Created
October 31, 2012 21:11
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Direct3D 10 Hello World
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// Headers | |
#include <Windows.h> | |
#include <D3D10.h> | |
// Parameters | |
const int WIDTH = 800; | |
const int HEIGHT = 600; | |
// Shader | |
#define SHADER(x) #x | |
const char* shaderSource = SHADER( | |
struct VOut | |
{ | |
float4 position : SV_POSITION; | |
float4 color : COLOR; | |
}; | |
VOut vs_shader(float4 position : POSITION, float4 color : COLOR) | |
{ | |
VOut output; | |
output.position = position; | |
output.color = color; | |
return output; | |
} | |
float4 ps_shader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET | |
{ | |
return color; | |
} | |
); | |
// Types | |
struct vec3 | |
{ | |
float x, y, z; | |
vec3(float x, float y, float z) : x(x), y(y), z(z) {} | |
}; | |
struct vec4 | |
{ | |
float x, y, z, w; | |
vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {} | |
}; | |
struct vertex | |
{ | |
vec3 pos; | |
vec4 color; | |
vertex(vec3 pos, vec4 color) : pos(pos), color(color) {} | |
}; | |
// Vertex layout | |
D3D10_INPUT_ELEMENT_DESC layout[] = | |
{ | |
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, | |
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0} | |
}; | |
// Message handler | |
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) | |
{ | |
switch (message) | |
{ | |
case WM_CLOSE: | |
DestroyWindow(hWnd); | |
break; | |
case WM_DESTROY: | |
PostQuitMessage(0); | |
break; | |
default: | |
return DefWindowProc(hWnd, message, wParam, lParam); | |
} | |
return 0; | |
} | |
int CALLBACK WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) | |
{ | |
// Register window class | |
WNDCLASS wc; | |
ZeroMemory(&wc, sizeof(wc)); | |
wc.hInstance = hInstance; | |
wc.lpfnWndProc = WndProc; | |
wc.hCursor = LoadCursor(NULL, IDC_ARROW); | |
wc.lpszClassName = "D3DWindow"; | |
RegisterClass(&wc); | |
// Create window | |
RECT rect; | |
GetWindowRect(GetDesktopWindow(), &rect); | |
HWND hWnd = CreateWindow("D3DWindow", "Direct3D 10 Triangle", WS_POPUPWINDOW | WS_CAPTION | WS_VISIBLE, rect.right / 2 - WIDTH / 2, rect.bottom / 2 - HEIGHT / 2, WIDTH, HEIGHT, NULL, NULL, hInstance, NULL); | |
// Create Direct3D device and swap chain (double buffered) | |
DXGI_SWAP_CHAIN_DESC swapChainDesc; | |
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); | |
swapChainDesc.BufferCount = 2; | |
swapChainDesc.BufferDesc.Width = WIDTH; | |
swapChainDesc.BufferDesc.Height = HEIGHT; | |
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | |
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60; | |
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; | |
swapChainDesc.SampleDesc.Quality = 0; | |
swapChainDesc.SampleDesc.Count = 1; | |
swapChainDesc.OutputWindow = hWnd; | |
swapChainDesc.Windowed = true; | |
IDXGISwapChain* swapChain; | |
ID3D10Device* d3dDevice; | |
D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &swapChainDesc, &swapChain, &d3dDevice); | |
// Create primary render target | |
ID3D10Texture2D* backBuffer; | |
ID3D10RenderTargetView* renderTargetView; | |
swapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&backBuffer); | |
d3dDevice->CreateRenderTargetView(backBuffer, NULL, &renderTargetView); | |
backBuffer->Release(); | |
d3dDevice->OMSetRenderTargets(1, &renderTargetView, NULL); | |
// Set viewport | |
D3D10_VIEWPORT viewport; | |
viewport.Width = WIDTH; | |
viewport.Height = HEIGHT; | |
viewport.MinDepth = 0.0f; | |
viewport.MaxDepth = 1.0f; | |
viewport.TopLeftX = 0; | |
viewport.TopLeftY = 0; | |
d3dDevice->RSSetViewports(1, &viewport); | |
// Load shaders | |
ID3D10Blob * vertexBlob, * pixelBlob; | |
ID3D10VertexShader* vertexShader; | |
ID3D10PixelShader* pixelShader; | |
D3D10CompileShader(shaderSource, strlen(shaderSource), NULL, NULL, NULL, "vs_shader", "vs_4_0", 0, &vertexBlob, NULL); | |
d3dDevice->CreateVertexShader((DWORD*)vertexBlob->GetBufferPointer(), vertexBlob->GetBufferSize(), &vertexShader); | |
d3dDevice->VSSetShader(vertexShader); | |
D3D10CompileShader(shaderSource, strlen(shaderSource), NULL, NULL, NULL, "ps_shader", "ps_4_0", 0, &pixelBlob, NULL); | |
d3dDevice->CreatePixelShader((DWORD*)pixelBlob->GetBufferPointer(), pixelBlob->GetBufferSize(), &pixelShader); | |
d3dDevice->PSSetShader(pixelShader); | |
// Set vertex input layout | |
ID3D10InputLayout* vertexLayout; | |
d3dDevice->CreateInputLayout(layout, 2, vertexBlob->GetBufferPointer(), vertexBlob->GetBufferSize(), &vertexLayout); | |
d3dDevice->IASetInputLayout(vertexLayout); | |
// Create vertex buffer | |
ID3D10Buffer* vertexBuffer; | |
D3D10_BUFFER_DESC bufferDesc; | |
bufferDesc.Usage = D3D10_USAGE_DYNAMIC; | |
bufferDesc.ByteWidth = sizeof(vertex) * 3; | |
bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; | |
bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; | |
bufferDesc.MiscFlags = 0; | |
d3dDevice->CreateBuffer(&bufferDesc, NULL, &vertexBuffer); | |
UINT stride = sizeof(vertex); | |
UINT offset = 0; | |
d3dDevice->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset); | |
// Fill vertex buffer | |
vertex* vertices; | |
vertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vertices); | |
vertices[0] = vertex(vec3(-0.5, -0.5, 0), vec4(1, 0, 0, 1)); | |
vertices[1] = vertex(vec3(0, 0.5, 0), vec4(0, 1, 0, 1)); | |
vertices[2] = vertex(vec3(0.5, -0.5, 0), vec4(0, 0, 1, 1)); | |
vertexBuffer->Unmap(); | |
// Set up rasterizer | |
D3D10_RASTERIZER_DESC rasterizerDesc; | |
rasterizerDesc.CullMode = D3D10_CULL_NONE; | |
rasterizerDesc.FillMode = D3D10_FILL_SOLID; | |
rasterizerDesc.FrontCounterClockwise = true; | |
rasterizerDesc.DepthBias = false; | |
rasterizerDesc.DepthBiasClamp = 0; | |
rasterizerDesc.SlopeScaledDepthBias = 0; | |
rasterizerDesc.DepthClipEnable = true; | |
rasterizerDesc.ScissorEnable = false; | |
rasterizerDesc.MultisampleEnable = false; | |
rasterizerDesc.AntialiasedLineEnable = true; | |
ID3D10RasterizerState* rasterizerState; | |
d3dDevice->CreateRasterizerState(&rasterizerDesc, &rasterizerState); | |
d3dDevice->RSSetState(rasterizerState); | |
// Input assembly | |
d3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); | |
while (true) | |
{ | |
// Handle messages | |
MSG msg; | |
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) | |
{ | |
TranslateMessage(&msg); | |
DispatchMessage(&msg); | |
} | |
if (msg.message == WM_QUIT) break; | |
// Clear screen | |
float black[4] = {0, 0, 0, 1}; | |
d3dDevice->ClearRenderTargetView(renderTargetView, black); | |
// Draw triangle | |
d3dDevice->Draw(3, 0); | |
// Present | |
swapChain->Present(0, 0); | |
} | |
// Cleanup | |
rasterizerState->Release(); | |
vertexLayout->Release(); | |
vertexBuffer->Release(); | |
pixelBlob->Release(); | |
pixelShader->Release(); | |
vertexBlob->Release(); | |
vertexShader->Release(); | |
renderTargetView->Release(); | |
swapChain->Release(); | |
d3dDevice->Release(); | |
UnregisterClass("D3DWindow", hInstance); | |
return 0; | |
} |
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