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 **************************************************************************/
41 static IDXGISwapChain* g_pSwapChain = NULL;
42 static ID3D10Device * g_pDevice = NULL;
45 int main(int argc, char *argv[]){
48 HINSTANCE hInstance = GetModuleHandle(NULL);
66 const int WindowWidth = 250;
67 const int WindowHeight = 250;
70 DWORD dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW;
72 RECT rect = {0, 0, WindowWidth, WindowHeight};
73 AdjustWindowRect(&rect, dwStyle, FALSE);
75 HWND hWnd = CreateWindow(wc.lpszClassName,
76 "Simple example using DirectX10",
78 CW_USEDEFAULT, CW_USEDEFAULT,
79 rect.right - rect.left,
80 rect.bottom - rect.top,
89 ShowWindow(hWnd, SW_SHOW);
91 DXGI_SWAP_CHAIN_DESC SwapChainDesc;
92 ZeroMemory(&SwapChainDesc, sizeof SwapChainDesc);
93 SwapChainDesc.BufferDesc.Width = WindowWidth;
94 SwapChainDesc.BufferDesc.Height = WindowHeight;
95 SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;;
96 SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
97 SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
98 SwapChainDesc.SampleDesc.Quality = 0;
99 SwapChainDesc.SampleDesc.Count = 1;
100 SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
101 SwapChainDesc.BufferCount = 2;
102 SwapChainDesc.OutputWindow = hWnd;
103 SwapChainDesc.Windowed = true;
105 hr = D3D10CreateDeviceAndSwapChain(NULL,
106 D3D10_DRIVER_TYPE_HARDWARE,
108 D3D10_CREATE_DEVICE_DEBUG,
117 ID3D10RenderTargetView *pRenderTargetView = NULL;
118 ID3D10Texture2D* pBackBuffer;
119 hr = g_pSwapChain->GetBuffer(0, IID_ID3D10Texture2D, (void **)&pBackBuffer);
123 hr = g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
127 pBackBuffer->Release();
129 g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
131 const float clearColor[4] = { 0.3f, 0.1f, 0.3f, 1.0f };
132 g_pDevice->ClearRenderTargetView(pRenderTargetView, clearColor);
134 ID3D10VertexShader * pVertexShader;
135 hr = g_pDevice->CreateVertexShader(g_VS, sizeof g_VS, &pVertexShader);
142 D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
143 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
144 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, color), D3D10_INPUT_PER_VERTEX_DATA, 0 }
147 ID3D10InputLayout *pVertexLayout = NULL;
148 hr = g_pDevice->CreateInputLayout(InputElementDescs,
154 g_pDevice->IASetInputLayout(pVertexLayout);
156 ID3D10PixelShader * pPixelShader;
157 hr = g_pDevice->CreatePixelShader(g_PS, sizeof g_PS, &pPixelShader);
162 g_pDevice->VSSetShader(pVertexShader);
163 g_pDevice->PSSetShader(pPixelShader);
165 static const Vertex vertices[] = {
166 { { -0.9f, -0.9f, 0.5f, 1.0f}, { 0.8f, 0.0f, 0.0f, 0.1f } },
167 { { 0.9f, -0.9f, 0.5f, 1.0f}, { 0.0f, 0.9f, 0.0f, 0.1f } },
168 { { 0.0f, 0.9f, 0.5f, 1.0f}, { 0.0f, 0.0f, 0.7f, 0.1f } },
171 D3D10_BUFFER_DESC BufferDesc;
172 ZeroMemory(&BufferDesc, sizeof BufferDesc);
173 BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
174 BufferDesc.ByteWidth = sizeof vertices;
175 BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
176 BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
177 BufferDesc.MiscFlags = 0;
179 ID3D10Buffer *pVertexBuffer;
180 hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
183 pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);
184 memcpy(pMap, vertices, sizeof vertices);
185 pVertexBuffer->Unmap();
187 UINT Stride = sizeof(Vertex);
189 g_pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &Stride, &Offset);
191 D3D10_VIEWPORT ViewPort;
192 ViewPort.TopLeftX = 0;
193 ViewPort.TopLeftY = 0;
194 ViewPort.Width = WindowWidth;
195 ViewPort.Height = WindowHeight;
196 ViewPort.MinDepth = 0.0f;
197 ViewPort.MaxDepth = 1.0f;
198 g_pDevice->RSSetViewports(1, &ViewPort);
200 D3D10_RASTERIZER_DESC RasterizerDesc;
201 ZeroMemory(&RasterizerDesc, sizeof RasterizerDesc);
202 RasterizerDesc.CullMode = D3D10_CULL_NONE;
203 RasterizerDesc.FillMode = D3D10_FILL_SOLID;
204 RasterizerDesc.FrontCounterClockwise = true;
205 ID3D10RasterizerState* pRasterizerState = NULL;
206 g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
207 g_pDevice->RSSetState(pRasterizerState);
209 g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
210 g_pDevice->Draw(3, 0);
212 g_pSwapChain->Present(0, 0);
215 ID3D10Buffer *pNullBuffer = NULL;
218 g_pDevice->IASetVertexBuffers(0, 1, &pNullBuffer, &NullStride, &NullOffset);
219 pVertexBuffer->Release();
221 g_pDevice->OMSetRenderTargets(0, NULL, NULL);
222 pRenderTargetView->Release();
224 g_pDevice->IASetInputLayout(NULL);
225 pVertexLayout->Release();
227 g_pDevice->VSSetShader(NULL);
228 pVertexShader->Release();
230 g_pDevice->PSSetShader(NULL);
231 pPixelShader->Release();
233 g_pDevice->RSSetState(NULL);
234 pRasterizerState->Release();
236 g_pSwapChain->Release();
239 g_pDevice->Release();