap_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
   1.270 -	swap_desc.OutputWindow = win;
   1.271 -	swap_desc.SampleDesc.Count = 1;
   1.272 -	swap_desc.SampleDesc.Quality = 0;
   1.273 -	swap_desc.Windowed = 1;
   1.274 -
   1.275 -	D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
   1.276 -
   1.277 -	if(D3D11CreateDeviceAndSwapChain(0, D3D_DRIVER_TYPE_HARDWARE, 0, 0, &feature_level, 1,
   1.278 -			D3D11_SDK_VERSION, &swap_desc, &swap, &dev, 0, &ctx) != 0) {
   1.279 -		fprintf(stderr, "Failed to create d3d device and swap chain\n");
   1.280 -		return 0;
   1.281 -	}
   1.282 -
   1.283 -	ID3D11Texture2D *rtex;
   1.284 -	if(swap->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&rtex) != 0) {
   1.285 -		fprintf(stderr, "Failed to get default render target texture\n");
   1.286 -		return 0;
   1.287 -	}
   1.288 -	if(dev->CreateRenderTargetView(rtex, 0, &rtarg_view) != 0) {
   1.289 -		fprintf(stderr, "Failed to create render target view\n");
   1.290 -		rtex->Release();
   1.291 -		return 0;
   1.292 -	}
   1.293 -	rtex->Release();
   1.294 -	ctx->OMSetRenderTargets(1, &rtarg_view, 0);
   1.295 -
   1.296 -	reshape(xsz, ysz);
   1.297 -	return win;
   1.298 -}
   1.299 -
   1.300 -static void destroy_window(HWND win)
   1.301 -{
   1.302 -	CloseWindow(win);
   1.303 -	UnregisterClass("mutantstargoatwin", GetModuleHandle(0));
   1.304 -
   1.305 -	rtarg_view->Release();
   1.306 -	ctx->Release();
   1.307 -	dev->Release();
   1.308 -	swap->Release();
   1.309 -}
   1.310 -
   1.311 -static void main_loop()
   1.312 -{
   1.313 -	MSG msg;
   1.314 -
   1.315 -	for(;;) {
   1.316 -		while(PeekMessage(&msg, win, 0, 0, PM_REMOVE)) {
   1.317 -			TranslateMessage(&msg);
   1.318 -			DispatchMessage(&msg);
   1.319 -		
   1.320 -			if(msg.message == WM_QUIT) {
   1.321 -				return;
   1.322 -			}
   1.323 -		}
   1.324 -
   1.325 -		display();
   1.326 -	}
   1.327 -}
   1.328 -
   1.329 -static long CALLBACK win_proc(HWND win, unsigned int msg, unsigned int wparam, long lparam)
   1.330 -{
   1.331 -	switch(msg) {
   1.332 -	case WM_KEYDOWN:
   1.333 -		keyb(wparam, true);
   1.334 -		break;
   1.335 -
   1.336 -	case WM_KEYUP:
   1.337 -		keyb(wparam, false);
   1.338 -		break;
   1.339 -
   1.340 -	default:
   1.341 -		return DefWindowProc(win, msg, wparam, lparam);
   1.342 -	}
   1.343 -	return 0;
   1.344 -}
   1.345 +#include <stdio.h>
   1.346 +#include <stdlib.h>
   1.347 +#include <math.h>
   1.348 +#include <stddef.h>
   1.349 +#include <d3d11.h>
   1.350 +#include <d3dx11.h>
   1.351 +
   1.352 +struct Vertex {
   1.353 +	float pos[3];
   1.354 +	float color[4];
   1.355 +};
   1.356 +
   1.357 +struct RenderState {
   1.358 +	float modelview[16];
   1.359 +	float projection[16];
   1.360 +};
   1.361 +
   1.362 +static bool init();
   1.363 +static void cleanup();
   1.364 +static void display();
   1.365 +static void reshape(int x, int y);
   1.366 +static void keyb(int key, bool pressed);
   1.367 +static HWND create_window(int xsz, int ysz);
   1.368 +static void destroy_window(HWND win);
   1.369 +static void main_loop();
   1.370 +static long CALLBACK win_proc(HWND win, unsigned int msg, unsigned int wparam, long lparam);
   1.371 +
   1.372 +static int width, height;
   1.373 +
   1.374 +static HWND win;
   1.375 +static IDXGISwapChain *swap;
   1.376 +static ID3D11Device *dev;
   1.377 +static ID3D11DeviceContext *ctx;
   1.378 +static ID3D11RenderTargetView *rtarg_view;
   1.379 +static ID3D11InputLayout *vertex_layout;
   1.380 +static ID3D11VertexShader *vsdr;
   1.381 +static ID3D11PixelShader *psdr;
   1.382 +static ID3D11Buffer *vbuf;
   1.383 +static ID3D11Buffer *rstate_buf;
   1.384 +
   1.385 +static RenderState rstate;
   1.386 +
   1.387 +int main()
   1.388 +{
   1.389 +	if(!init()) {
   1.390 +		return 1;
   1.391 +	}
   1.392 +	atexit(cleanup);
   1.393 +
   1.394 +	main_loop();
   1.395 +	return 0;
   1.396 +}
   1.397 +
   1.398 +static bool init()
   1.399 +{
   1.400 +	if(!(win = create_window(800, 600))) {
   1.401 +		return false;
   1.402 +	}
   1.403 +
   1.404 +	unsigned int sdrflags = 0;//D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_DEBUG;
   1.405 +
   1.406 +	ID3DBlob *vsbuf, *psbuf, *msgblob;
   1.407 +	if(D3DX11CompileFromFile("shader.hlsl", 0, 0, "vertex_main", "vs_4_0", sdrflags, 0, 0, &vsbuf, &msgblob, 0) != 0) {
   1.408 +		fprintf(stderr, "failed to load vertex shader\n");
   1.409 +		if(msgblob->GetBufferSize() > 0) {
   1.410 +			fprintf(stderr, "Vertex Shader:\n%s\n", (char*)msgblob->GetBufferPointer());
   1.411 +		}
   1.412 +		return false;
   1.413 +	}
   1.414 +	if(D3DX11CompileFromFile("shader.hlsl", 0, 0, "pixel_main", "ps_4_0", sdrflags, 0, 0, &psbuf, &msgblob, 0) != 0) {
   1.415 +		fprintf(stderr, "failed to load pixel shader\n");
   1.416 +		if(msgblob->GetBufferSize() > 0) {
   1.417 +			fprintf(stderr, "Pixel Shader:\n%s\n", (char*)msgblob->GetBufferPointer());
   1.418 +		}
   1.419 +		return false;
   1.420 +	}
   1.421 +
   1.422 +	if(dev->CreateVertexShader(vsbuf->GetBufferPointer(), vsbuf->GetBufferSize(), 0, &vsdr) != 0) {
   1.423 +		fprintf(stderr, "failed to create vertex shader\n");
   1.424 +		return false;
   1.425 +	}
   1.426 +	if(dev->CreatePixelShader(psbuf->GetBufferPointer(), psbuf->GetBufferSize(), 0, &psdr) != 0) {
   1.427 +		fprintf(stderr, "failed to create pixel shader\n");
   1.428 +		return false;
   1.429 +	}
   1.430 +
   1.431 +	D3D11_INPUT_ELEMENT_DESC elem_desc[2];
   1.432 +	elem_desc[0].SemanticName = "position";
   1.433 +	elem_desc[0].SemanticIndex = 0;
   1.434 +	elem_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
   1.435 +	elem_desc[0].InputSlot = 0;
   1.436 +	elem_desc[0].AlignedByteOffset = 0;
   1.437 +	elem_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
   1.438 +	elem_desc[0].InstanceDataStepRate = 0;
   1.439 +
   1.440 +	elem_desc[1].SemanticName = "color";
   1.441 +	elem_desc[1].SemanticIndex = 0;
   1.442 +	elem_desc[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
   1.443 +	elem_desc[1].InputSlot = 0;
   1.444 +	elem_desc[1].AlignedByteOffset = offsetof(Vertex, color);
   1.445 +	elem_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
   1.446 +	elem_desc[1].InstanceDataStepRate = 0;
   1.447 +
   1.448 +	if(dev->CreateInputLayout(elem_desc, 2, vsbuf->GetBufferPointer(), vsbuf->GetBufferSize(), &vertex_layout) != 0) {
   1.449 +		fprintf(stderr, "failed to create vertex layout\n");
   1.450 +		return 0;
   1.451 +	}
   1.452 +	vsbuf->Release();
   1.453 +	psbuf->Release();
   1.454 +
   1.455 +	// --- create vertex buffer ---
   1.456 +	Vertex varr[] = {
   1.457 +		{{-0.6, -0.4, 0}, {1, 0, 0, 1}},
   1.458 +		{{0.0, 0.6, 0}, {0, 1, 0, 1}},
   1.459 +		{{0.6, -0.4, 0}, {0, 0, 1, 1}}
   1.460 +	};
   1.461 +
   1.462 +	D3D11_BUFFER_DESC buf_desc;
   1.463 +	memset(&buf_desc, 0, sizeof buf_desc);
   1.464 +	buf_desc.Usage = D3D11_USAGE_DEFAULT;
   1.465 +	buf_desc.ByteWidth = sizeof varr;
   1.466 +	buf_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
   1.467 +
   1.468 +	D3D11_SUBRESOURCE_DATA subdata;
   1.469 +	memset(&subdata, 0, sizeof subdata);
   1.470 +	subdata.pSysMem = varr;
   1.471 +	if(dev->CreateBuffer(&buf_desc, &subdata, &vbuf) != 0) {
   1.472 +		fprintf(stderr, "failed to create vertex buffer\n");
   1.473 +		return false;
   1.474 +	}
   1.475 +
   1.476 +	// render state buffer
   1.477 +	memset(&buf_desc, 0, sizeof buf_desc);
   1.478 +	buf_desc.Usage = D3D11_USAGE_DEFAULT;
   1.479 +	buf_desc.ByteWidth = sizeof(RenderState);
   1.480 +	buf_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
   1.481 +
   1.482 +	memset(&subdata, 0, sizeof subdata);
   1.483 +	subdata.pSysMem = &rstate;
   1.484 +	if(dev->CreateBuffer(&buf_desc, &subdata, &rstate_buf) != 0) {
   1.485 +		fprintf(stderr, "failed to create render state buffer\n");
   1.486 +		return false;
   1.487 +	}
   1.488 +
   1.489 +	return true;
   1.490 +}
   1.491 +
   1.492 +static void cleanup()
   1.493 +{
   1.494 +	vbuf->Release();
   1.495 +	rstate_buf->Release();
   1.496 +	vsdr->Release();
   1.497 +	psdr->Release();
   1.498 +	vertex_layout->Release();
   1.499 +	destroy_window(win);
   1.500 +}
   1.501 +
   1.502 +static void set_identity(float *mat)
   1.503 +{
   1.504 +	mat[0] = mat[5] = mat[10] = mat[15] = 1.0;
   1.505 +	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;
   1.506 +}
   1.507 +
   1.508 +static void set_rotation_z(float *mat, float angle)
   1.509 +{
   1.510 +	set_identity(mat);
   1.511 +
   1.512 +	mat[0] = cos(angle);
   1.513 +	mat[1] = -sin(angle);
   1.514 +	mat[4] = sin(angle);
   1.515 +	mat[5] = cos(angle);
   1.516 +}
   1.517 +
   1.518 +static void set_ortho(float *mat, float aspect)
   1.519 +{
   1.520 +	set_identity(mat);
   1.521 +	mat[0] = 1.0 / aspect;
   1.522 +}
   1.523 +
   1.524 +static void display()
   1.525 +{
   1.526 +	unsigned int msec = timeGetTime();
   1.527 +
   1.528 +	float fbcolor[] = {0.2f, 0.2f, 0.2f, 1.0f};
   1.529 +	ctx->ClearRenderTargetView(rtarg_view, fbcolor);
   1.530 +
   1.531 +	// set render state constant buffer data
   1.532 +	set_ortho(rstate.projection, (float)width / (float)height);
   1.533 +	set_rotation_z(rstate.modelview, msec / 1000.0);
   1.534 +
   1.535 +	ctx->UpdateSubresource(rstate_buf, 0, 0, &rstate, 0, 0);
   1.536 +	ctx->VSSetConstantBuffers(0, 1, &rstate_buf);
   1.537 +
   1.538 +
   1.539 +	unsigned int stride = sizeof(Vertex);
   1.540 +	unsigned int offset = 0;
   1.541 +	ctx->IASetVertexBuffers(0, 1, &vbuf, &stride, &offset);
   1.542 +	ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
   1.543 +	ctx->IASetInputLayout(vertex_layout);
   1.544 +
   1.545 +	ctx->VSSetShader(vsdr, 0, 0);
   1.546 +	ctx->PSSetShader(psdr, 0, 0);
   1.547 +
   1.548 +	ctx->Draw(3, 0);
   1.549 +
   1.550 +	swap->Present(0, 0);
   1.551 +}
   1.552 +
   1.553 +static void reshape(int x, int y)
   1.554 +{
   1.555 +	width = x;
   1.556 +	height = y;
   1.557 +
   1.558 +	D3D11_VIEWPORT vp;
   1.559 +	vp.Width = (float)x;
   1.560 +	vp.Height = (float)y;
   1.561 +	vp.MinDepth = 0;
   1.562 +	vp.MaxDepth = 1;
   1.563 +	vp.TopLeftX = 0;
   1.564 +	vp.TopLeftY = 0;
   1.565 +	ctx->RSSetViewports(1, &vp);
   1.566 +
   1.567 +	// TODO probably we also need to resize render targets or whatever...
   1.568 +}
   1.569 +
   1.570 +static void keyb(int key, bool pressed)
   1.571 +{
   1.572 +	if(key == 27) {
   1.573 +		exit(0);
   1.574 +	}
   1.575 +}
   1.576 +
   1.577 +// ---- system crap ----
   1.578 +
   1.579 +static HWND create_window(int xsz, int ysz)
   1.580 +{
   1.581 +	HINSTANCE app_inst = GetModuleHandle(0);
   1.582 +
   1.583 +	WNDCLASS wclass;
   1.584 +	memset(&wclass, 0, sizeof wclass);
   1.585 +	wclass.hInstance = app_inst;
   1.586 +	wclass.lpfnWndProc = win_proc;
   1.587 +	wclass.lpszClassName = "mutantstargoatwin";
   1.588 +	wclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
   1.589 +	wclass.hIcon = LoadIcon(0, IDI_APPLICATION);
   1.590 +	wclass.hCursor = LoadCursor(0, IDC_ARROW);
   1.591 +	wclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
   1.592 +	RegisterClass(&wclass);
   1.593 +
   1.594 +	int posx = (GetSystemMetrics(SM_CXSCREEN) - xsz) / 2;
   1.595 +	int posy = (GetSystemMetrics(SM_CYSCREEN) - ysz) / 2;
   1.596 +
   1.597 +	HWND win = CreateWindow("mutantstargoatwin", "DX11 Test", WS_OVERLAPPEDWINDOW, posx, posy,
   1.598 +		xsz, ysz, 0, 0, app_inst, 0);
   1.599 +	ShowWindow(win, SW_SHOW);
   1.600 +
   1.601 +	// initialize D3D device
   1.602 +	DXGI_SWAP_CHAIN_DESC swap_desc;
   1.603 +	memset(&swap_desc, 0, sizeof swap_desc);
   1.604 +	swap_desc.BufferCount = 1;
   1.605 +	swap_desc.BufferDesc.Width = xsz;
   1.606 +	swap_desc.BufferDesc.Height = ysz;
   1.607 +	swap_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
   1.608 +	swap_desc.BufferDesc.RefreshRate.Numerator = 60;
   1.609 +	swap_desc.BufferDesc.RefreshRate.Denominator = 1;
   1.610 +	swap_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
   1.611 +	swap_desc.OutputWindow = win;
   1.612 +	swap_desc.SampleDesc.Count = 1;
   1.613 +	swap_desc.SampleDesc.Quality = 0;
   1.614 +	swap_desc.Windowed = 1;
   1.615 +
   1.616 +	D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
   1.617 +
   1.618 +	if(D3D11CreateDeviceAndSwapChain(0, D3D_DRIVER_TYPE_HARDWARE, 0, 0, &feature_level, 1,
   1.619 +			D3D11_SDK_VERSION, &swap_desc, &swap, &dev, 0, &ctx) != 0) {
   1.620 +		fprintf(stderr, "Failed to create d3d device and swap chain\n");
   1.621 +		return 0;
   1.622 +	}
   1.623 +
   1.624 +	ID3D11Texture2D *rtex;
   1.625 +	if(swap->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&rtex) != 0) {
   1.626 +		fprintf(stderr, "Failed to get default render target texture\n");
   1.627 +		return 0;
   1.628 +	}
   1.629 +	if(dev->CreateRenderTargetView(rtex, 0, &rtarg_view) != 0) {
   1.630 +		fprintf(stderr, "Failed to create render target view\n");
   1.631 +		rtex->Release();
   1.632 +		return 0;
   1.633 +	}
   1.634 +	rtex->Release();
   1.635 +	ctx->OMSetRenderTargets(1, &rtarg_view, 0);
   1.636 +
   1.637 +	reshape(xsz, ysz);
   1.638 +	return win;
   1.639 +}
   1.640 +
   1.641 +static void destroy_window(HWND win)
   1.642 +{
   1.643 +	CloseWindow(win);
   1.644 +	UnregisterClass("mutantstargoatwin", GetModuleHandle(0));
   1.645 +
   1.646 +	rtarg_view->Release();
   1.647 +	ctx->Release();
   1.648 +	dev->Release();
   1.649 +	swap->Release();
   1.650 +}
   1.651 +
   1.652 +static void main_loop()
   1.653 +{
   1.654 +	MSG msg;
   1.655 +
   1.656 +	for(;;) {
   1.657 +		while(PeekMessage(&msg, win, 0, 0, PM_REMOVE)) {
   1.658 +			TranslateMessage(&msg);
   1.659 +			DispatchMessage(&msg);
   1.660 +		
   1.661 +			if(msg.message == WM_QUIT) {
   1.662 +				return;
   1.663 +			}
   1.664 +		}
   1.665 +
   1.666 +		display();
   1.667 +	}
   1.668 +}
   1.669 +
   1.670 +static long CALLBACK win_proc(HWND win, unsigned int msg, unsigned int wparam, long lparam)
   1.671 +{
   1.672 +	switch(msg) {
   1.673 +	case WM_KEYDOWN:
   1.674 +		keyb(wparam, true);
   1.675 +		break;
   1.676 +
   1.677 +	case WM_KEYUP:
   1.678 +		keyb(wparam, false);
   1.679 +		break;
   1.680 +
   1.681 +	default:
   1.682 +		return DefWindowProc(win, msg, wparam, lparam);
   1.683 +	}
   1.684 +	return 0;
   1.685 +}