#include #include namespace Light { dxTexture::dxTexture( unsigned int width, unsigned int height, unsigned int components, unsigned char *pixels, Ref 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