- Changed all std::unique_ptr/shared_ptr stuff to use Ref/Scope - Fixed the Logger.h include in Base.h problem
65 lines
No EOL
2.5 KiB
C++
65 lines
No EOL
2.5 KiB
C++
#include "ltpch.h"
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#include "dxTexture.h"
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#include "dxSharedContext.h"
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namespace Light {
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dxTexture::dxTexture(unsigned int width, unsigned int height, unsigned int components, unsigned char* pixels, Ref<dxSharedContext> sharedContext)
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: m_Context(sharedContext)
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{
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// texture desc
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D3D11_TEXTURE2D_DESC textureDesc = { };
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textureDesc.Width = width;
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textureDesc.Height = height;
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textureDesc.MipLevels = 0u;
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textureDesc.ArraySize = 1u;
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textureDesc.Format = components == 4u ? DXGI_FORMAT_R8G8B8A8_UNORM :
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components == 3u ? DXGI_FORMAT_R8G8B8A8_UNORM :
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components == 2u ? DXGI_FORMAT_R8G8B8A8_UNORM :
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components == 1u ? DXGI_FORMAT_R8G8B8A8_UNORM : DXGI_FORMAT_UNKNOWN;
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textureDesc.SampleDesc.Count = 1u;
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textureDesc.SampleDesc.Quality = 0u;
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textureDesc.Usage = D3D11_USAGE_DEFAULT;
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textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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textureDesc.CPUAccessFlags = NULL;
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textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
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// create texture
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HRESULT hr;
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DXC(m_Context->GetDevice()->CreateTexture2D(&textureDesc, nullptr, &m_Texture));
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m_Context->GetDeviceContext()->UpdateSubresource(m_Texture.Get(), 0u, nullptr, pixels, width * 4u, 0u);
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m_Texture->GetDesc(&textureDesc);
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// shader resource view desc
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D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc = { };
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shaderResourceViewDesc.Format = textureDesc.Format;
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shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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shaderResourceViewDesc.Texture2D.MostDetailedMip = 0u;
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shaderResourceViewDesc.Texture2D.MipLevels = -1;
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// create shader resource view
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m_Context->GetDevice()->CreateShaderResourceView(m_Texture.Get(), &shaderResourceViewDesc, &m_ResourceView);
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m_Context->GetDeviceContext()->GenerateMips(m_ResourceView.Get());
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// sampler desc
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D3D11_SAMPLER_DESC samplerDesc = { };
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.MinLOD = 0.0f;
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samplerDesc.MipLODBias = 0.0f;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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// create sampler
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m_Context->GetDevice()->CreateSamplerState(&samplerDesc, &m_SamplerState);
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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->GetDeviceContext()->PSSetSamplers(slot, 1u, m_SamplerState.GetAddressOf());
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m_Context->GetDeviceContext()->PSSetShaderResources(slot, 1u, m_ResourceView.GetAddressOf());
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}
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} |