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 **************************************************************************/
34 #include <d3d10shader.h>
37 static IDXGISwapChain* g_pSwapChain = NULL;
38 static ID3D10Device * g_pDevice = NULL;
42 WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
62 const int WindowWidth = 250;
63 const int WindowHeight = 250;
66 DWORD dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW;
68 RECT rect = {0, 0, WindowWidth, WindowHeight};
69 AdjustWindowRect(&rect, dwStyle, FALSE);
71 HWND hWnd = CreateWindow(wc.lpszClassName,
72 "Simple example using DirectX10",
74 CW_USEDEFAULT, CW_USEDEFAULT,
75 rect.right - rect.left,
76 rect.bottom - rect.top,
85 ShowWindow(hWnd, SW_SHOW);
87 DXGI_SWAP_CHAIN_DESC SwapChainDesc;
88 ZeroMemory(&SwapChainDesc, sizeof SwapChainDesc);
89 SwapChainDesc.BufferDesc.Width = WindowWidth;
90 SwapChainDesc.BufferDesc.Height = WindowHeight;
91 SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;;
92 SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
93 SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
94 SwapChainDesc.SampleDesc.Quality = 0;
95 SwapChainDesc.SampleDesc.Count = 1;
96 SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
97 SwapChainDesc.BufferCount = 2;
98 SwapChainDesc.OutputWindow = hWnd;
99 SwapChainDesc.Windowed = true;
101 hr = D3D10CreateDeviceAndSwapChain(NULL,
102 D3D10_DRIVER_TYPE_HARDWARE,
113 ID3D10RenderTargetView *pRenderTargetView = NULL;
114 ID3D10Texture2D* pBackBuffer;
115 hr = g_pSwapChain->GetBuffer(0, IID_ID3D10Texture2D, (void **)&pBackBuffer);
119 hr = g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
123 pBackBuffer->Release();
125 g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
127 const float clearColor[4] = { 0.3f, 0.1f, 0.3f, 1.0f };
128 g_pDevice->ClearRenderTargetView(pRenderTargetView, clearColor);
130 const char *szShader =
131 "struct VS_OUTPUT {\n"
132 " float4 Pos : SV_POSITION;\n"
133 " float4 Color : COLOR0;\n"
136 "VS_OUTPUT VertexShader(float4 Pos : POSITION, float4 Color : COLOR) {\n"
139 " Out.Color = Color;\n"
143 "float4 PixelShader(VS_OUTPUT In) : SV_Target {\n"
144 " return In.Color;\n"
148 ID3D10Blob *pVertexShaderBlob;
149 hr = D3D10CompileShader(szShader, strlen(szShader), NULL, NULL, NULL, "VertexShader", "vs_4_0", 0, &pVertexShaderBlob, NULL);
151 ID3D10VertexShader * pVertexShader;
152 hr = g_pDevice->CreateVertexShader((DWORD*)pVertexShaderBlob->GetBufferPointer(), pVertexShaderBlob->GetBufferSize(), &pVertexShader);
159 D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
160 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
161 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0 }
164 ID3D10InputLayout *pVertexLayout = NULL;
165 hr = g_pDevice->CreateInputLayout(InputElementDescs,
167 pVertexShaderBlob->GetBufferPointer(),
168 pVertexShaderBlob->GetBufferSize(),
170 pVertexShaderBlob->Release();
172 g_pDevice->IASetInputLayout(pVertexLayout);
175 ID3D10Blob *pPixelShaderBlob;
176 hr = D3D10CompileShader(szShader, strlen(szShader), NULL, NULL, NULL, "PixelShader", "ps_4_0", 0, &pPixelShaderBlob, NULL);
178 ID3D10PixelShader * pPixelShader;
179 hr = g_pDevice->CreatePixelShader((DWORD*)pPixelShaderBlob->GetBufferPointer(), pPixelShaderBlob->GetBufferSize(), &pPixelShader);
180 pPixelShaderBlob->Release();
183 g_pDevice->VSSetShader(pVertexShader);
184 g_pDevice->GSSetShader(NULL);
185 g_pDevice->PSSetShader(pPixelShader);
187 static const Vertex vertices[] = {
188 { -0.9f, -0.9f, 0.5f, 0.8f, 0.0f, 0.0f, 0.1f },
189 { 0.9f, -0.9f, 0.5f, 0.0f, 0.9f, 0.0f, 0.1f },
190 { 0.0f, 0.9f, 0.5f, 0.0f, 0.0f, 0.7f, 0.1f },
193 D3D10_BUFFER_DESC BufferDesc;
194 ZeroMemory(&BufferDesc, sizeof BufferDesc);
195 BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
196 BufferDesc.ByteWidth = sizeof vertices;
197 BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
198 BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
199 BufferDesc.MiscFlags = 0;
201 ID3D10Buffer *pVertexBuffer;
202 hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
205 pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);
206 memcpy(pMap, vertices, sizeof vertices);
207 pVertexBuffer->Unmap();
209 UINT Stride = sizeof(Vertex);
211 g_pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &Stride, &Offset);
213 D3D10_VIEWPORT ViewPort;
214 ViewPort.TopLeftX = 0;
215 ViewPort.TopLeftY = 0;
216 ViewPort.Width = WindowWidth;
217 ViewPort.Height = WindowHeight;
218 ViewPort.MinDepth = 0.0f;
219 ViewPort.MaxDepth = 1.0f;
220 g_pDevice->RSSetViewports(1, &ViewPort);
222 D3D10_RASTERIZER_DESC RasterizerDesc;
223 ZeroMemory(&RasterizerDesc, sizeof RasterizerDesc);
224 RasterizerDesc.CullMode = D3D10_CULL_NONE;
225 RasterizerDesc.FillMode = D3D10_FILL_SOLID;
226 RasterizerDesc.FrontCounterClockwise = true;
227 ID3D10RasterizerState* pRasterizerState;
228 g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
229 g_pDevice->RSSetState(pRasterizerState);
231 g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
232 g_pDevice->Draw(3, 0);
234 g_pSwapChain->Present(0, 0);
236 g_pSwapChain->Release();
239 g_pDevice->Release();