コード例 #1
0
ファイル: d3d11_2.c プロジェクト: AgentD/sgui
void d3dview_on_draw( sgui_widget* subview )
{
    sgui_window* window = sgui_subview_get_window( subview );
    sgui_d3d11_context* ctx =
    (sgui_d3d11_context*)sgui_window_get_context( window );
    FLOAT bg[4] = { 0.0f, 0.0f, 0.0f, 1.0f };

    bg[0] = (float)(rand( ) % 256) / 255.0f;
    bg[1] = (float)(rand( ) % 256) / 255.0f;
    bg[2] = (float)(rand( ) % 256) / 255.0f;

    /* draw frame */
    ID3D11DeviceContext_ClearRenderTargetView(ctx->ctx, ctx->backbuffer, bg);
    ID3D11DeviceContext_ClearDepthStencilView( ctx->ctx, ctx->dsv,
                                               D3D11_CLEAR_DEPTH,
                                               1.0f, 0x00 );

    ID3D11DeviceContext_Draw( ctx->ctx, 3, 0 );
}
コード例 #2
0
ファイル: d3d11_1.c プロジェクト: AgentD/sgui
int main( void )
{
    FLOAT bg[4] = { 0.0f, 0.2f, 0.4f, 1.0f };
    int r=0, g=0, b=0, dr=1, dg=0, db=0;
    D3D11_SUBRESOURCE_DATA InitData;
    sgui_window_description desc;
    ID3DBlob *vsblob, *psblob;
    sgui_d3d11_context* ctx;
    ID3D11VertexShader* vs;
    ID3D11PixelShader* ps;
    ID3D11InputLayout* il;
    D3D11_BUFFER_DESC bd;
    UINT stride, offset;
    ID3D11Buffer* vbo;
    sgui_window* wnd;

    sgui_init( );

    /* create a window. See gl1.c for further explanation */
    desc.parent         = NULL;
    desc.share          = NULL;
    desc.width          = 300;
    desc.height         = 300;
    desc.flags          = SGUI_DOUBLEBUFFERED;
    desc.backend        = SGUI_DIRECT3D_11;
    desc.bits_per_pixel = 32;
    desc.depth_bits     = 16;
    desc.stencil_bits   = 0;
    desc.samples        = 4;

    wnd = sgui_window_create_desc( &desc );

    if( !wnd )
    {
        fprintf( stderr, "Could not create Direct3D 11 window!\n" );
        return -1;
    }

    /* make the window visible and get the context */
    sgui_window_set_title( wnd, "Direct3D 11 Sample" );
    sgui_window_move_center( wnd );
    sgui_window_set_visible( wnd, SGUI_VISIBLE );
    sgui_window_set_vsync( wnd, 1 );

    ctx = (sgui_d3d11_context*)sgui_window_get_context( wnd );

    /* compile shaders, create shader objects */
    D3DCompile( vsh, strlen(vsh), NULL, NULL, NULL, "main", "vs_4_0",
                0, 0, &vsblob, NULL );

    D3DCompile( psh, strlen(psh), NULL, NULL, NULL, "main", "ps_4_0",
                0, 0, &psblob, NULL );

    ID3D11Device_CreateVertexShader( ctx->dev,
                                     vsblob->lpVtbl->GetBufferPointer(vsblob),
                                     vsblob->lpVtbl->GetBufferSize(vsblob),
                                     NULL, &vs );

    ID3D11Device_CreatePixelShader( ctx->dev,
                                    psblob->lpVtbl->GetBufferPointer(psblob),
                                    psblob->lpVtbl->GetBufferSize(psblob),
                                    NULL, &ps );

    /* create an input layout */
    ID3D11Device_CreateInputLayout( ctx->dev, layout, LAYOUTCOUNT,
                                    vsblob->lpVtbl->GetBufferPointer(vsblob),
                                    vsblob->lpVtbl->GetBufferSize(vsblob),
                                    &il );

    /* create a vertex buffer */
    memset( &bd, 0, sizeof(bd) );
    bd.Usage     = D3D11_USAGE_DEFAULT;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.ByteWidth = sizeof(vertices);

    memset( &InitData, 0, sizeof(InitData) );
    InitData.pSysMem = vertices;

    ID3D11Device_CreateBuffer( ctx->dev, &bd, &InitData, &vbo );

    /* configure input assembler */
    ID3D11DeviceContext_IASetInputLayout( ctx->ctx, il );

    stride = 3 * sizeof(float);
    offset = 0;
    ID3D11DeviceContext_IASetVertexBuffers( ctx->ctx, 0, 1, &vbo,
                                            &stride, &offset );

    ID3D11DeviceContext_IASetPrimitiveTopology(
                            ctx->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    /* set shaders */
    ID3D11DeviceContext_VSSetShader( ctx->ctx, vs, NULL, 0 );
    ID3D11DeviceContext_PSSetShader( ctx->ctx, ps, NULL, 0 );

    /* main loop. See gl1.c for further explanation */
    while( sgui_main_loop_step( ) )
    {
        /* background color animation */
        r += dr;
        g += dg;
        b += db;

        if( r==0xFF && dr>0 ) { dr= 0; dg=1; db=0; }
        if( g==0xFF && dg>0 ) { dr= 0; dg=0; db=1; }
        if( b==0xFF && db>0 ) { dr=-1; dg=0; db=0; }

        if( r==0 && dr<0 ) { dr=0; dg=-1; db= 0; }
        if( g==0 && dg<0 ) { dr=0; dg= 0; db=-1; }
        if( b==0 && db<0 ) { dr=1; dg= 0; db= 0; }

        bg[0] = ((float)r) / ((float)255.0f);
        bg[1] = ((float)g) / ((float)255.0f);
        bg[2] = ((float)b) / ((float)255.0f);

        /* draw scene */
        ID3D11DeviceContext_ClearRenderTargetView( ctx->ctx, ctx->backbuffer,
                                                   bg );
        ID3D11DeviceContext_ClearDepthStencilView( ctx->ctx, ctx->dsv,
                                                   D3D11_CLEAR_DEPTH,
                                                   1.0f, 0x00 );

        ID3D11DeviceContext_Draw( ctx->ctx, 3, 0 );

        /* swap front and back buffer */
        sgui_window_swap_buffers( wnd );
    }

    /* clean up */
    ID3D11Buffer_Release( vbo );
    ID3D11InputLayout_Release( il );
    ID3D11VertexShader_Release( vs );
    ID3D11PixelShader_Release( ps );

    vsblob->lpVtbl->Release( vsblob );
    psblob->lpVtbl->Release( psblob );

    sgui_window_destroy( wnd );
    sgui_deinit( );

    return 0;
}
コード例 #3
0
qboolean D3D11_BeginShadowMap(int id, int w, int h)
{
	D3D11_TEXTURE2D_DESC texdesc;
	HRESULT hr;

	if (!shadowmap_dsview[id] && !shadowmap_rtview[id])
	{
		memset(&texdesc, 0, sizeof(texdesc));

		texdesc.Width = w;
		texdesc.Height = h;
		texdesc.MipLevels = 1;
		texdesc.ArraySize = 1;
		texdesc.Format = shadowfmts[shadowfmt][1];
		texdesc.SampleDesc.Count = 1;
		texdesc.SampleDesc.Quality = 0;
		texdesc.Usage = D3D11_USAGE_DEFAULT;
		texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
		texdesc.CPUAccessFlags = 0;
		texdesc.MiscFlags = 0;

		if (shadowfmt == 2)
			texdesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;

		// Create the texture
		if (!shadowmap_texture[id].ptr)
		{
			hr = ID3D11Device_CreateTexture2D(pD3DDev11, &texdesc, NULL, (ID3D11Texture2D **)&shadowmap_texture[id].ptr);
			if (FAILED(hr))
				return false;
		}


		if (shadowfmt == 2)
		{
			hr = ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, NULL, &shadowmap_rtview[id]);
		}
		else
		{
			D3D11_DEPTH_STENCIL_VIEW_DESC rtdesc;
			rtdesc.Format = shadowfmts[shadowfmt][2];
			rtdesc.Flags = 0;
			rtdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
			rtdesc.Texture2D.MipSlice = 0;
			hr = ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, &rtdesc, &shadowmap_dsview[id]);
		}
		if (FAILED(hr))
			return false;
	}
	D3D11BE_UnbindAllTextures();
	if (shadowfmt == 2)
	{
		float colours[4] = {0, 1, 0, 0};
		colours[0] = frandom();
		colours[1] = frandom();
		colours[2] = frandom();
		ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &shadowmap_rtview[id], shadowmap_dsview[id]);
		ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, shadowmap_rtview[id], colours);
	}
	else
	{
		ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, shadowmap_dsview[id]);
		ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, shadowmap_dsview[id], D3D11_CLEAR_DEPTH, 1.0f, 0);
	}
	return true;
}
コード例 #4
0
ファイル: d3d11_3.c プロジェクト: AgentD/sgui
DWORD __stdcall d3d11_drawing_thread( LPVOID arg )
{
    FLOAT bg[4] = { 0.0f, 0.2f, 0.4f, 1.0f };
    int r=0, g=0, b=0, dr=1, dg=0, db=0;
    D3D11_SUBRESOURCE_DATA InitData;
    ID3DBlob *vsblob, *psblob;
    sgui_d3d11_context* ctx;
    ID3D11VertexShader* vs;
    ID3D11PixelShader* ps;
    ID3D11InputLayout* il;
    D3D11_BUFFER_DESC bd;
    UINT stride, offset;
    sgui_window* window;
    ID3D11Buffer* vbo;
    (void)arg;

    /* get window and context object from sub-view widget */
    window = sgui_subview_get_window( subview );
    ctx = (sgui_d3d11_context*)sgui_window_get_context( window );

    /* compile shaders, create shader objects */
    D3DCompile( vsh, strlen(vsh), NULL, NULL, NULL, "main", "vs_4_0",
                0, 0, &vsblob, NULL );

    D3DCompile( psh, strlen(psh), NULL, NULL, NULL, "main", "ps_4_0",
                0, 0, &psblob, NULL );

    ID3D11Device_CreateVertexShader( ctx->dev,
                                     vsblob->lpVtbl->GetBufferPointer(vsblob),
                                     vsblob->lpVtbl->GetBufferSize(vsblob),
                                     NULL, &vs );

    ID3D11Device_CreatePixelShader( ctx->dev,
                                    psblob->lpVtbl->GetBufferPointer(psblob),
                                    psblob->lpVtbl->GetBufferSize(psblob),
                                    NULL, &ps );

    /* create an input layout */
    ID3D11Device_CreateInputLayout( ctx->dev, layout, LAYOUTCOUNT,
                                    vsblob->lpVtbl->GetBufferPointer(vsblob),
                                    vsblob->lpVtbl->GetBufferSize(vsblob),
                                    &il );

    /* create a vertex buffer */
    memset( &bd, 0, sizeof(bd) );
    bd.Usage     = D3D11_USAGE_DEFAULT;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.ByteWidth = sizeof(vertices);

    memset( &InitData, 0, sizeof(InitData) );
    InitData.pSysMem = vertices;

    ID3D11Device_CreateBuffer( ctx->dev, &bd, &InitData, &vbo );

    /* configure input assembler */
    ID3D11DeviceContext_IASetInputLayout( ctx->ctx, il );

    stride = 3 * sizeof(float);
    offset = 0;
    ID3D11DeviceContext_IASetVertexBuffers( ctx->ctx, 0, 1, &vbo,
                                            &stride, &offset );

    ID3D11DeviceContext_IASetPrimitiveTopology(
                            ctx->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    /* set shaders */
    ID3D11DeviceContext_VSSetShader( ctx->ctx, vs, NULL, 0 );
    ID3D11DeviceContext_PSSetShader( ctx->ctx, ps, NULL, 0 );

    /* drawing loop */
    while( running )
    {
        /* background color animation */
        r += dr;
        g += dg;
        b += db;

        if( r==0xFF && dr>0 ) { dr= 0; dg=1; db=0; }
        if( g==0xFF && dg>0 ) { dr= 0; dg=0; db=1; }
        if( b==0xFF && db>0 ) { dr=-1; dg=0; db=0; }

        if( r==0 && dr<0 ) { dr=0; dg=-1; db= 0; }
        if( g==0 && dg<0 ) { dr=0; dg= 0; db=-1; }
        if( b==0 && db<0 ) { dr=1; dg= 0; db= 0; }

        bg[0] = ((float)r) / ((float)255.0f);
        bg[1] = ((float)g) / ((float)255.0f);
        bg[2] = ((float)b) / ((float)255.0f);

        /* draw scene */
        ID3D11DeviceContext_ClearRenderTargetView( ctx->ctx, ctx->backbuffer,
                                                   bg );
        ID3D11DeviceContext_ClearDepthStencilView( ctx->ctx, ctx->dsv,
                                                   D3D11_CLEAR_DEPTH,
                                                   1.0f, 0x00 );

        ID3D11DeviceContext_Draw( ctx->ctx, 3, 0 );

        sgui_window_swap_buffers( window );

        Sleep( 20 );
    }

    /* cleanup */
    ID3D11Buffer_Release( vbo );
    ID3D11InputLayout_Release( il );
    ID3D11VertexShader_Release( vs );
    ID3D11PixelShader_Release( ps );

    vsblob->lpVtbl->Release( vsblob );
    psblob->lpVtbl->Release( psblob );
    return 0;
}