805 строки
25 KiB
C++
805 строки
25 KiB
C++
//--------------------------------------------------------------------------------------
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// File: DDSView.cpp
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//
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// DirectX 11 DDS File Viewer sample for DirectXTex
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//
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// Copyright (c) Microsoft Corporation.
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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 <algorithm>
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#include <cassert>
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#include <cstddef>
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#include <cstdint>
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#include <cstdio>
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#include <cwchar>
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#include <iterator>
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#include <tuple>
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#include <dxgiformat.h>
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#include <d3d11_1.h>
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#include <DirectXMath.h>
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#ifdef _MSC_VER
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#pragma warning(disable : 4619 4616 26812)
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#endif
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#include "DirectXTex.h"
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#include <shellapi.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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namespace
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{
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#include "ddsview_vs.inc"
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#include "ddsview_ps1D.inc"
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#include "ddsview_ps1Darray.inc"
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#include "ddsview_ps2D.inc"
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#include "ddsview_ps2Darray.inc"
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#include "ddsview_ps3D.inc"
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#include "ddsview_psCube.inc"
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}
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//--------------------------------------------------------------------------------------
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namespace
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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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LPCWSTR g_szAppName = L"DDSView";
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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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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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#ifdef _MSC_VER
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#pragma warning( suppress : 6262 )
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#endif
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int WINAPI wWinMain(
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_In_ HINSTANCE hInstance,
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_In_opt_ HINSTANCE /*hPrevInstance*/,
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_In_ LPWSTR lpCmdLine,
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_In_ int nCmdShow)
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{
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static const wchar_t* c_usage = L"Usage: ddsview [-forcesrgb] <filename>";
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if (!*lpCmdLine)
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{
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MessageBoxW(nullptr, c_usage, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 0;
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}
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int argc = 0;
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auto argList = CommandLineToArgvW(lpCmdLine, &argc);
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const wchar_t* filename = nullptr;
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bool forceSRGB = false;
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for(int i = 0; i < argc; ++i)
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{
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if (*argList[i] == '-' || *argList[i] == '/')
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{
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if (_wcsicmp(argList[i]+1, L"forcesrgb") == 0)
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{
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forceSRGB = true;
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}
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}
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else if (!filename)
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{
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filename = argList[i];
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}
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}
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if (!filename)
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{
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MessageBoxW(nullptr, c_usage, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 1;
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}
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TexMetadata mdata;
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HRESULT hr = GetMetadataFromDDSFile(filename, 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", filename, static_cast<unsigned int>(hr));
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MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 1;
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}
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if (FAILED(InitWindow(hInstance, nCmdShow, mdata)))
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return 1;
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SetWindowTextW(g_hWnd, filename);
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if (FAILED(InitDevice(mdata)))
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{
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CleanupDevice();
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return 1;
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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", filename, mdata.arraySize);
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MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 1;
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}
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g_iMaxIndex = static_cast<UINT>(mdata.depth);
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}
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else if (mdata.arraySize > 1)
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{
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if (g_featureLevel < D3D_FEATURE_LEVEL_10_0)
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{
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wchar_t buff[2048] = {};
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swprintf_s(buff, L"Texture arrays require DirectX 10 hardware or later\n\nFilename = %ls\nArray size %zu", filename, mdata.arraySize);
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MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 1;
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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_BC4_TYPELESS:
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case DXGI_FORMAT_BC4_SNORM:
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case DXGI_FORMAT_BC4_UNORM:
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case DXGI_FORMAT_BC5_TYPELESS:
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case DXGI_FORMAT_BC5_SNORM:
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case DXGI_FORMAT_BC5_UNORM:
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if (g_featureLevel < D3D_FEATURE_LEVEL_10_0)
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{
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wchar_t buff[2048] = {};
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swprintf_s(buff, L"BC4/BC5 requires DirectX 10 hardware or later\n\nFilename = %ls\nDXGI Format %d\nFeature Level %d", filename, mdata.format, g_featureLevel);
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MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 1;
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}
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break;
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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 or later\n\nFilename = %ls\nDXGI Format %d\nFeature Level %d", filename, mdata.format, g_featureLevel);
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MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 1;
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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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constexpr UINT required = D3D11_FORMAT_SUPPORT_TEXTURE1D | D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURE3D;
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if (FAILED(hr) || !(flags & required))
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{
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wchar_t buff[2048] = {};
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swprintf_s(buff, L"Format not supported by this DirectX hardware\n\nFilename = %ls\nDXGI Format %d\nFeature Level %d\nHRESULT = %08X", filename, mdata.format, g_featureLevel, static_cast<unsigned int>(hr));
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MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 1;
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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(filename, 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", filename, static_cast<unsigned int>(hr));
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MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 1;
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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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if (forceSRGB)
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{
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mdata.format = MakeSRGB(mdata.format);
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image.OverrideFormat(mdata.format);
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}
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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", filename, static_cast<unsigned int>(hr));
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MessageBoxW(nullptr, buff, g_szAppName, MB_OK | MB_ICONEXCLAMATION);
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return 1;
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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 static_cast<int>(msg.wParam);
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}
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//--------------------------------------------------------------------------------------
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HRESULT InitWindow(
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HINSTANCE hInstance,
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int nCmdShow,
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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.hInstance = hInstance;
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wcex.hIcon = LoadIconW(hInstance, reinterpret_cast<LPCWSTR>(IDI_MAIN_ICON));
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wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
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wcex.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_WINDOW + 1);
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wcex.lpszClassName = L"DDSViewWindowClass";
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wcex.hIconSm = LoadIconW(wcex.hInstance, reinterpret_cast<LPCWSTR>(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 < static_cast<LONG>(mdata.width))
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rc.right = static_cast<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 < static_cast<LONG>(mdata.height))
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rc.bottom = static_cast<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", g_szAppName, 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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switch (message)
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{
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case WM_PAINT:
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{
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PAINTSTRUCT ps;
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std::ignore = BeginPaint(hWnd, &ps);
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EndPaint(hWnd, &ps);
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}
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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') ? 10u : static_cast<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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auto width = static_cast<UINT>(rc.right - rc.left);
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auto height = static_cast<UINT>(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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constexpr UINT numDriverTypes = static_cast<UINT>(std::size(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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constexpr UINT numFeatureLevels = static_cast<UINT>(std::size(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.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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// See https://walbourn.github.io/anatomy-of-direct3d-11-create-device/
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hr = D3D11CreateDeviceAndSwapChain(nullptr, g_driverType, nullptr,
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createDeviceFlags, featureLevels, numFeatureLevels,
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D3D11_SDK_VERSION, &sd,
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&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.Usage = D3D11_USAGE_DEFAULT;
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descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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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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|
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// Setup the viewport
|
|
const D3D11_VIEWPORT vp = { 0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f };
|
|
g_pImmediateContext->RSSetViewports(1, &vp);
|
|
|
|
// Create the vertex shader
|
|
hr = g_pd3dDevice->CreateVertexShader(g_VS, sizeof(g_VS), nullptr, &g_pVertexShader);
|
|
if (FAILED(hr))
|
|
return hr;
|
|
|
|
// Define the input layout
|
|
D3D11_INPUT_ELEMENT_DESC layout[] =
|
|
{
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(XMFLOAT4), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
};
|
|
constexpr UINT numElements = static_cast<UINT>(std::size(layout));
|
|
|
|
// Create the input layout
|
|
hr = g_pd3dDevice->CreateInputLayout(layout, numElements, g_VS, sizeof(g_VS), &g_pVertexLayout);
|
|
if (FAILED(hr))
|
|
return hr;
|
|
|
|
// Set the input layout
|
|
g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
|
|
|
|
// Select the pixel shader
|
|
bool isCubeMap = false;
|
|
bool is1D = false;
|
|
const BYTE* pshader = nullptr;
|
|
size_t pshader_size = 0;
|
|
|
|
switch (mdata.dimension)
|
|
{
|
|
case TEX_DIMENSION_TEXTURE1D:
|
|
if (mdata.arraySize > 1)
|
|
{
|
|
pshader = g_PS_1DArray;
|
|
pshader_size = sizeof(g_PS_1DArray);
|
|
}
|
|
else
|
|
{
|
|
pshader = g_PS_1D;
|
|
pshader_size = sizeof(g_PS_1D);
|
|
}
|
|
is1D = true;
|
|
break;
|
|
|
|
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 = static_cast<UINT>(std::size(verticesCube));
|
|
InitData.pSysMem = verticesCube;
|
|
}
|
|
else if (is1D)
|
|
{
|
|
nverts = static_cast<UINT>(std::size(vertices1D));
|
|
InitData.pSysMem = vertices1D;
|
|
}
|
|
else
|
|
{
|
|
nverts = static_cast<UINT>(std::size(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 = static_cast<UINT>(std::size(indicesCube));
|
|
InitData.pSysMem = indicesCube;
|
|
}
|
|
else
|
|
{
|
|
g_iIndices = static_cast<UINT>(std::size(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 = static_cast<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();
|
|
}
|