light/modules/engine/src/platform/graphics/directx/texture.cpp

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2025-07-05 13:28:41 +03:30
#include <engine/platform/graphics/directx/shared_context.hpp>
#include <engine/platform/graphics/directx/texture.hpp>
namespace Light {
dxTexture::dxTexture(
unsigned int width,
unsigned int height,
unsigned int components,
unsigned char *pixels,
Ref<dxSharedContext> sharedContext,
const std::string &filePath
)
: Texture(filePath)
, m_Context(sharedContext)
, m_Texture2D(nullptr)
, m_ShaderResourceView(nullptr)
, m_SamplerState(nullptr)
{
// texture2d desc
D3D11_TEXTURE2D_DESC t2dDesc = {};
t2dDesc.Width = width;
t2dDesc.Height = height;
t2dDesc.MipLevels = 0u;
t2dDesc.ArraySize = 1u;
t2dDesc.Format = components == 4u ? DXGI_FORMAT_R8G8B8A8_UNORM :
components == 3u ? DXGI_FORMAT_R8G8B8A8_UNORM :
// #todo: figure out what to do with this bitch ._.
components == 2u ? DXGI_FORMAT_R8G8_UNORM :
components == 1u ? DXGI_FORMAT_R8_UNORM :
DXGI_FORMAT_UNKNOWN;
t2dDesc.SampleDesc.Count = 1u;
t2dDesc.SampleDesc.Quality = 0u;
t2dDesc.Usage = D3D11_USAGE_DEFAULT;
t2dDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
t2dDesc.CPUAccessFlags = NULL;
t2dDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
// create texture
HRESULT hr;
DXC(m_Context->GetDevice()->CreateTexture2D(&t2dDesc, nullptr, &m_Texture2D));
m_Context->GetDeviceContext()
->UpdateSubresource(m_Texture2D.Get(), 0u, nullptr, pixels, width * 4u, 0u);
m_Texture2D->GetDesc(&t2dDesc);
// shader resource view desc
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = t2dDesc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0u;
srvDesc.Texture2D.MipLevels = -1;
// create shader resource view
m_Context->GetDevice()
->CreateShaderResourceView(m_Texture2D.Get(), &srvDesc, &m_ShaderResourceView);
m_Context->GetDeviceContext()->GenerateMips(m_ShaderResourceView.Get());
// sampler desc
D3D11_SAMPLER_DESC sDesc = {};
sDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sDesc.MinLOD = 0.0f;
sDesc.MipLODBias = 0.0f;
sDesc.MaxLOD = D3D11_FLOAT32_MAX;
// create sampler
m_Context->GetDevice()->CreateSamplerState(&sDesc, &m_SamplerState);
}
void dxTexture::Bind(unsigned int slot /* = 0u */)
{
m_Context->GetDeviceContext()->PSSetSamplers(slot, 1u, m_SamplerState.GetAddressOf());
m_Context->GetDeviceContext()
->PSSetShaderResources(slot, 1u, m_ShaderResourceView.GetAddressOf());
}
} // namespace Light