1 /**************************************************************************
3 * Copyright 2012 Jose Fonseca
6 * Permission is hereby granted, free of charge, to any person obtaining a copy
7 * of this software and associated documentation files (the "Software"), to deal
8 * in the Software without restriction, including without limitation the rights
9 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10 * copies of the Software, and to permit persons to whom the Software is
11 * furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included in
14 * all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
24 **************************************************************************/
36 #include <d3d10shader.h>
39 static IDXGISwapChain* g_pSwapChain = NULL;
40 static ID3D10Device * g_pDevice = NULL;
43 int main(int argc, char *argv[]){
46 HINSTANCE hInstance = GetModuleHandle(NULL);
64 const int WindowWidth = 250;
65 const int WindowHeight = 250;
68 DWORD dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW;
70 RECT rect = {0, 0, WindowWidth, WindowHeight};
71 AdjustWindowRect(&rect, dwStyle, FALSE);
73 HWND hWnd = CreateWindow(wc.lpszClassName,
74 "Simple example using DirectX10",
76 CW_USEDEFAULT, CW_USEDEFAULT,
77 rect.right - rect.left,
78 rect.bottom - rect.top,
87 ShowWindow(hWnd, SW_SHOW);
89 DXGI_SWAP_CHAIN_DESC SwapChainDesc;
90 ZeroMemory(&SwapChainDesc, sizeof SwapChainDesc);
91 SwapChainDesc.BufferDesc.Width = WindowWidth;
92 SwapChainDesc.BufferDesc.Height = WindowHeight;
93 SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;;
94 SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
95 SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
96 SwapChainDesc.SampleDesc.Quality = 0;
97 SwapChainDesc.SampleDesc.Count = 1;
98 SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
99 SwapChainDesc.BufferCount = 2;
100 SwapChainDesc.OutputWindow = hWnd;
101 SwapChainDesc.Windowed = true;
103 hr = D3D10CreateDeviceAndSwapChain(NULL,
104 D3D10_DRIVER_TYPE_HARDWARE,
106 D3D10_CREATE_DEVICE_DEBUG,
115 ID3D10RenderTargetView *pRenderTargetView = NULL;
116 ID3D10Texture2D* pBackBuffer;
117 hr = g_pSwapChain->GetBuffer(0, IID_ID3D10Texture2D, (void **)&pBackBuffer);
121 hr = g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
125 pBackBuffer->Release();
127 g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
129 const float clearColor[4] = { 0.3f, 0.1f, 0.3f, 1.0f };
130 g_pDevice->ClearRenderTargetView(pRenderTargetView, clearColor);
132 const char *szShader =
133 "struct VS_OUTPUT {\n"
134 " float4 Pos : SV_POSITION;\n"
135 " float4 Color : COLOR0;\n"
138 "VS_OUTPUT VS(float4 Pos : POSITION, float4 Color : COLOR) {\n"
141 " Out.Color = Color;\n"
145 "float4 PS(VS_OUTPUT In) : SV_Target {\n"
146 " return In.Color;\n"
150 ID3D10Blob *pVertexShaderBlob = NULL;
151 ID3D10Blob *pErrorMsgs = NULL;
153 hr = D3D10CompileShader(szShader, strlen(szShader), NULL, NULL, NULL, "VS", "vs_4_0", 0, &pVertexShaderBlob, &pErrorMsgs);
155 fprintf(stderr, "%s\n", pErrorMsgs->GetBufferPointer());
156 pErrorMsgs->Release();
162 ID3D10VertexShader * pVertexShader;
163 hr = g_pDevice->CreateVertexShader((DWORD*)pVertexShaderBlob->GetBufferPointer(), pVertexShaderBlob->GetBufferSize(), &pVertexShader);
170 D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
171 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
172 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, color), D3D10_INPUT_PER_VERTEX_DATA, 0 }
175 ID3D10InputLayout *pVertexLayout = NULL;
176 hr = g_pDevice->CreateInputLayout(InputElementDescs,
178 pVertexShaderBlob->GetBufferPointer(),
179 pVertexShaderBlob->GetBufferSize(),
181 pVertexShaderBlob->Release();
183 g_pDevice->IASetInputLayout(pVertexLayout);
186 ID3D10Blob *pPixelShaderBlob = NULL;
188 hr = D3D10CompileShader(szShader, strlen(szShader), NULL, NULL, NULL, "PS", "ps_4_0", 0, &pPixelShaderBlob, &pErrorMsgs);
190 fprintf(stderr, "%s\n", pErrorMsgs->GetBufferPointer());
191 pErrorMsgs->Release();
197 ID3D10PixelShader * pPixelShader;
198 hr = g_pDevice->CreatePixelShader((DWORD*)pPixelShaderBlob->GetBufferPointer(), pPixelShaderBlob->GetBufferSize(), &pPixelShader);
199 pPixelShaderBlob->Release();
202 g_pDevice->VSSetShader(pVertexShader);
203 g_pDevice->PSSetShader(pPixelShader);
205 static const Vertex vertices[] = {
206 { { -0.9f, -0.9f, 0.5f, 1.0f}, { 0.8f, 0.0f, 0.0f, 0.1f } },
207 { { 0.9f, -0.9f, 0.5f, 1.0f}, { 0.0f, 0.9f, 0.0f, 0.1f } },
208 { { 0.0f, 0.9f, 0.5f, 1.0f}, { 0.0f, 0.0f, 0.7f, 0.1f } },
211 D3D10_BUFFER_DESC BufferDesc;
212 ZeroMemory(&BufferDesc, sizeof BufferDesc);
213 BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
214 BufferDesc.ByteWidth = sizeof vertices;
215 BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
216 BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
217 BufferDesc.MiscFlags = 0;
219 ID3D10Buffer *pVertexBuffer;
220 hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
223 pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);
224 memcpy(pMap, vertices, sizeof vertices);
225 pVertexBuffer->Unmap();
227 UINT Stride = sizeof(Vertex);
229 g_pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &Stride, &Offset);
231 D3D10_VIEWPORT ViewPort;
232 ViewPort.TopLeftX = 0;
233 ViewPort.TopLeftY = 0;
234 ViewPort.Width = WindowWidth;
235 ViewPort.Height = WindowHeight;
236 ViewPort.MinDepth = 0.0f;
237 ViewPort.MaxDepth = 1.0f;
238 g_pDevice->RSSetViewports(1, &ViewPort);
240 D3D10_RASTERIZER_DESC RasterizerDesc;
241 ZeroMemory(&RasterizerDesc, sizeof RasterizerDesc);
242 RasterizerDesc.CullMode = D3D10_CULL_NONE;
243 RasterizerDesc.FillMode = D3D10_FILL_SOLID;
244 RasterizerDesc.FrontCounterClockwise = true;
245 ID3D10RasterizerState* pRasterizerState = NULL;
246 g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
247 g_pDevice->RSSetState(pRasterizerState);
249 g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
250 g_pDevice->Draw(3, 0);
252 g_pSwapChain->Present(0, 0);
255 ID3D10Buffer *pNullBuffer = NULL;
258 g_pDevice->IASetVertexBuffers(0, 1, &pNullBuffer, &NullStride, &NullOffset);
259 pVertexBuffer->Release();
261 g_pDevice->OMSetRenderTargets(0, NULL, NULL);
262 pRenderTargetView->Release();
264 g_pDevice->IASetInputLayout(NULL);
265 pVertexLayout->Release();
267 g_pDevice->VSSetShader(NULL);
268 pVertexShader->Release();
270 g_pDevice->PSSetShader(NULL);
271 pPixelShader->Release();
273 g_pDevice->RSSetState(NULL);
274 pRasterizerState->Release();
276 g_pSwapChain->Release();
279 g_pDevice->Release();