80 lines
2.7 KiB
C++
80 lines
2.7 KiB
C++
#include <renderer/dx/shared_context.hpp>
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#include <renderer/dx/texture.hpp>
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namespace lt {
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dxTexture::dxTexture(
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unsigned int width,
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unsigned int height,
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unsigned int components,
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unsigned char *pixels,
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Ref<dxSharedContext> sharedContext,
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const std::string &filePath
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)
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: Texture(filePath)
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, m_context(sharedContext)
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, m_texture_2d(nullptr)
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, m_shader_resource_view(nullptr)
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, m_sampler_state(nullptr)
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{
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// texture2d desc
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auto t2dDesc = D3D11_TEXTURE2D_DESC {};
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t2dDesc.Width = width;
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t2dDesc.Height = height;
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t2dDesc.MipLevels = 0u;
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t2dDesc.ArraySize = 1u;
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t2dDesc.Format = components == 4u ? DXGI_FORMAT_R8G8B8A8_UNORM :
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components == 3u ? DXGI_FORMAT_R8G8B8A8_UNORM :
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// #todo: figure out what to do with this bitch ._.
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components == 2u ? DXGI_FORMAT_R8G8_UNORM :
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components == 1u ? DXGI_FORMAT_R8_UNORM :
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DXGI_FORMAT_UNKNOWN;
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t2dDesc.SampleDesc.Count = 1u;
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t2dDesc.SampleDesc.Quality = 0u;
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t2dDesc.Usage = D3D11_USAGE_DEFAULT;
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t2dDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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t2dDesc.CPUAccessFlags = NULL;
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t2dDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
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// create texture
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auto hr = HRESULT {};
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dxc(m_context->get_device()->CreateTexture2D(&t2dDesc, nullptr, &m_texture_2d));
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m_context->get_device_context()
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->UpdateSubresource(m_texture_2d.Get(), 0u, nullptr, pixels, width * 4u, 0u);
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m_texture_2d->GetDesc(&t2dDesc);
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// shader resource view desc
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auto srvDesc = D3D11_SHADER_RESOURCE_VIEW_DESC {};
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srvDesc.Format = t2dDesc.Format;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MostDetailedMip = 0u;
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srvDesc.Texture2D.MipLevels = -1;
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// create shader resource view
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m_context->get_device()
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->CreateShaderResourceView(m_texture_2d.Get(), &srvDesc, &m_shader_resource_view);
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m_context->get_device_context()->GenerateMips(m_shader_resource_view.Get());
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// sampler desc
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auto sDesc = D3D11_SAMPLER_DESC {};
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sDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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sDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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sDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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sDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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sDesc.MinLOD = 0.0f;
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sDesc.MipLODBias = 0.0f;
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sDesc.MaxLOD = D3D11_FLOAT32_MAX;
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// create sampler
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m_context->get_device()->CreateSamplerState(&sDesc, &m_sampler_state);
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}
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void dxTexture::bind(unsigned int slot /* = 0u */)
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{
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m_context->get_device_context()->PSSetSamplers(slot, 1u, m_sampler_state.GetAddressOf());
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m_context->get_device_context()
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->PSSetShaderResources(slot, 1u, m_shader_resource_view.GetAddressOf());
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}
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} // namespace lt
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