light/Engine/src/Platform/GraphicsAPI/DirectX/dxTexture.cpp

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#include "ltpch.h"
#include "dxTexture.h"
#include "dxSharedContext.h"
namespace Light {
dxTexture::dxTexture(unsigned int width, unsigned int height, unsigned int components, unsigned char* pixels, std::shared_ptr<dxSharedContext> sharedContext)
: m_Context(sharedContext)
{
D3D11_TEXTURE2D_DESC textureDesc = { 0 };
textureDesc.Width = width;
textureDesc.Height = height;
textureDesc.MipLevels = 0;
textureDesc.ArraySize = 1;
textureDesc.Format = components == 4 ? DXGI_FORMAT_R8G8B8A8_UNORM :
components == 3 ? DXGI_FORMAT_R8G8B8A8_UNORM :
components == 2 ? DXGI_FORMAT_R8G8B8A8_UNORM :
components == 1 ? DXGI_FORMAT_R8G8B8A8_UNORM : DXGI_FORMAT_UNKNOWN;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
textureDesc.CPUAccessFlags = NULL;
textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
HRESULT hr;
DXC(m_Context->device->CreateTexture2D(&textureDesc, nullptr, &m_Texture));
m_Context->deviceContext->UpdateSubresource(m_Texture.Get(), 0u, nullptr, pixels, width * 4, 0u);
m_Texture->GetDesc(&textureDesc);
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc = { };
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0u;
shaderResourceViewDesc.Texture2D.MipLevels = -1;
m_Context->device->CreateShaderResourceView(m_Texture.Get(), &shaderResourceViewDesc, &m_ResourceView);
m_Context->deviceContext->GenerateMips(m_ResourceView.Get());
D3D11_SAMPLER_DESC samplerDesc = { };
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
m_Context->device->CreateSamplerState(&samplerDesc, &m_SamplerState);
}
void dxTexture::Bind(unsigned int slot /* = 0 */)
{
m_Context->deviceContext->PSSetSamplers(slot, 1u, m_SamplerState.GetAddressOf());
m_Context->deviceContext->PSSetShaderResources(slot, 1u, m_ResourceView.GetAddressOf());
}
}