| 28 | } |
| 29 | |
| 30 | void SpriteRenderer::Initialize(ID3D11Device* device) |
| 31 | { |
| 32 | this->device = device; |
| 33 | |
| 34 | const std::wstring shaderPath = SampleFrameworkDir() + L"Shaders\\Sprite.hlsl"; |
| 35 | |
| 36 | // Load the shaders |
| 37 | vertexShader = CompileVSFromFile(device, shaderPath.c_str(), "SpriteVS", "vs_4_0"); |
| 38 | vertexShaderInstanced = CompileVSFromFile(device, shaderPath.c_str(), "SpriteInstancedVS", "vs_4_0"); |
| 39 | pixelShader = CompilePSFromFile(device, shaderPath.c_str(), "SpritePS", "ps_4_0"); |
| 40 | pixelShaderOpaque = CompilePSFromFile(device, shaderPath.c_str(), "SpriteOpaquePS", "ps_4_0"); |
| 41 | |
| 42 | // Define the input layouts |
| 43 | D3D11_INPUT_ELEMENT_DESC layout[] = |
| 44 | { |
| 45 | { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| 46 | { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 } |
| 47 | }; |
| 48 | |
| 49 | DXCall(device->CreateInputLayout(layout, 2, vertexShader->ByteCode->GetBufferPointer(), |
| 50 | vertexShader->ByteCode->GetBufferSize(), &inputLayout)); |
| 51 | |
| 52 | D3D11_INPUT_ELEMENT_DESC layoutInstanced[] = |
| 53 | { |
| 54 | { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| 55 | { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| 56 | { "TRANSFORM", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 }, |
| 57 | { "TRANSFORM", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_INSTANCE_DATA, 1 }, |
| 58 | { "TRANSFORM", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 32, D3D11_INPUT_PER_INSTANCE_DATA, 1 }, |
| 59 | { "TRANSFORM", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 48, D3D11_INPUT_PER_INSTANCE_DATA, 1 }, |
| 60 | { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 64, D3D11_INPUT_PER_INSTANCE_DATA, 1 }, |
| 61 | { "SOURCERECT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 80, D3D11_INPUT_PER_INSTANCE_DATA, 1 } |
| 62 | }; |
| 63 | |
| 64 | DXCall(device->CreateInputLayout(layoutInstanced, 8, vertexShaderInstanced->ByteCode->GetBufferPointer(), |
| 65 | vertexShaderInstanced->ByteCode->GetBufferSize(), &inputLayoutInstanced)); |
| 66 | |
| 67 | // Create the vertex buffer |
| 68 | SpriteVertex verts[] = |
| 69 | { |
| 70 | { Float2(0.0f, 0.0f), Float2(0.0f, 0.0f) }, |
| 71 | { Float2(1.0f, 0.0f), Float2(1.0f, 0.0f) }, |
| 72 | { Float2(1.0f, 1.0f), Float2(1.0f, 1.0f) }, |
| 73 | { Float2(0.0f, 1.0f), Float2(0.0f, 1.0f) } |
| 74 | }; |
| 75 | |
| 76 | D3D11_BUFFER_DESC desc; |
| 77 | desc.Usage = D3D11_USAGE_IMMUTABLE; |
| 78 | desc.ByteWidth = sizeof(SpriteVertex) * 4; |
| 79 | desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| 80 | desc.CPUAccessFlags = 0; |
| 81 | desc.MiscFlags = 0; |
| 82 | |
| 83 | D3D11_SUBRESOURCE_DATA initData; |
| 84 | initData.pSysMem = verts; |
| 85 | initData.SysMemPitch = 0; |
| 86 | initData.SysMemSlicePitch = 0; |
| 87 | DXCall(device->CreateBuffer(&desc, &initData, &vertexBuffer)); |
nothing calls this directly
no test coverage detected