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@ -37,13 +37,13 @@ static ID3D11BlendState* g_blendState = NULL; |
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struct CUSTOMVERTEX |
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{ |
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float pos[2]; |
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float uv[2]; |
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unsigned int col; |
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float uv[2]; |
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unsigned int col; |
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}; |
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struct VERTEX_CONSTANT_BUFFER |
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{ |
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float mvp[4][4]; |
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float mvp[4][4]; |
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}; |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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@ -59,80 +59,80 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c |
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return; |
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; |
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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const ImDrawList* cmd_list = cmd_lists[n]; |
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; |
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) |
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{ |
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vtx_dst->pos[0] = vtx_src->pos.x; |
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vtx_dst->pos[1] = vtx_src->pos.y; |
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vtx_dst->uv[0] = vtx_src->uv.x; |
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vtx_dst->uv[1] = vtx_src->uv.y; |
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vtx_dst->col = vtx_src->col; |
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vtx_dst->pos[0] = vtx_src->pos.x; |
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vtx_dst->pos[1] = vtx_src->pos.y; |
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vtx_dst->uv[0] = vtx_src->uv.x; |
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vtx_dst->uv[1] = vtx_src->uv.y; |
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vtx_dst->col = vtx_src->col; |
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vtx_dst++; |
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vtx_src++; |
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} |
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} |
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g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0); |
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// Setup orthographic projection matrix into our constant buffer
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{ |
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData; |
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const float L = 0.5f; |
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const float R = ImGui::GetIO().DisplaySize.x + 0.5f; |
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const float B = ImGui::GetIO().DisplaySize.y + 0.5f; |
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const float T = 0.5f; |
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const float mvp[4][4] =
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{ |
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f}, |
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,}, |
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{ 0.0f, 0.0f, 0.5f, 0.0f }, // -1.0f
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, // 0.0f
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}; |
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); |
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g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0); |
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} |
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// Setup viewport
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{ |
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D3D11_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D11_VIEWPORT)); |
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vp.Width = ImGui::GetIO().DisplaySize.x; |
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vp.Height = ImGui::GetIO().DisplaySize.y; |
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vp.MinDepth = 0.0f; |
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vp.MaxDepth = 1.0f; |
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vp.TopLeftX = 0; |
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vp.TopLeftY = 0; |
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g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp); |
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} |
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// Bind shader and vertex buffers
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g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout); |
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unsigned int stride = sizeof(CUSTOMVERTEX); |
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unsigned int offset = 0; |
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g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView); |
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g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler); |
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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const UINT sampleMask = 0xffffffff; |
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g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, sampleMask); |
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g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0); |
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// Setup orthographic projection matrix into our constant buffer
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{ |
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData; |
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const float L = 0.5f; |
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const float R = ImGui::GetIO().DisplaySize.x + 0.5f; |
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const float B = ImGui::GetIO().DisplaySize.y + 0.5f; |
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const float T = 0.5f; |
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const float mvp[4][4] =
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{ |
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f}, |
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,}, |
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{ 0.0f, 0.0f, 0.5f, 0.0f }, // -1.0f
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, // 0.0f
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}; |
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); |
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g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0); |
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} |
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// Setup viewport
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{ |
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D3D11_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D11_VIEWPORT)); |
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vp.Width = ImGui::GetIO().DisplaySize.x; |
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vp.Height = ImGui::GetIO().DisplaySize.y; |
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vp.MinDepth = 0.0f; |
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vp.MaxDepth = 1.0f; |
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vp.TopLeftX = 0; |
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vp.TopLeftY = 0; |
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g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp); |
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} |
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// Bind shader and vertex buffers
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g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout); |
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unsigned int stride = sizeof(CUSTOMVERTEX); |
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unsigned int offset = 0; |
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g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView); |
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g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler); |
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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const UINT sampleMask = 0xffffffff; |
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g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, sampleMask); |
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// Render command lists
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int vtx_offset = 0; |
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@ -140,171 +140,171 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c |
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{ |
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n]; |
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; |
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; |
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset); |
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; |
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; |
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset); |
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vtx_offset += pcmd->vtx_count; |
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} |
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} |
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// Restore modified state
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g_pd3dDeviceImmediateContext->IASetInputLayout(NULL); |
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g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0); |
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// Restore modified state
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g_pd3dDeviceImmediateContext->IASetInputLayout(NULL); |
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g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0); |
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} |
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HRESULT InitD3D(HWND hWnd) |
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{ |
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IDXGIFactory1* pFactory = NULL; |
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CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory); |
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DXGI_SWAP_CHAIN_DESC sd; |
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// Setup the swap chain
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{ |
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// Setup swap chain
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ZeroMemory(&sd, sizeof(sd)); |
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sd.BufferCount = 2; |
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sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x; |
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sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y; |
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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.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; |
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
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sd.OutputWindow = hWnd; |
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sd.SampleDesc.Count = 1; |
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sd.SampleDesc.Quality = 0; |
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sd.Windowed = TRUE; |
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
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} |
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UINT createDeviceFlags = 0; |
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IDXGIFactory1* pFactory = NULL; |
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CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory); |
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DXGI_SWAP_CHAIN_DESC sd; |
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// Setup the swap chain
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{ |
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// Setup swap chain
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ZeroMemory(&sd, sizeof(sd)); |
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sd.BufferCount = 2; |
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sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x; |
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sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y; |
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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.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; |
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
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sd.OutputWindow = hWnd; |
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sd.SampleDesc.Count = 1; |
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sd.SampleDesc.Quality = 0; |
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sd.Windowed = TRUE; |
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
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} |
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UINT createDeviceFlags = 0; |
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#ifdef _DEBUG |
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; |
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; |
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#endif |
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D3D_FEATURE_LEVEL featureLevel; |
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const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, }; |
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if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK) |
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return E_FAIL; |
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// Setup rasterizer
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{ |
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D3D11_RASTERIZER_DESC RSDesc; |
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memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC)); |
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RSDesc.FillMode = D3D11_FILL_SOLID; |
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RSDesc.CullMode = D3D11_CULL_NONE; |
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RSDesc.FrontCounterClockwise = FALSE; |
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RSDesc.DepthBias = 0; |
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RSDesc.SlopeScaledDepthBias = 0.0f; |
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RSDesc.DepthBiasClamp = 0; |
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RSDesc.DepthClipEnable = TRUE; |
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RSDesc.ScissorEnable = TRUE; |
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RSDesc.AntialiasedLineEnable = FALSE; |
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if (sd.SampleDesc.Count > 1) |
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RSDesc.MultisampleEnable = TRUE; |
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else |
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RSDesc.MultisampleEnable = FALSE; |
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ID3D11RasterizerState* g_pRState = NULL; |
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &g_pRState); |
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g_pd3dDeviceImmediateContext->RSSetState(g_pRState); |
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} |
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// Create the render target
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{ |
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ID3D11Texture2D* g_pBackBuffer;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc; |
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); |
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render_target_view_desc.Format = sd.BufferDesc.Format; |
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&g_pBackBuffer); |
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g_pd3dDevice->CreateRenderTargetView(g_pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); |
|
|
|
|
|
|
|
|
|
g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create the vertex shader
|
|
|
|
|
{ |
|
|
|
|
ID3D10Blob * pErrorBlob; |
|
|
|
|
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, &pErrorBlob); |
|
|
|
|
|
|
|
|
|
if (g_pVertexShaderBlob == NULL) |
|
|
|
|
{ |
|
|
|
|
const char* pError = (const char*)pErrorBlob->GetBufferPointer(); |
|
|
|
|
pErrorBlob->Release(); |
|
|
|
|
return E_FAIL; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) |
|
|
|
|
return E_FAIL; |
|
|
|
|
|
|
|
|
|
if (pErrorBlob) |
|
|
|
|
pErrorBlob->Release(); |
|
|
|
|
|
|
|
|
|
// Create the input layout
|
|
|
|
|
D3D11_INPUT_ELEMENT_DESC localLayout[] = { |
|
|
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
|
|
|
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
|
|
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
|
|
|
|
return E_FAIL; |
|
|
|
|
|
|
|
|
|
// Create the constant buffer
|
|
|
|
|
{ |
|
|
|
|
D3D11_BUFFER_DESC cbDesc; |
|
|
|
|
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
|
|
|
|
cbDesc.Usage = D3D11_USAGE_DYNAMIC; |
|
|
|
|
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
|
|
|
|
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
|
|
|
|
cbDesc.MiscFlags = 0; |
|
|
|
|
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Create the pixel shader
|
|
|
|
|
{ |
|
|
|
|
ID3D10Blob * pErrorBlob; |
|
|
|
|
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, &pErrorBlob); |
|
|
|
|
|
|
|
|
|
if (g_pPixelShaderBlob == NULL) |
|
|
|
|
{ |
|
|
|
|
const char* pError = (const char*)pErrorBlob->GetBufferPointer(); |
|
|
|
|
pErrorBlob->Release(); |
|
|
|
|
return E_FAIL; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) |
|
|
|
|
return E_FAIL; |
|
|
|
|
|
|
|
|
|
if (pErrorBlob) |
|
|
|
|
pErrorBlob->Release(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Create the blending setup
|
|
|
|
|
{ |
|
|
|
|
D3D11_BLEND_DESC desc; |
|
|
|
|
ZeroMemory(&desc, sizeof(desc)); |
|
|
|
|
desc.AlphaToCoverageEnable = false; |
|
|
|
|
desc.RenderTarget[0].BlendEnable = true; |
|
|
|
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
|
|
|
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
|
|
|
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
|
|
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
|
|
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; |
|
|
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
|
|
|
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
|
|
|
|
g_pd3dDevice->CreateBlendState(&desc, &g_blendState); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
return S_OK; |
|
|
|
|
D3D_FEATURE_LEVEL featureLevel; |
|
|
|
|
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, }; |
|
|
|
|
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK) |
|
|
|
|
return E_FAIL; |
|
|
|
|
|
|
|
|
|
// Setup rasterizer
|
|
|
|
|
{ |
|
|
|
|
D3D11_RASTERIZER_DESC RSDesc; |
|
|
|
|
memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC)); |
|
|
|
|
RSDesc.FillMode = D3D11_FILL_SOLID; |
|
|
|
|
RSDesc.CullMode = D3D11_CULL_NONE; |
|
|
|
|
RSDesc.FrontCounterClockwise = FALSE; |
|
|
|
|
RSDesc.DepthBias = 0; |
|
|
|
|
RSDesc.SlopeScaledDepthBias = 0.0f; |
|
|
|
|
RSDesc.DepthBiasClamp = 0; |
|
|
|
|
RSDesc.DepthClipEnable = TRUE; |
|
|
|
|
RSDesc.ScissorEnable = TRUE; |
|
|
|
|
RSDesc.AntialiasedLineEnable = FALSE; |
|
|
|
|
if (sd.SampleDesc.Count > 1) |
|
|
|
|
RSDesc.MultisampleEnable = TRUE; |
|
|
|
|
else |
|
|
|
|
RSDesc.MultisampleEnable = FALSE; |
|
|
|
|
|
|
|
|
|
ID3D11RasterizerState* g_pRState = NULL; |
|
|
|
|
g_pd3dDevice->CreateRasterizerState(&RSDesc, &g_pRState); |
|
|
|
|
g_pd3dDeviceImmediateContext->RSSetState(g_pRState); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Create the render target
|
|
|
|
|
{ |
|
|
|
|
ID3D11Texture2D* g_pBackBuffer;
|
|
|
|
|
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc; |
|
|
|
|
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); |
|
|
|
|
render_target_view_desc.Format = sd.BufferDesc.Format; |
|
|
|
|
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
|
|
|
|
|
|
|
|
|
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&g_pBackBuffer); |
|
|
|
|
g_pd3dDevice->CreateRenderTargetView(g_pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); |
|
|
|
|
|
|
|
|
|
g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create the vertex shader
|
|
|
|
|
{ |
|
|
|
|
ID3D10Blob * pErrorBlob; |
|
|
|
|
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, &pErrorBlob); |
|
|
|
|
|
|
|
|
|
if (g_pVertexShaderBlob == NULL) |
|
|
|
|
{ |
|
|
|
|
const char* pError = (const char*)pErrorBlob->GetBufferPointer(); |
|
|
|
|
pErrorBlob->Release(); |
|
|
|
|
return E_FAIL; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) |
|
|
|
|
return E_FAIL; |
|
|
|
|
|
|
|
|
|
if (pErrorBlob) |
|
|
|
|
pErrorBlob->Release(); |
|
|
|
|
|
|
|
|
|
// Create the input layout
|
|
|
|
|
D3D11_INPUT_ELEMENT_DESC localLayout[] = { |
|
|
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
|
|
|
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
|
|
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
|
|
|
|
return E_FAIL; |
|
|
|
|
|
|
|
|
|
// Create the constant buffer
|
|
|
|
|
{ |
|
|
|
|
D3D11_BUFFER_DESC cbDesc; |
|
|
|
|
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
|
|
|
|
cbDesc.Usage = D3D11_USAGE_DYNAMIC; |
|
|
|
|
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
|
|
|
|
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
|
|
|
|
cbDesc.MiscFlags = 0; |
|
|
|
|
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Create the pixel shader
|
|
|
|
|
{ |
|
|
|
|
ID3D10Blob * pErrorBlob; |
|
|
|
|
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, &pErrorBlob); |
|
|
|
|
|
|
|
|
|
if (g_pPixelShaderBlob == NULL) |
|
|
|
|
{ |
|
|
|
|
const char* pError = (const char*)pErrorBlob->GetBufferPointer(); |
|
|
|
|
pErrorBlob->Release(); |
|
|
|
|
return E_FAIL; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) |
|
|
|
|
return E_FAIL; |
|
|
|
|
|
|
|
|
|
if (pErrorBlob) |
|
|
|
|
pErrorBlob->Release(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Create the blending setup
|
|
|
|
|
{ |
|
|
|
|
D3D11_BLEND_DESC desc; |
|
|
|
|
ZeroMemory(&desc, sizeof(desc)); |
|
|
|
|
desc.AlphaToCoverageEnable = false; |
|
|
|
|
desc.RenderTarget[0].BlendEnable = true; |
|
|
|
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
|
|
|
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
|
|
|
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
|
|
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
|
|
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; |
|
|
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
|
|
|
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
|
|
|
|
g_pd3dDevice->CreateBlendState(&desc, &g_blendState); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
return S_OK; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
|
|
|
@ -325,7 +325,7 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
|
|
|
|
io.MouseDown[1] = false;
|
|
|
|
|
return true; |
|
|
|
|
case WM_MOUSEWHEEL: |
|
|
|
|
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
|
|
|
|
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
|
|
|
|
return true; |
|
|
|
|
case WM_MOUSEMOVE: |
|
|
|
|
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
|
|
|
@ -385,79 +385,79 @@ void InitImGui() |
|
|
|
|
io.KeyMap[ImGuiKey_Z] = 'Z'; |
|
|
|
|
|
|
|
|
|
io.RenderDrawListsFn = ImImpl_RenderDrawLists; |
|
|
|
|
io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn; |
|
|
|
|
|
|
|
|
|
// Create the vertex buffer
|
|
|
|
|
{ |
|
|
|
|
D3D11_BUFFER_DESC bufferDesc; |
|
|
|
|
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); |
|
|
|
|
|
|
|
|
|
bufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
|
|
|
|
bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX); |
|
|
|
|
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
|
|
|
|
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
|
|
|
|
bufferDesc.MiscFlags = 0; |
|
|
|
|
|
|
|
|
|
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0) |
|
|
|
|
{ |
|
|
|
|
IM_ASSERT(0); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn; |
|
|
|
|
|
|
|
|
|
// Create the vertex buffer
|
|
|
|
|
{ |
|
|
|
|
D3D11_BUFFER_DESC bufferDesc; |
|
|
|
|
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); |
|
|
|
|
|
|
|
|
|
bufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
|
|
|
|
bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX); |
|
|
|
|
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
|
|
|
|
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
|
|
|
|
bufferDesc.MiscFlags = 0; |
|
|
|
|
|
|
|
|
|
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0) |
|
|
|
|
{ |
|
|
|
|
IM_ASSERT(0); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Load font texture
|
|
|
|
|
// Default font (embedded in code)
|
|
|
|
|
const void* png_data; |
|
|
|
|
unsigned int png_size; |
|
|
|
|
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); |
|
|
|
|
int tex_x, tex_y, tex_comp; |
|
|
|
|
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); |
|
|
|
|
IM_ASSERT(tex_data != NULL); |
|
|
|
|
|
|
|
|
|
{ |
|
|
|
|
D3D11_TEXTURE2D_DESC desc; |
|
|
|
|
ZeroMemory(&desc, sizeof(desc)); |
|
|
|
|
desc.Width = tex_x; |
|
|
|
|
desc.Height = tex_y; |
|
|
|
|
desc.MipLevels = 1; |
|
|
|
|
desc.ArraySize = 1; |
|
|
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
|
|
|
desc.SampleDesc.Count = 1; |
|
|
|
|
desc.Usage = D3D11_USAGE_DEFAULT; |
|
|
|
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
|
|
|
|
desc.CPUAccessFlags = 0; |
|
|
|
|
|
|
|
|
|
ID3D11Texture2D *pTexture = NULL; |
|
|
|
|
D3D11_SUBRESOURCE_DATA subResource; |
|
|
|
|
subResource.pSysMem = tex_data; |
|
|
|
|
subResource.SysMemPitch = tex_x * 4; |
|
|
|
|
subResource.SysMemSlicePitch = 0; |
|
|
|
|
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); |
|
|
|
|
|
|
|
|
|
// create texture view
|
|
|
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
|
|
|
|
ZeroMemory(&srvDesc, sizeof(srvDesc)); |
|
|
|
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
|
|
|
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
|
|
|
|
srvDesc.Texture2D.MipLevels = desc.MipLevels; |
|
|
|
|
srvDesc.Texture2D.MostDetailedMip = 0; |
|
|
|
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// create texture sampler
|
|
|
|
|
{ |
|
|
|
|
D3D11_SAMPLER_DESC desc; |
|
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ZeroMemory(&desc, sizeof(desc)); |
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; |
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desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
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desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
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desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
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desc.MipLODBias = 0.f; |
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desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
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desc.MinLOD = 0.f; |
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desc.MaxLOD = 0.f; |
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g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); |
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} |
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// Default font (embedded in code)
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const void* png_data; |
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unsigned int png_size; |
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); |
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int tex_x, tex_y, tex_comp; |
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void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); |
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IM_ASSERT(tex_data != NULL); |
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{ |
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D3D11_TEXTURE2D_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.Width = tex_x; |
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desc.Height = tex_y; |
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desc.MipLevels = 1; |
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desc.ArraySize = 1; |
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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desc.SampleDesc.Count = 1; |
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desc.Usage = D3D11_USAGE_DEFAULT; |
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
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desc.CPUAccessFlags = 0; |
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ID3D11Texture2D *pTexture = NULL; |
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D3D11_SUBRESOURCE_DATA subResource; |
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subResource.pSysMem = tex_data; |
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subResource.SysMemPitch = tex_x * 4; |
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subResource.SysMemSlicePitch = 0; |
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); |
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// create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
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ZeroMemory(&srvDesc, sizeof(srvDesc)); |
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
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srvDesc.Texture2D.MipLevels = desc.MipLevels; |
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srvDesc.Texture2D.MostDetailedMip = 0; |
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); |
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} |
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// create texture sampler
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|
{ |
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|
D3D11_SAMPLER_DESC desc; |
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|
ZeroMemory(&desc, sizeof(desc)); |
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|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; |
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desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
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|
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
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|
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
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|
desc.MipLODBias = 0.f; |
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|
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
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|
desc.MinLOD = 0.f; |
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|
desc.MaxLOD = 0.f; |
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|
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); |
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|
} |
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|
} |
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|
INT64 ticks_per_second = 0; |
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|
@ -570,10 +570,10 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) |
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|
} |
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|
// Rendering
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|
float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f }; |
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|
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor); |
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|
float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f }; |
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|
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor); |
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|
ImGui::Render(); |
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|
g_pSwapChain->Present(0, 0); |
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|
|
g_pSwapChain->Present(0, 0); |
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|
|
} |
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|
|
ImGui::Shutdown(); |
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|
|
@ -585,43 +585,43 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) |
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|
|
static const char* vertexShader = "\
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|
|
cbuffer vertexBuffer : register(c0) \
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|
|
{\
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|
|
float4x4 ProjectionMatrix; \
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|
|
float4x4 ProjectionMatrix; \
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|
|
};\
|
|
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|
|
struct VS_INPUT\
|
|
|
|
|
{\
|
|
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|
|
float2 pos : POSITION;\
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|
|
|
float4 col : COLOR0;\
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|
|
float2 uv : TEXCOORD0;\
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|
|
float2 pos : POSITION;\
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|
|
float4 col : COLOR0;\
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|
|
float2 uv : TEXCOORD0;\
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|
|
};\
|
|
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|
|
\
|
|
|
|
|
struct PS_INPUT\
|
|
|
|
|
{\
|
|
|
|
|
float4 pos : SV_POSITION;\
|
|
|
|
|
float4 col : COLOR0;\
|
|
|
|
|
float2 uv : TEXCOORD0;\
|
|
|
|
|
float4 pos : SV_POSITION;\
|
|
|
|
|
float4 col : COLOR0;\
|
|
|
|
|
float2 uv : TEXCOORD0;\
|
|
|
|
|
};\
|
|
|
|
|
\
|
|
|
|
|
PS_INPUT main(VS_INPUT input)\
|
|
|
|
|
{\
|
|
|
|
|
PS_INPUT output;\
|
|
|
|
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
|
|
|
|
output.col = input.col;\
|
|
|
|
|
output.uv = input.uv;\
|
|
|
|
|
return output;\
|
|
|
|
|
PS_INPUT output;\
|
|
|
|
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
|
|
|
|
output.col = input.col;\
|
|
|
|
|
output.uv = input.uv;\
|
|
|
|
|
return output;\
|
|
|
|
|
}"; |
|
|
|
|
|
|
|
|
|
static const char* pixelShader = "\
|
|
|
|
|
struct PS_INPUT\
|
|
|
|
|
{\
|
|
|
|
|
float4 pos : SV_POSITION;\
|
|
|
|
|
float4 col : COLOR0;\
|
|
|
|
|
float2 uv : TEXCOORD0;\
|
|
|
|
|
float4 pos : SV_POSITION;\
|
|
|
|
|
float4 col : COLOR0;\
|
|
|
|
|
float2 uv : TEXCOORD0;\
|
|
|
|
|
};\
|
|
|
|
|
sampler sampler0;\
|
|
|
|
|
Texture2D texture0;\
|
|
|
|
|
\
|
|
|
|
|
float4 main(PS_INPUT input) : SV_Target\
|
|
|
|
|
{\
|
|
|
|
|
float4 out_col = texture0.Sample(sampler0, input.uv);\
|
|
|
|
|
return input.col * out_col;\
|
|
|
|
|
float4 out_col = texture0.Sample(sampler0, input.uv);\
|
|
|
|
|
return input.col * out_col;\
|
|
|
|
|
}"; |
|
|
|
|