package d3d11.tutorials;
import java.awt.Component;
import javax.swing.JFrame;
import org.bridj.jawt.JAWT;
import org.bridj.jawt.JAWTUtils;
import org.bridj.jawt.JAWTUtils.LockedComponentRunnable;
import org.bridj.jawt.JawtLibrary.JNIEnv;
import static org.bridj.BridJ.*;
import static org.bridj.Pointer.*;
import d3d11.D3D11.D3D_FEATURE_LEVEL;
import d3d11.core.D3D11_VIEWPORT;
import d3d11.core.ID3D10Blob;
import d3d11.core.ID3D11Device;
import d3d11.core.ID3D11DeviceContext;
import d3d11.resources.D3D11_BUFFER_DESC;
import d3d11.resources.D3D11_SUBRESOURCE_DATA;
import d3d11.resources.ID3D11Buffer;
import d3d11.resources.ID3D11Texture2D;
import d3d11.resources.views.ID3D11RenderTargetView;
import d3d11.shader.ID3D11PixelShader;
import d3d11.shader.ID3D11VertexShader;
import d3d11.states.D3D11_INPUT_ELEMENT_DESC;
import d3d11.states.ID3D11InputLayout;
import dxgi.DXGI;
import dxgi.IDXGIAdapter1;
import dxgi.IDXGIDevice1;
import dxgi.IDXGIFactory1;
import dxgi.IDXGISwapChain;
import static d3d11.D3D11.*;
import static d3d11.D3D11.D3D_DRIVER_TYPE.*;
import static d3d11.D3D11.D3D_FEATURE_LEVEL.*;
import static d3d11.D3D11.D3D11_USAGE.*;
import static d3d11.D3D11.D3D11_BIND_FLAG.*;
import static d3d11.D3D11.D3D11_CPU_ACCESS_FLAG.*;
import static d3d11.D3D11.D3D11_INPUT_CLASSIFICATION.*;
import static d3d11.D3D11.D3D_PRIMITIVE_TOPOLOGY.*;
import static dxgi.DXGI.DXGI_FORMAT.*;
import static d3dcompiler.D3DCompiler.*;
public class Tutorial2 {
/**
* @param args
*/
public static void main(String[] args) {
// Create JFrame
JFrame frame = new JFrame("D3D11 Tutorial 2");
frame.setSize(800, 600);
frame.setIgnoreRepaint(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
// Create device
final ID3D11Device device = D3D11CreateDevice(null,
D3D_DRIVER_TYPE_HARDWARE,
0,
new D3D_FEATURE_LEVEL[] { D3D_FEATURE_LEVEL_11_0 });
final ID3D11DeviceContext immediateContext = device.GetImmediateContext();
IDXGIDevice1 dxgiDevice = device.QueryInterface(IDXGIDevice1.class);
IDXGIFactory1 dxgiFactory= dxgiDevice.GetParent(IDXGIAdapter1.class)
.GetParent(IDXGIFactory1.class);
final IDXGISwapChain swapChain = dxgiFactory.CreateSwapChain(dxgiDevice, DXGI.SwapChainDescription(frame));
dxgiDevice.Release();
dxgiFactory.Release();
ID3D11Texture2D backBuffer = swapChain.GetBuffer(0, ID3D11Texture2D.class);
final ID3D11RenderTargetView rtView = device.CreateRenderTargetView(backBuffer, null);
backBuffer.Release();
immediateContext.OMSetRenderTargets(rtView, null);
immediateContext.RSSetViewport(new D3D11_VIEWPORT(frame.getWidth(), frame.getHeight()));
// Shader
String shaders = "float4 VS( float4 Pos : POSITION ) : SV_POSITION \n" +
"{ \n" +
" return Pos; \n" +
"} \n" +
" \n" +
"float4 PS( float4 Pos : SV_POSITION ) : SV_Target \n" +
"{ \n" +
" return float4( 0.0f, 1.0f, 0.0f, 1.0f ); \n" +
"}";
// Compiling for vertex shader and input layout
ID3D10Blob code = D3DCompile(shaders, null, null, null, "VS", "vs_5_0", 0, 0);
// Create input layout
D3D11_INPUT_ELEMENT_DESC layoutDesc = new D3D11_INPUT_ELEMENT_DESC("POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0);
final ID3D11InputLayout layout = device.CreateInputLayout(new D3D11_INPUT_ELEMENT_DESC[] { layoutDesc }, code);
immediateContext.IASetInputLayout(layout);
// Creating vertex shader
final ID3D11VertexShader vs = device.CreateVertexShader(code, null);
code.Release();
// Creating pixel shader
code = D3DCompile(shaders, null, null, null, "PS", "ps_5_0", 0, 0);
final ID3D11PixelShader ps = device.CreatePixelShader(code, null);
code.Release();
// Create vertex buffer
D3D11_BUFFER_DESC bufferDesc = new D3D11_BUFFER_DESC(D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DEFAULT,
D3D11_CPU_ACCESS_NONE,
0,
(int)(9 * sizeOf(Float.class)));
D3D11_SUBRESOURCE_DATA initData = new D3D11_SUBRESOURCE_DATA();
initData.pSysMem(pointerToFloats(0.0f, 1.0f, 0.5f, 1f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f));
initData.SysMemPitch(0).SysMemSlicePitch(0);
final ID3D11Buffer vertexBuffer = device.CreateBuffer(bufferDesc, initData);
JNIEnv env = JAWTUtils.getJNIEnv();
JAWT jawt = JAWTUtils.getJAWT(env);
while(frame.isEnabled()) {
if(frame.isVisible())
JAWTUtils.withLockedSurface(env, jawt, frame, new LockedComponentRunnable() {
@Override
public void run(Component comp, long peer) {
immediateContext.ClearRenderTargetView(pointerTo(rtView), pointerToFloats(0.0f, 0.125f, 0.3f, 1.0f));
int stride = (int) (sizeOf(Float.class) * 3);
immediateContext.IASetVertexBuffers(0, 1, pointerToPointer(pointerTo(vertexBuffer)), pointerToInt(stride), pointerToInt(0));
immediateContext.IASetInputLayout(layout);
immediateContext.VSSetShader(pointerTo(vs), null, 0);
immediateContext.PSSetShader(pointerTo(ps), null, 0);
immediateContext.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
immediateContext.Draw(3, 0);
swapChain.Present(0, 0);
}
});
try {
Thread.sleep(5);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
vs.Release();
ps.Release();
layout.Release();
vertexBuffer.Release();
swapChain.Release();
device.Release();
}
}