Initial commit
This commit is contained in:
13
.gitignore
vendored
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13
.gitignore
vendored
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@@ -0,0 +1,13 @@
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build/
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bin/
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Release/
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*.exe
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*.obj
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*.tlog
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*.log
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*.cmake
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*.vcxproj
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*.sln
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.vcxproj.filters
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CMakeCache.txt
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cmake_install.cmake
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511
BattleFireDirect.cpp
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511
BattleFireDirect.cpp
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@@ -0,0 +1,511 @@
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#include "BattleFireDirect.h"
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ID3D12Device* gD3D12Device = nullptr;
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ID3D12CommandQueue* gCommandQueue = nullptr;
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IDXGISwapChain3* gSwapChain = nullptr;
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ID3D12Resource* gDSRT = nullptr, * gColorRTs[2];
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int gCurrentRTIndex = 0;
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ID3D12DescriptorHeap* gSwapChainRTVHeap = nullptr;
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ID3D12DescriptorHeap* gSwapChainDSVHeap = nullptr;
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UINT gRTVDescriptorSize = 0;
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UINT gDSVDescriptorSize = 0;
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ID3D12CommandAllocator* gCommandAllocator = nullptr;
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ID3D12GraphicsCommandList* gCommandList = nullptr;
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ID3D12Fence* gFence = nullptr;
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HANDLE gFenceEvent = nullptr;
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UINT64 gFenceValue = 0;
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ID3D12RootSignature* InitRootSignature() {
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//1110001110101111111111111111111111
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D3D12_ROOT_PARAMETER rootParameters[4];
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rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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rootParameters[1].Constants.RegisterSpace = 0;
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rootParameters[1].Constants.ShaderRegister = 0;
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rootParameters[1].Constants.Num32BitValues = 4;
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rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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rootParameters[0].Descriptor.RegisterSpace = 0;
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rootParameters[0].Descriptor.ShaderRegister = 1;//cbv
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D3D12_DESCRIPTOR_RANGE descriptorRange[1];
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descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptorRange[0].RegisterSpace = 0;
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descriptorRange[0].BaseShaderRegister = 0;//t0
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descriptorRange[0].NumDescriptors = 1;
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descriptorRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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rootParameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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rootParameters[2].DescriptorTable.pDescriptorRanges = descriptorRange;
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rootParameters[2].DescriptorTable.NumDescriptorRanges = _countof(descriptorRange);//cbv
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rootParameters[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
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rootParameters[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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rootParameters[3].Descriptor.RegisterSpace = 1;
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rootParameters[3].Descriptor.ShaderRegister = 0;//srv
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D3D12_STATIC_SAMPLER_DESC samplerDesc[1];
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memset(samplerDesc, 0,sizeof(D3D12_STATIC_SAMPLER_DESC)*_countof(samplerDesc));
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samplerDesc[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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samplerDesc[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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samplerDesc[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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samplerDesc[0].BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
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samplerDesc[0].MaxLOD = D3D12_FLOAT32_MAX;
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samplerDesc[0].RegisterSpace = 0;
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samplerDesc[0].ShaderRegister = 0;//s0
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samplerDesc[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.NumParameters = _countof(rootParameters);
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rootSignatureDesc.pParameters = rootParameters;
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rootSignatureDesc.NumStaticSamplers = _countof(samplerDesc);
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rootSignatureDesc.pStaticSamplers = samplerDesc;
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rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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//64 DWORD -> float 128 WORD -> 16bit
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ID3DBlob* signature;
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HRESULT hResult = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, nullptr);
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ID3D12RootSignature* d3d12RootSignature;
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gD3D12Device->CreateRootSignature(
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0, signature->GetBufferPointer(), signature->GetBufferSize(),
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IID_PPV_ARGS(&d3d12RootSignature));
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return d3d12RootSignature;
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}
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void CreateShaderFromFile(
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LPCTSTR inShaderFilePath,
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const char* inMainFunctionName,
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const char* inTarget,//"vs_5_0","ps_5_0","vs_4_0"
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D3D12_SHADER_BYTECODE* inShader) {
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ID3DBlob* shaderBuffer = nullptr;
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ID3DBlob* errorBuffer = nullptr;
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HRESULT hResult = D3DCompileFromFile(inShaderFilePath, nullptr, nullptr,
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inMainFunctionName, inTarget, D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,
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0, &shaderBuffer, &errorBuffer);
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if (FAILED(hResult)) {
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char szLog[1024] = {0};
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strcpy(szLog, (char*)errorBuffer->GetBufferPointer());
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printf("CreateShaderFromFile error : [%s][%s]:[%s]\n", inMainFunctionName, inTarget, szLog);
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errorBuffer->Release();
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return;
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}
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inShader->pShaderBytecode = shaderBuffer->GetBufferPointer();
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inShader->BytecodeLength = shaderBuffer->GetBufferSize();
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}
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ID3D12Resource* CreateConstantBufferObject(int inDataLen) {
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D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
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d3dHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;//cpu,gpu
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D3D12_RESOURCE_DESC d3d12ResourceDesc = {};
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d3d12ResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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d3d12ResourceDesc.Alignment = 0;
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d3d12ResourceDesc.Width = inDataLen;
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d3d12ResourceDesc.Height = 1;
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d3d12ResourceDesc.DepthOrArraySize = 1;
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d3d12ResourceDesc.MipLevels = 1;
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d3d12ResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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d3d12ResourceDesc.SampleDesc.Count = 1;
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d3d12ResourceDesc.SampleDesc.Quality = 0;
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d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource* bufferObject = nullptr;
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gD3D12Device->CreateCommittedResource(
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&d3dHeapProperties,
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D3D12_HEAP_FLAG_NONE,
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&d3d12ResourceDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&bufferObject)
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);
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return bufferObject;
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}
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void UpdateConstantBuffer(ID3D12Resource* inCB, void* inData, int inDataLen) {
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D3D12_RANGE d3d12Range = { 0 };
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unsigned char* pBuffer = nullptr;
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inCB->Map(0, &d3d12Range, (void**)&pBuffer);
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memcpy(pBuffer, inData, inDataLen);
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inCB->Unmap(0, nullptr);
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}
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ID3D12PipelineState* CreatePSO(ID3D12RootSignature* inID3D12RootSignature,
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D3D12_SHADER_BYTECODE inVertexShader, D3D12_SHADER_BYTECODE inPixelShader,
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D3D12_SHADER_BYTECODE inGSShader) {
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D3D12_INPUT_ELEMENT_DESC vertexDataElementDesc[] = {
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{"POSITION",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,0,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0},
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{"TEXCOORD",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,sizeof(float) * 4,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0},
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{"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,sizeof(float) * 8,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0},
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{"TANGENT",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,sizeof(float) * 12,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0}
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};
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D3D12_INPUT_LAYOUT_DESC vertexDataLayoutDesc = {};
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vertexDataLayoutDesc.NumElements = 4;
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vertexDataLayoutDesc.pInputElementDescs = vertexDataElementDesc;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.pRootSignature = inID3D12RootSignature;
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psoDesc.VS = inVertexShader;
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psoDesc.GS = inGSShader;
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psoDesc.PS = inPixelShader;
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psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
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psoDesc.SampleDesc.Count = 1;
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psoDesc.SampleDesc.Quality = 0;
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psoDesc.SampleMask = 0xffffffff;
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psoDesc.InputLayout = vertexDataLayoutDesc;
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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psoDesc.RasterizerState.DepthClipEnable = TRUE;
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psoDesc.DepthStencilState.DepthEnable = true;
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psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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psoDesc.BlendState = { 0 };
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D3D12_RENDER_TARGET_BLEND_DESC rtBlendDesc = {
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FALSE,FALSE,
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D3D12_BLEND_SRC_ALPHA,D3D12_BLEND_INV_SRC_ALPHA,D3D12_BLEND_OP_ADD,
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D3D12_BLEND_SRC_ALPHA,D3D12_BLEND_INV_SRC_ALPHA,D3D12_BLEND_OP_ADD,
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL,
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};
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for (int i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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psoDesc.BlendState.RenderTarget[i] = rtBlendDesc;
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psoDesc.NumRenderTargets = 1;
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ID3D12PipelineState* d3d12PSO = nullptr;
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HRESULT hResult = gD3D12Device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&d3d12PSO));
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if (FAILED(hResult)) {
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return nullptr;
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}
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return d3d12PSO;
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}
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bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
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HRESULT hResult;
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UINT dxgiFactoryFlags = 0;
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#ifdef _DEBUG
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{
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ID3D12Debug* debugController = nullptr;
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if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
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debugController->EnableDebugLayer();
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dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
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}
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}
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#endif
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IDXGIFactory4* dxgiFactory;
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hResult = CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&dxgiFactory));
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if (FAILED(hResult)) {
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return false;
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}
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IDXGIAdapter1* adapter;
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int adapterIndex = 0;
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bool adapterFound = false;
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while (dxgiFactory->EnumAdapters1(adapterIndex, &adapter) != DXGI_ERROR_NOT_FOUND) {
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DXGI_ADAPTER_DESC1 desc;
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adapter->GetDesc1(&desc);
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if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
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continue;
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}
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hResult = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), nullptr);
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if (SUCCEEDED(hResult)) {
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adapterFound = true;
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|
break;
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|
}
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adapterIndex++;
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}
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if (false == adapterFound) {
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return false;
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}
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hResult = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&gD3D12Device));
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|
if (FAILED(hResult)) {
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return false;
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|
}
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D3D12_COMMAND_QUEUE_DESC d3d12CommandQueueDesc = {};
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hResult = gD3D12Device->CreateCommandQueue(&d3d12CommandQueueDesc, IID_PPV_ARGS(&gCommandQueue));
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|
if (FAILED(hResult)) {
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|
return false;
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||||||
|
}
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DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
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swapChainDesc.BufferCount = 2;
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|
swapChainDesc.BufferDesc = {};
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|
swapChainDesc.BufferDesc.Width = inWidth;
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|
swapChainDesc.BufferDesc.Height = inHeight;
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swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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|
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.OutputWindow = inHWND;
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|
swapChainDesc.SampleDesc.Count = 1;
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|
swapChainDesc.Windowed = true;
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|
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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||||||
|
|
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|
IDXGISwapChain* swapChain = nullptr;
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dxgiFactory->CreateSwapChain(gCommandQueue, &swapChainDesc, &swapChain);
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|
gSwapChain = static_cast<IDXGISwapChain3*>(swapChain);
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||||||
|
|
||||||
|
D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
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||||||
|
d3dHeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||||
|
|
||||||
|
D3D12_RESOURCE_DESC d3d12ResourceDesc = {};
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|
d3d12ResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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|
d3d12ResourceDesc.Alignment = 0;
|
||||||
|
d3d12ResourceDesc.Width = inWidth;
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||||||
|
d3d12ResourceDesc.Height = inHeight;
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||||||
|
d3d12ResourceDesc.DepthOrArraySize = 1;
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||||||
|
d3d12ResourceDesc.MipLevels = 1;
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||||||
|
d3d12ResourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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|
d3d12ResourceDesc.SampleDesc.Count = 1;
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||||||
|
d3d12ResourceDesc.SampleDesc.Quality = 0;
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||||||
|
d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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||||||
|
d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
||||||
|
|
||||||
|
D3D12_CLEAR_VALUE dsClearValue = {};
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|
dsClearValue.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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||||||
|
dsClearValue.DepthStencil.Depth = 1.0f;
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||||||
|
dsClearValue.DepthStencil.Stencil = 0;
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||||||
|
|
||||||
|
gD3D12Device->CreateCommittedResource(&d3dHeapProperties,
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||||||
|
D3D12_HEAP_FLAG_NONE,
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||||||
|
&d3d12ResourceDesc,
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||||||
|
D3D12_RESOURCE_STATE_DEPTH_WRITE,
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||||||
|
&dsClearValue,
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||||||
|
IID_PPV_ARGS(&gDSRT)
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||||||
|
);
|
||||||
|
//RTV,DSV,alloc
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||||||
|
D3D12_DESCRIPTOR_HEAP_DESC d3dDescriptorHeapDescRTV = {};
|
||||||
|
d3dDescriptorHeapDescRTV.NumDescriptors = 2;
|
||||||
|
d3dDescriptorHeapDescRTV.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||||
|
gD3D12Device->CreateDescriptorHeap(&d3dDescriptorHeapDescRTV, IID_PPV_ARGS(&gSwapChainRTVHeap));
|
||||||
|
gRTVDescriptorSize = gD3D12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||||
|
|
||||||
|
D3D12_DESCRIPTOR_HEAP_DESC d3dDescriptorHeapDescDSV = {};
|
||||||
|
d3dDescriptorHeapDescDSV.NumDescriptors = 1;
|
||||||
|
d3dDescriptorHeapDescDSV.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
|
||||||
|
gD3D12Device->CreateDescriptorHeap(&d3dDescriptorHeapDescDSV, IID_PPV_ARGS(&gSwapChainDSVHeap));
|
||||||
|
gDSVDescriptorSize = gD3D12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
|
||||||
|
|
||||||
|
D3D12_CPU_DESCRIPTOR_HANDLE rtvHeapStart = gSwapChainRTVHeap->GetCPUDescriptorHandleForHeapStart();
|
||||||
|
for (int i = 0; i < 2; i++) {
|
||||||
|
gSwapChain->GetBuffer(i, IID_PPV_ARGS(&gColorRTs[i]));
|
||||||
|
D3D12_CPU_DESCRIPTOR_HANDLE rtvPointer;
|
||||||
|
rtvPointer.ptr = rtvHeapStart.ptr + i * gRTVDescriptorSize;
|
||||||
|
gD3D12Device->CreateRenderTargetView(gColorRTs[i], nullptr, rtvPointer);
|
||||||
|
}
|
||||||
|
D3D12_DEPTH_STENCIL_VIEW_DESC d3dDSViewDesc = {};
|
||||||
|
d3dDSViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||||
|
d3dDSViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
|
||||||
|
|
||||||
|
gD3D12Device->CreateDepthStencilView(gDSRT, &d3dDSViewDesc, gSwapChainDSVHeap->GetCPUDescriptorHandleForHeapStart());
|
||||||
|
|
||||||
|
gD3D12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&gCommandAllocator));
|
||||||
|
gD3D12Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, gCommandAllocator, nullptr, IID_PPV_ARGS(&gCommandList));
|
||||||
|
|
||||||
|
gD3D12Device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&gFence));
|
||||||
|
gFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
ID3D12CommandAllocator* GetCommandAllocator() {
|
||||||
|
return gCommandAllocator;
|
||||||
|
}
|
||||||
|
ID3D12GraphicsCommandList* GetCommandList() {
|
||||||
|
return gCommandList;
|
||||||
|
}
|
||||||
|
void WaitForCompletionOfCommandList() {
|
||||||
|
if (gFence->GetCompletedValue() < gFenceValue) {
|
||||||
|
gFence->SetEventOnCompletion(gFenceValue, gFenceEvent);
|
||||||
|
WaitForSingleObject(gFenceEvent, INFINITE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void EndCommandList() {
|
||||||
|
gCommandList->Close();//
|
||||||
|
ID3D12CommandList* ppCommandLists[] = { gCommandList };
|
||||||
|
gCommandQueue->ExecuteCommandLists(1, ppCommandLists);
|
||||||
|
//CommandList
|
||||||
|
gFenceValue += 1;
|
||||||
|
gCommandQueue->Signal(gFence, gFenceValue);//
|
||||||
|
}
|
||||||
|
void BeginRenderToSwapChain(ID3D12GraphicsCommandList* inCommandList) {
|
||||||
|
gCurrentRTIndex = gSwapChain->GetCurrentBackBufferIndex();
|
||||||
|
D3D12_RESOURCE_BARRIER barrier = InitResourceBarrier(gColorRTs[gCurrentRTIndex], D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||||
|
inCommandList->ResourceBarrier(1, &barrier);
|
||||||
|
D3D12_CPU_DESCRIPTOR_HANDLE colorRT, dsv;
|
||||||
|
dsv.ptr = gSwapChainDSVHeap->GetCPUDescriptorHandleForHeapStart().ptr;
|
||||||
|
colorRT.ptr = gSwapChainRTVHeap->GetCPUDescriptorHandleForHeapStart().ptr + gCurrentRTIndex * gRTVDescriptorSize;
|
||||||
|
inCommandList->OMSetRenderTargets(1, &colorRT, FALSE, &dsv);
|
||||||
|
D3D12_VIEWPORT viewport = { 0.0f,0.0f,1280.0f,720.0f };
|
||||||
|
D3D12_RECT scissorRect = { 0,0,1280,720 };
|
||||||
|
inCommandList->RSSetViewports(1, &viewport);
|
||||||
|
inCommandList->RSSetScissorRects(1, &scissorRect);
|
||||||
|
const float clearColor[] = { 0.0f,0.0f,0.0f,1.0f };
|
||||||
|
inCommandList->ClearRenderTargetView(colorRT, clearColor, 0, nullptr);
|
||||||
|
inCommandList->ClearDepthStencilView(dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
|
||||||
|
}
|
||||||
|
void EndRenderToSwapChain(ID3D12GraphicsCommandList* inCommandList) {
|
||||||
|
D3D12_RESOURCE_BARRIER barrier = InitResourceBarrier(gColorRTs[gCurrentRTIndex], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
|
||||||
|
inCommandList->ResourceBarrier(1, &barrier);
|
||||||
|
}
|
||||||
|
void SwapD3D12Buffers() {
|
||||||
|
gSwapChain->Present(0, 0);
|
||||||
|
}
|
||||||
|
ID3D12Resource* CreateBufferObject(ID3D12GraphicsCommandList* inCommandList,
|
||||||
|
void* inData, int inDataLen, D3D12_RESOURCE_STATES inFinalResourceState) {
|
||||||
|
D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
|
||||||
|
d3dHeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;//gpu
|
||||||
|
D3D12_RESOURCE_DESC d3d12ResourceDesc = {};
|
||||||
|
d3d12ResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||||
|
d3d12ResourceDesc.Alignment = 0;
|
||||||
|
d3d12ResourceDesc.Width = inDataLen;
|
||||||
|
d3d12ResourceDesc.Height = 1;
|
||||||
|
d3d12ResourceDesc.DepthOrArraySize = 1;
|
||||||
|
d3d12ResourceDesc.MipLevels = 1;
|
||||||
|
d3d12ResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
|
||||||
|
d3d12ResourceDesc.SampleDesc.Count = 1;
|
||||||
|
d3d12ResourceDesc.SampleDesc.Quality = 0;
|
||||||
|
d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||||
|
d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||||
|
|
||||||
|
ID3D12Resource* bufferObject = nullptr;
|
||||||
|
gD3D12Device->CreateCommittedResource(
|
||||||
|
&d3dHeapProperties,
|
||||||
|
D3D12_HEAP_FLAG_NONE,
|
||||||
|
&d3d12ResourceDesc,
|
||||||
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
||||||
|
nullptr,
|
||||||
|
IID_PPV_ARGS(&bufferObject)
|
||||||
|
);
|
||||||
|
d3d12ResourceDesc = bufferObject->GetDesc();
|
||||||
|
UINT64 memorySizeUsed = 0;
|
||||||
|
UINT64 rowSizeInBytes = 0;
|
||||||
|
UINT rowUsed = 0;
|
||||||
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT subresourceFootprint;
|
||||||
|
gD3D12Device->GetCopyableFootprints(&d3d12ResourceDesc, 0, 1, 0,
|
||||||
|
&subresourceFootprint, &rowUsed, &rowSizeInBytes, &memorySizeUsed);
|
||||||
|
// 3 x 4 x 4 = 48bytes,32bytes,24bytes + 24bytes
|
||||||
|
ID3D12Resource* tempBufferObject = nullptr;
|
||||||
|
d3dHeapProperties = {};
|
||||||
|
d3dHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;//cpu,gpu
|
||||||
|
gD3D12Device->CreateCommittedResource(
|
||||||
|
&d3dHeapProperties,
|
||||||
|
D3D12_HEAP_FLAG_NONE,
|
||||||
|
&d3d12ResourceDesc,
|
||||||
|
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||||
|
nullptr,
|
||||||
|
IID_PPV_ARGS(&tempBufferObject)
|
||||||
|
);
|
||||||
|
|
||||||
|
BYTE* pData;
|
||||||
|
tempBufferObject->Map(0, nullptr, reinterpret_cast<void**>(&pData));
|
||||||
|
BYTE* pDstTempBuffer = reinterpret_cast<BYTE*>(pData + subresourceFootprint.Offset);
|
||||||
|
const BYTE* pSrcData = reinterpret_cast<BYTE*>(inData);
|
||||||
|
for (UINT i = 0; i < rowUsed; i++) {
|
||||||
|
memcpy(pDstTempBuffer + subresourceFootprint.Footprint.RowPitch * i, pSrcData + rowSizeInBytes * i, rowSizeInBytes);
|
||||||
|
}
|
||||||
|
tempBufferObject->Unmap(0, nullptr);
|
||||||
|
inCommandList->CopyBufferRegion(bufferObject, 0, tempBufferObject, 0, subresourceFootprint.Footprint.Width);
|
||||||
|
D3D12_RESOURCE_BARRIER barrier = InitResourceBarrier(bufferObject, D3D12_RESOURCE_STATE_COPY_DEST, inFinalResourceState);
|
||||||
|
inCommandList->ResourceBarrier(1, &barrier);
|
||||||
|
return bufferObject;
|
||||||
|
}
|
||||||
|
D3D12_RESOURCE_BARRIER InitResourceBarrier(
|
||||||
|
ID3D12Resource* inResource, D3D12_RESOURCE_STATES inPrevState,
|
||||||
|
D3D12_RESOURCE_STATES inNextState) {
|
||||||
|
D3D12_RESOURCE_BARRIER d3d12ResourceBarrier;
|
||||||
|
memset(&d3d12ResourceBarrier, 0, sizeof(d3d12ResourceBarrier));
|
||||||
|
d3d12ResourceBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||||
|
d3d12ResourceBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||||
|
d3d12ResourceBarrier.Transition.pResource = inResource;
|
||||||
|
d3d12ResourceBarrier.Transition.StateBefore = inPrevState;
|
||||||
|
d3d12ResourceBarrier.Transition.StateAfter = inNextState;
|
||||||
|
d3d12ResourceBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||||
|
return d3d12ResourceBarrier;
|
||||||
|
}
|
||||||
|
|
||||||
|
ID3D12Resource* CreateTexture2D(ID3D12GraphicsCommandList* inCommandList,
|
||||||
|
const void* inPixelData, int inDataSizeInBytes, int inWidth, int inHeight,
|
||||||
|
DXGI_FORMAT inFormat) {
|
||||||
|
D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
|
||||||
|
d3dHeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||||
|
|
||||||
|
D3D12_RESOURCE_DESC d3d12ResourceDesc = {};
|
||||||
|
d3d12ResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||||
|
d3d12ResourceDesc.Alignment = 0;
|
||||||
|
d3d12ResourceDesc.Width = inWidth;
|
||||||
|
d3d12ResourceDesc.Height = inHeight;
|
||||||
|
d3d12ResourceDesc.DepthOrArraySize = 1;
|
||||||
|
d3d12ResourceDesc.MipLevels = 1;
|
||||||
|
d3d12ResourceDesc.Format = inFormat;
|
||||||
|
d3d12ResourceDesc.SampleDesc.Count = 1;
|
||||||
|
d3d12ResourceDesc.SampleDesc.Quality = 0;
|
||||||
|
d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||||
|
d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||||
|
|
||||||
|
ID3D12Resource* texture = nullptr;
|
||||||
|
gD3D12Device->CreateCommittedResource(&d3dHeapProperties,
|
||||||
|
D3D12_HEAP_FLAG_NONE,
|
||||||
|
&d3d12ResourceDesc,
|
||||||
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
||||||
|
nullptr,
|
||||||
|
IID_PPV_ARGS(&texture)
|
||||||
|
);
|
||||||
|
d3d12ResourceDesc = texture->GetDesc();
|
||||||
|
UINT64 memorySizeUsed = 0;
|
||||||
|
UINT64 rowSizeInBytes = 0;
|
||||||
|
UINT rowUsed = 0;
|
||||||
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT subresourceFootprint;
|
||||||
|
gD3D12Device->GetCopyableFootprints(&d3d12ResourceDesc, 0, 1, 0,
|
||||||
|
&subresourceFootprint, &rowUsed, &rowSizeInBytes, &memorySizeUsed);
|
||||||
|
// 3 x 4 x 4 = 48bytes,32bytes,24bytes + 24bytes
|
||||||
|
ID3D12Resource* tempBufferObject = nullptr;
|
||||||
|
D3D12_HEAP_PROPERTIES d3dTempHeapProperties = {};
|
||||||
|
d3dTempHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;//cpu,gpu
|
||||||
|
|
||||||
|
D3D12_RESOURCE_DESC d3d12TempResourceDesc = {};
|
||||||
|
d3d12TempResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||||
|
d3d12TempResourceDesc.Alignment = 0;
|
||||||
|
d3d12TempResourceDesc.Width = memorySizeUsed;
|
||||||
|
d3d12TempResourceDesc.Height = 1;
|
||||||
|
d3d12TempResourceDesc.DepthOrArraySize = 1;
|
||||||
|
d3d12TempResourceDesc.MipLevels = 1;
|
||||||
|
d3d12TempResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
|
||||||
|
d3d12TempResourceDesc.SampleDesc.Count = 1;
|
||||||
|
d3d12TempResourceDesc.SampleDesc.Quality = 0;
|
||||||
|
d3d12TempResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||||
|
d3d12TempResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||||
|
|
||||||
|
gD3D12Device->CreateCommittedResource(
|
||||||
|
&d3dTempHeapProperties,
|
||||||
|
D3D12_HEAP_FLAG_NONE,
|
||||||
|
&d3d12TempResourceDesc,
|
||||||
|
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||||
|
nullptr,
|
||||||
|
IID_PPV_ARGS(&tempBufferObject)
|
||||||
|
);
|
||||||
|
BYTE* pData;
|
||||||
|
tempBufferObject->Map(0, nullptr, reinterpret_cast<void**>(&pData));
|
||||||
|
BYTE* pDstTempBuffer = reinterpret_cast<BYTE*>(pData + subresourceFootprint.Offset);
|
||||||
|
const BYTE* pSrcData = reinterpret_cast<const BYTE*>(inPixelData);
|
||||||
|
for (UINT i = 0; i < rowUsed; i++) {
|
||||||
|
memcpy(pDstTempBuffer + subresourceFootprint.Footprint.RowPitch * i, pSrcData + rowSizeInBytes * i, rowSizeInBytes);
|
||||||
|
}
|
||||||
|
tempBufferObject->Unmap(0, nullptr);
|
||||||
|
D3D12_TEXTURE_COPY_LOCATION dst = {};
|
||||||
|
dst.pResource = texture;
|
||||||
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||||
|
dst.SubresourceIndex = 0;
|
||||||
|
|
||||||
|
D3D12_TEXTURE_COPY_LOCATION src = {};
|
||||||
|
src.pResource = tempBufferObject;
|
||||||
|
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||||
|
src.PlacedFootprint = subresourceFootprint;
|
||||||
|
inCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
|
||||||
|
|
||||||
|
D3D12_RESOURCE_BARRIER barrier = InitResourceBarrier(texture,
|
||||||
|
D3D12_RESOURCE_STATE_COPY_DEST,D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||||
|
inCommandList->ResourceBarrier(1, &barrier);
|
||||||
|
return texture;
|
||||||
|
}
|
||||||
|
ID3D12Device* GetD3DDevice() {
|
||||||
|
return gD3D12Device;
|
||||||
|
}
|
||||||
35
BattleFireDirect.h
Normal file
35
BattleFireDirect.h
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <d3d12.h>
|
||||||
|
#include <dxgi1_4.h>
|
||||||
|
#include <d3dcompiler.h>
|
||||||
|
#include <DirectXMath.h>
|
||||||
|
#include <stdio.h>
|
||||||
|
|
||||||
|
D3D12_RESOURCE_BARRIER InitResourceBarrier(
|
||||||
|
ID3D12Resource* inResource, D3D12_RESOURCE_STATES inPrevState,
|
||||||
|
D3D12_RESOURCE_STATES inNextState);
|
||||||
|
ID3D12RootSignature* InitRootSignature();
|
||||||
|
void CreateShaderFromFile(
|
||||||
|
LPCTSTR inShaderFilePath,
|
||||||
|
const char* inMainFunctionName,
|
||||||
|
const char* inTarget,//"vs_5_0","ps_5_0","vs_4_0"
|
||||||
|
D3D12_SHADER_BYTECODE* inShader);
|
||||||
|
ID3D12Resource* CreateConstantBufferObject(int inDataLen);
|
||||||
|
void UpdateConstantBuffer(ID3D12Resource* inCB, void* inData, int inDataLen);
|
||||||
|
ID3D12Resource* CreateBufferObject(ID3D12GraphicsCommandList* inCommandList,
|
||||||
|
void* inData, int inDataLen, D3D12_RESOURCE_STATES inFinalResourceState);
|
||||||
|
ID3D12PipelineState* CreatePSO(ID3D12RootSignature* inID3D12RootSignature,
|
||||||
|
D3D12_SHADER_BYTECODE inVertexShader, D3D12_SHADER_BYTECODE inPixelShader,
|
||||||
|
D3D12_SHADER_BYTECODE inGSShader);
|
||||||
|
bool InitD3D12(HWND inHWND, int inWidth, int inHeight);
|
||||||
|
ID3D12GraphicsCommandList* GetCommandList();
|
||||||
|
ID3D12CommandAllocator* GetCommandAllocator();
|
||||||
|
void WaitForCompletionOfCommandList();
|
||||||
|
void EndCommandList();
|
||||||
|
void BeginRenderToSwapChain(ID3D12GraphicsCommandList* inCommandList);
|
||||||
|
void EndRenderToSwapChain(ID3D12GraphicsCommandList* inCommandList);
|
||||||
|
void SwapD3D12Buffers();
|
||||||
|
ID3D12Resource* CreateTexture2D(ID3D12GraphicsCommandList* inCommandList,
|
||||||
|
const void*inPixelData,int inDataSizeInBytes,int inWidth,int inHeight,
|
||||||
|
DXGI_FORMAT inFormat);
|
||||||
|
ID3D12Device* GetD3DDevice();
|
||||||
55
CMakeLists.txt
Normal file
55
CMakeLists.txt
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
cmake_minimum_required(VERSION 3.15)
|
||||||
|
project(XCVolumeRenderer VERSION 1.0 LANGUAGES CXX)
|
||||||
|
|
||||||
|
set(CMAKE_CXX_STANDARD 17)
|
||||||
|
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||||
|
set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON)
|
||||||
|
|
||||||
|
set(SOURCES
|
||||||
|
main.cpp
|
||||||
|
BattleFireDirect.cpp
|
||||||
|
StaticMeshComponent.cpp
|
||||||
|
Utils.cpp
|
||||||
|
stbi/stb_image.cpp
|
||||||
|
)
|
||||||
|
|
||||||
|
set(HEADERS
|
||||||
|
BattleFireDirect.h
|
||||||
|
StaticMeshComponent.h
|
||||||
|
Utils.h
|
||||||
|
stbi/stb_image.h
|
||||||
|
)
|
||||||
|
|
||||||
|
add_executable(${PROJECT_NAME} WIN32 ${SOURCES} ${HEADERS})
|
||||||
|
|
||||||
|
target_compile_definitions(${PROJECT_NAME} PRIVATE UNICODE _UNICODE)
|
||||||
|
target_compile_options(${PROJECT_NAME} PRIVATE /utf-8 /MT)
|
||||||
|
|
||||||
|
target_include_directories(${PROJECT_NAME} PRIVATE
|
||||||
|
${CMAKE_SOURCE_DIR}
|
||||||
|
)
|
||||||
|
|
||||||
|
target_link_libraries(${PROJECT_NAME} PRIVATE
|
||||||
|
d3d12.lib
|
||||||
|
dxgi.lib
|
||||||
|
d3dcompiler.lib
|
||||||
|
winmm.lib
|
||||||
|
kernel32.lib
|
||||||
|
user32.lib
|
||||||
|
)
|
||||||
|
|
||||||
|
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||||
|
target_compile_definitions(${PROJECT_NAME} PRIVATE _DEBUG)
|
||||||
|
else()
|
||||||
|
target_compile_definitions(${PROJECT_NAME} PRIVATE NDEBUG)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
set_target_properties(${PROJECT_NAME} PROPERTIES
|
||||||
|
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}"
|
||||||
|
)
|
||||||
|
|
||||||
|
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
|
||||||
|
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||||
|
${CMAKE_SOURCE_DIR}/Res
|
||||||
|
$<TARGET_FILE_DIR:${PROJECT_NAME}>/Res
|
||||||
|
)
|
||||||
BIN
Res/Image/earth_d.jpg
Normal file
BIN
Res/Image/earth_d.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 189 KiB |
BIN
Res/Image/head.png
Normal file
BIN
Res/Image/head.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
BIN
Res/Model/Sphere.lhsm
Normal file
BIN
Res/Model/Sphere.lhsm
Normal file
Binary file not shown.
99
Res/Shader/gs.hlsl
Normal file
99
Res/Shader/gs.hlsl
Normal file
@@ -0,0 +1,99 @@
|
|||||||
|
struct VertexData{
|
||||||
|
float4 position:POSITION;
|
||||||
|
float4 texcoord:TEXCOORD0;
|
||||||
|
float4 normal:NORMAL;
|
||||||
|
float4 tangent:TANGENT;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VSOut{
|
||||||
|
float4 position:SV_POSITION;
|
||||||
|
float4 normal:NORMAL;
|
||||||
|
float4 texcoord:TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
static const float PI=3.141592;
|
||||||
|
cbuffer globalConstants:register(b0){
|
||||||
|
float4 misc;
|
||||||
|
};
|
||||||
|
|
||||||
|
Texture2D T_DiffuseTexture:register(t0);
|
||||||
|
SamplerState samplerState:register(s0);
|
||||||
|
|
||||||
|
struct MaterialData{
|
||||||
|
float r;
|
||||||
|
};
|
||||||
|
StructuredBuffer<MaterialData> materialData:register(t0,space1);
|
||||||
|
cbuffer DefaultVertexCB:register(b1){
|
||||||
|
float4x4 ProjectionMatrix;
|
||||||
|
float4x4 ViewMatrix;
|
||||||
|
float4x4 ModelMatrix;
|
||||||
|
float4x4 IT_ModelMatrix;
|
||||||
|
float4x4 ReservedMemory[1020];
|
||||||
|
};
|
||||||
|
|
||||||
|
VSOut MainVS(VertexData inVertexData){
|
||||||
|
VSOut vo;
|
||||||
|
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
|
||||||
|
float4 positionWS=mul(ModelMatrix,inVertexData.position);
|
||||||
|
float4 positionVS=mul(ViewMatrix,positionWS);
|
||||||
|
vo.position=mul(ProjectionMatrix,positionVS);
|
||||||
|
//vo.position=float4(positionWS.xyz+vo.normal.xyz*sin(misc.x)*0.2f,1.0f);
|
||||||
|
vo.texcoord=inVertexData.texcoord;
|
||||||
|
return vo;
|
||||||
|
}
|
||||||
|
|
||||||
|
[maxvertexcount(4)]
|
||||||
|
void MainGS(triangle VSOut inPoint[3],uint inPrimitiveID:SV_PrimitiveID,
|
||||||
|
inout TriangleStream<VSOut> outTriangleStream){
|
||||||
|
outTriangleStream.Append(inPoint[0]);
|
||||||
|
outTriangleStream.Append(inPoint[1]);
|
||||||
|
outTriangleStream.Append(inPoint[2]);
|
||||||
|
/*VSOut vo;
|
||||||
|
float3 positionWS=inPoint[0].position.xyz;
|
||||||
|
float3 N=normalize(inPoint[0].normal.xyz);
|
||||||
|
vo.normal=float4(N,0.0f);
|
||||||
|
float3 helperVec=abs(N.y)>0.999?float3(0.0f,0.0f,1.0f):float3(0.0f,1.0f,0.0f);
|
||||||
|
float3 tangent=normalize(cross(N,helperVec));//u
|
||||||
|
float3 bitangent=normalize(cross(tangent,N));//v
|
||||||
|
float scale=materialData[inPrimitiveID].r;
|
||||||
|
|
||||||
|
|
||||||
|
float3 p0WS=positionWS-(bitangent*0.5f-tangent*0.5f)*scale;//left bottom
|
||||||
|
float4 p0VS=mul(ViewMatrix,float4(p0WS,1.0f));
|
||||||
|
vo.position=mul(ProjectionMatrix,p0VS);
|
||||||
|
vo.texcoord=float4(0.0f,1.0f,0.0f,0.0f);
|
||||||
|
outTriangleStream.Append(vo);
|
||||||
|
|
||||||
|
float3 p1WS=positionWS-(bitangent*0.5f+tangent*0.5f)*scale;//right bottom
|
||||||
|
float4 p1VS=mul(ViewMatrix,float4(p1WS,1.0f));
|
||||||
|
vo.position=mul(ProjectionMatrix,p1VS);
|
||||||
|
vo.texcoord=float4(1.0f,1.0f,0.0f,0.0f);
|
||||||
|
outTriangleStream.Append(vo);
|
||||||
|
|
||||||
|
float3 p2WS=positionWS+(bitangent*0.5f+tangent*0.5f)*scale;//left top
|
||||||
|
float4 p2VS=mul(ViewMatrix,float4(p2WS,1.0f));
|
||||||
|
vo.position=mul(ProjectionMatrix,p2VS);
|
||||||
|
vo.texcoord=float4(0.0f,0.0f,0.0f,0.0f);
|
||||||
|
outTriangleStream.Append(vo);
|
||||||
|
|
||||||
|
float3 p3WS=positionWS+(bitangent*0.5f-tangent*0.5f)*scale;//right top
|
||||||
|
float4 p3VS=mul(ViewMatrix,float4(p3WS,1.0f));
|
||||||
|
vo.position=mul(ProjectionMatrix,p3VS);
|
||||||
|
vo.texcoord=float4(1.0f,0.0f,0.0f,0.0f);
|
||||||
|
outTriangleStream.Append(vo);*/
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 MainPS(VSOut inPSInput):SV_TARGET{
|
||||||
|
float3 N=normalize(inPSInput.normal.xyz);
|
||||||
|
float3 bottomColor=float3(0.1f,0.4f,0.6f);
|
||||||
|
float3 topColor=float3(0.7f,0.7f,0.7f);
|
||||||
|
float theta=asin(N.y);//-PI/2 ~ PI/2
|
||||||
|
theta/=PI;//-0.5~0.5
|
||||||
|
theta+=0.5f;//0.0~1.0
|
||||||
|
float ambientColorIntensity=1.0;
|
||||||
|
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
|
||||||
|
float4 diffuseColor=T_DiffuseTexture.Sample(samplerState,inPSInput.texcoord.xy);
|
||||||
|
float3 surfaceColor=diffuseColor.rgb;
|
||||||
|
return float4(surfaceColor,1.0f);
|
||||||
|
}
|
||||||
65
Res/Shader/ndctriangle.hlsl
Normal file
65
Res/Shader/ndctriangle.hlsl
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
struct VertexData{
|
||||||
|
float4 position:POSITION;
|
||||||
|
float4 texcoord:TEXCOORD0;
|
||||||
|
float4 normal:NORMAL;
|
||||||
|
float4 tangent:TANGENT;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VSOut{
|
||||||
|
float4 position:SV_POSITION;
|
||||||
|
float4 normal:NORMAL;
|
||||||
|
float4 texcoord:TEXCOORD0;
|
||||||
|
float4 positionWS:TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
static const float PI=3.141592;
|
||||||
|
cbuffer globalConstants:register(b0){
|
||||||
|
float4 misc;
|
||||||
|
};
|
||||||
|
|
||||||
|
cbuffer DefaultVertexCB:register(b1){
|
||||||
|
float4x4 ProjectionMatrix;
|
||||||
|
float4x4 ViewMatrix;
|
||||||
|
float4x4 ModelMatrix;
|
||||||
|
float4x4 IT_ModelMatrix;
|
||||||
|
float4x4 ReservedMemory[1020];
|
||||||
|
};
|
||||||
|
|
||||||
|
VSOut MainVS(VertexData inVertexData){
|
||||||
|
VSOut vo;
|
||||||
|
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
|
||||||
|
float3 positionMS=inVertexData.position.xyz+vo.normal*sin(misc.x);
|
||||||
|
float4 positionWS=mul(ModelMatrix,float4(positionMS,1.0));
|
||||||
|
float4 positionVS=mul(ViewMatrix,positionWS);
|
||||||
|
vo.position=mul(ProjectionMatrix,positionVS);
|
||||||
|
vo.positionWS=positionWS;
|
||||||
|
vo.texcoord=inVertexData.texcoord;
|
||||||
|
return vo;
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 MainPS(VSOut inPSInput):SV_TARGET{
|
||||||
|
float3 N=normalize(inPSInput.normal.xyz);
|
||||||
|
float3 bottomColor=float3(0.1f,0.4f,0.6f);
|
||||||
|
float3 topColor=float3(0.7f,0.7f,0.7f);
|
||||||
|
float theta=asin(N.y);//-PI/2 ~ PI/2
|
||||||
|
theta/=PI;//-0.5~0.5
|
||||||
|
theta+=0.5f;//0.0~1.0
|
||||||
|
float ambientColorIntensity=0.2;
|
||||||
|
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
|
||||||
|
float3 L=normalize(float3(1.0f,1.0f,-1.0f));
|
||||||
|
|
||||||
|
float diffuseIntensity=max(0.0f,dot(N,L));
|
||||||
|
float3 diffuseLightColor=float3(0.1f,0.4f,0.6f);
|
||||||
|
float3 diffuseColor=diffuseLightColor*diffuseIntensity;
|
||||||
|
|
||||||
|
float3 specularColor=float3(0.0f,0.0f,0.0f);
|
||||||
|
if(diffuseIntensity>0.0f){
|
||||||
|
float3 cameraPositionWS=float3(0.0f,0.0f,0.0f);
|
||||||
|
float3 V=normalize(cameraPositionWS.xyz-inPSInput.positionWS.xyz);
|
||||||
|
float3 R=normalize(reflect(-L,N));
|
||||||
|
float specularIntensity=pow(max(0.0f,dot(V,R)),128.0f);
|
||||||
|
specularColor=float3(1.0f,1.0f,1.0f)*specularIntensity;
|
||||||
|
}
|
||||||
|
float3 surfaceColor=ambientColor+diffuseColor+specularColor;
|
||||||
|
return float4(surfaceColor,1.0f);
|
||||||
|
}
|
||||||
90
StaticMeshComponent.cpp
Normal file
90
StaticMeshComponent.cpp
Normal file
@@ -0,0 +1,90 @@
|
|||||||
|
#include "StaticMeshComponent.h"
|
||||||
|
#include "BattleFireDirect.h"
|
||||||
|
#include <stdio.h>
|
||||||
|
|
||||||
|
void StaticMeshComponent::SetVertexCount(int inVertexCount) {
|
||||||
|
mVertexCount = inVertexCount;
|
||||||
|
mVertexData = new StaticMeshComponentVertexData[inVertexCount];
|
||||||
|
memset(mVertexData, 0, sizeof(StaticMeshComponentVertexData)*inVertexCount);
|
||||||
|
}
|
||||||
|
void StaticMeshComponent::SetVertexPosition(int inIndex, float inX, float inY, float inZ, float inW /* = 1.0f */) {
|
||||||
|
mVertexData[inIndex].mPosition[0] = inX;
|
||||||
|
mVertexData[inIndex].mPosition[1] = inY;
|
||||||
|
mVertexData[inIndex].mPosition[2] = inZ;
|
||||||
|
mVertexData[inIndex].mPosition[3] = inW;
|
||||||
|
}
|
||||||
|
void StaticMeshComponent::SetVertexTexcoord(int inIndex, float inX, float inY, float inZ, float inW /* = 1.0f */) {
|
||||||
|
mVertexData[inIndex].mTexcoord[0] = inX;
|
||||||
|
mVertexData[inIndex].mTexcoord[1] = inY;
|
||||||
|
mVertexData[inIndex].mTexcoord[2] = inZ;
|
||||||
|
mVertexData[inIndex].mTexcoord[3] = inW;
|
||||||
|
}
|
||||||
|
void StaticMeshComponent::SetVertexNormal(int inIndex, float inX, float inY, float inZ, float inW /* = 1.0f */) {
|
||||||
|
mVertexData[inIndex].mNormal[0] = inX;
|
||||||
|
mVertexData[inIndex].mNormal[1] = inY;
|
||||||
|
mVertexData[inIndex].mNormal[2] = inZ;
|
||||||
|
mVertexData[inIndex].mNormal[3] = inW;
|
||||||
|
}
|
||||||
|
void StaticMeshComponent::SetVertexTangent(int inIndex, float inX, float inY, float inZ, float inW /* = 1.0f */) {
|
||||||
|
mVertexData[inIndex].mTangent[0] = inX;
|
||||||
|
mVertexData[inIndex].mTangent[1] = inY;
|
||||||
|
mVertexData[inIndex].mTangent[2] = inZ;
|
||||||
|
mVertexData[inIndex].mTangent[3] = inW;
|
||||||
|
}
|
||||||
|
void StaticMeshComponent::InitFromFile(ID3D12GraphicsCommandList* inCommandList, const char* inFilePath) {
|
||||||
|
FILE* pFile = nullptr;
|
||||||
|
errno_t err = fopen_s(&pFile, inFilePath, "rb");
|
||||||
|
if (err == 0) {
|
||||||
|
int temp = 0;
|
||||||
|
fread(&temp, 4, 1, pFile);
|
||||||
|
mVertexCount = temp;
|
||||||
|
mVertexData = new StaticMeshComponentVertexData[mVertexCount];
|
||||||
|
fread(mVertexData, 1, sizeof(StaticMeshComponentVertexData) * mVertexCount, pFile);
|
||||||
|
mVBO=CreateBufferObject(inCommandList,mVertexData,
|
||||||
|
sizeof(StaticMeshComponentVertexData) * mVertexCount,
|
||||||
|
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
|
||||||
|
mVBOView.BufferLocation = mVBO->GetGPUVirtualAddress();
|
||||||
|
mVBOView.SizeInBytes = sizeof(StaticMeshComponentVertexData) * mVertexCount;
|
||||||
|
mVBOView.StrideInBytes = sizeof(StaticMeshComponentVertexData);
|
||||||
|
|
||||||
|
while (!feof(pFile)) {
|
||||||
|
fread(&temp, 4, 1, pFile);
|
||||||
|
if (feof(pFile)) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
char name[256] = {0};
|
||||||
|
fread(name, 1, temp, pFile);
|
||||||
|
fread(&temp, 4, 1, pFile);
|
||||||
|
SubMesh* submesh = new SubMesh;
|
||||||
|
submesh->mIndexCount = temp;
|
||||||
|
unsigned int *indexes = new unsigned int[temp];
|
||||||
|
fread(indexes, 1, sizeof(unsigned int) * temp, pFile);
|
||||||
|
submesh->mIBO = CreateBufferObject(inCommandList, indexes,
|
||||||
|
sizeof(unsigned int) * temp,
|
||||||
|
D3D12_RESOURCE_STATE_INDEX_BUFFER);
|
||||||
|
|
||||||
|
submesh->mIBView.BufferLocation = submesh->mIBO->GetGPUVirtualAddress();
|
||||||
|
submesh->mIBView.SizeInBytes = sizeof(unsigned int) * temp;
|
||||||
|
submesh->mIBView.Format = DXGI_FORMAT_R32_UINT;
|
||||||
|
mSubMeshes.insert(std::pair<std::string, SubMesh*>(name,submesh));
|
||||||
|
delete[]indexes;
|
||||||
|
}
|
||||||
|
fclose(pFile);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void StaticMeshComponent::Render(ID3D12GraphicsCommandList* inCommandList) {
|
||||||
|
D3D12_VERTEX_BUFFER_VIEW vbos[] = {
|
||||||
|
mVBOView
|
||||||
|
};
|
||||||
|
inCommandList->IASetVertexBuffers(0, 1, vbos);
|
||||||
|
if (mSubMeshes.empty()) {
|
||||||
|
inCommandList->DrawInstanced(mVertexCount, 1, 0, 0);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
for (auto iter = mSubMeshes.begin();
|
||||||
|
iter != mSubMeshes.end(); iter++) {
|
||||||
|
inCommandList->IASetIndexBuffer(&iter->second->mIBView);
|
||||||
|
inCommandList->DrawIndexedInstanced(iter->second->mIndexCount, 1, 0, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
31
StaticMeshComponent.h
Normal file
31
StaticMeshComponent.h
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <d3d12.h>
|
||||||
|
#include <unordered_map>
|
||||||
|
#include <string>
|
||||||
|
struct StaticMeshComponentVertexData {
|
||||||
|
float mPosition[4];
|
||||||
|
float mTexcoord[4];
|
||||||
|
float mNormal[4];
|
||||||
|
float mTangent[4];
|
||||||
|
};
|
||||||
|
struct SubMesh {
|
||||||
|
ID3D12Resource* mIBO;
|
||||||
|
D3D12_INDEX_BUFFER_VIEW mIBView;
|
||||||
|
int mIndexCount;
|
||||||
|
};
|
||||||
|
class StaticMeshComponent{
|
||||||
|
public:
|
||||||
|
ID3D12Resource* mVBO;
|
||||||
|
D3D12_VERTEX_BUFFER_VIEW mVBOView;
|
||||||
|
StaticMeshComponentVertexData* mVertexData;
|
||||||
|
int mVertexCount;
|
||||||
|
std::unordered_map<std::string, SubMesh*> mSubMeshes;
|
||||||
|
void SetVertexCount(int inVertexCount);
|
||||||
|
void SetVertexPosition(int inIndex, float inX, float inY, float inZ, float inW = 1.0f);
|
||||||
|
void SetVertexTexcoord(int inIndex, float inX, float inY, float inZ, float inW = 1.0f);
|
||||||
|
void SetVertexNormal(int inIndex, float inX, float inY, float inZ, float inW = 1.0f);
|
||||||
|
void SetVertexTangent(int inIndex, float inX, float inY, float inZ, float inW = 1.0f);
|
||||||
|
void InitFromFile(ID3D12GraphicsCommandList*inCommandList,const char* inFilePath);
|
||||||
|
void Render(ID3D12GraphicsCommandList* inCommandList);
|
||||||
|
};
|
||||||
|
|
||||||
10
Utils.cpp
Normal file
10
Utils.cpp
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
#include "Utils.h"
|
||||||
|
#include <math.h>
|
||||||
|
#include <algorithm>
|
||||||
|
|
||||||
|
float srandom() {
|
||||||
|
float number = float(rand())/float(RAND_MAX);//0.0~1.0f
|
||||||
|
number *= 2.0f;//0.0~2.0
|
||||||
|
number -= 1.0f;//-1.0f~1.0f;
|
||||||
|
return number;
|
||||||
|
}
|
||||||
188
main.cpp
Normal file
188
main.cpp
Normal file
@@ -0,0 +1,188 @@
|
|||||||
|
#include <windows.h>
|
||||||
|
#include "BattleFireDirect.h"
|
||||||
|
#include "StaticMeshComponent.h"
|
||||||
|
#include "stbi/stb_image.h"
|
||||||
|
#include "Utils.h"
|
||||||
|
|
||||||
|
#pragma comment(lib,"d3d12.lib")
|
||||||
|
#pragma comment(lib,"dxgi.lib")
|
||||||
|
#pragma comment(lib,"d3dcompiler.lib")
|
||||||
|
#pragma comment(lib,"winmm.lib")
|
||||||
|
|
||||||
|
LPCWSTR gWindowClassName = L"BattleFire";
|
||||||
|
|
||||||
|
LRESULT CALLBACK WindowProc(HWND inHWND, UINT inMSG, WPARAM inWParam, LPARAM inLParam) {
|
||||||
|
switch (inMSG) {
|
||||||
|
case WM_CLOSE:
|
||||||
|
PostQuitMessage(0);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return DefWindowProc(inHWND, inMSG, inWParam, inLParam);
|
||||||
|
}
|
||||||
|
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int inShowCmd) {
|
||||||
|
//register
|
||||||
|
WNDCLASSEX wndClassEx;
|
||||||
|
wndClassEx.cbSize = sizeof(WNDCLASSEX);
|
||||||
|
wndClassEx.style = CS_HREDRAW | CS_VREDRAW;
|
||||||
|
wndClassEx.cbClsExtra = NULL;//class
|
||||||
|
wndClassEx.cbWndExtra = NULL;//instance
|
||||||
|
wndClassEx.hInstance = hInstance;
|
||||||
|
wndClassEx.hIcon = LoadIcon(NULL, IDI_APPLICATION);
|
||||||
|
wndClassEx.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
|
||||||
|
wndClassEx.hCursor = LoadCursor(NULL, IDC_ARROW);
|
||||||
|
wndClassEx.hbrBackground = NULL;
|
||||||
|
wndClassEx.lpszMenuName = NULL;
|
||||||
|
wndClassEx.lpszClassName = gWindowClassName;
|
||||||
|
wndClassEx.lpfnWndProc = WindowProc;
|
||||||
|
if (!RegisterClassEx(&wndClassEx)) {
|
||||||
|
MessageBox(NULL, L"Register Class Failed!", L"Error", MB_OK | MB_ICONERROR);
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
//create
|
||||||
|
int viewportWidth = 1280;
|
||||||
|
int viewportHeight = 720;
|
||||||
|
RECT rect;
|
||||||
|
rect.left = 0;
|
||||||
|
rect.top = 0;
|
||||||
|
rect.right = viewportWidth;
|
||||||
|
rect.bottom = viewportHeight;
|
||||||
|
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
|
||||||
|
int windowWidth = rect.right - rect.left;
|
||||||
|
int windowHeight = rect.bottom - rect.top;
|
||||||
|
HWND hwnd = CreateWindowEx(NULL,
|
||||||
|
gWindowClassName,
|
||||||
|
L"My Render Window",
|
||||||
|
WS_OVERLAPPEDWINDOW,
|
||||||
|
CW_USEDEFAULT, CW_USEDEFAULT,
|
||||||
|
windowWidth, windowHeight,
|
||||||
|
NULL,
|
||||||
|
NULL,
|
||||||
|
hInstance,
|
||||||
|
NULL);
|
||||||
|
if (!hwnd) {
|
||||||
|
MessageBox(NULL, L"Create Window Failed!", L"Error", MB_OK | MB_ICONERROR);
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
//show
|
||||||
|
InitD3D12(hwnd, 1280, 720);
|
||||||
|
ID3D12GraphicsCommandList* commandList = GetCommandList();
|
||||||
|
ID3D12CommandAllocator* commandAllocator = GetCommandAllocator();
|
||||||
|
StaticMeshComponent staticMeshComponent;
|
||||||
|
staticMeshComponent.InitFromFile(commandList, "Res/Model/Sphere.lhsm");
|
||||||
|
|
||||||
|
ID3D12RootSignature* rootSignature = InitRootSignature();
|
||||||
|
D3D12_SHADER_BYTECODE vs,gs,ps;
|
||||||
|
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainVS", "vs_5_1", &vs);
|
||||||
|
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainGS", "gs_5_1", &gs);
|
||||||
|
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainPS", "ps_5_1", &ps);
|
||||||
|
ID3D12PipelineState*pso=CreatePSO(rootSignature, vs, ps, gs);
|
||||||
|
|
||||||
|
ID3D12Resource* cb = CreateConstantBufferObject(65536);//1024x64(4x4)
|
||||||
|
DirectX::XMMATRIX projectionMatrix=DirectX::XMMatrixPerspectiveFovLH(
|
||||||
|
(45.0f*3.141592f)/180.0f,1280.0f/720.0f,0.1f,1000.0f);
|
||||||
|
DirectX::XMMATRIX viewMatrix = DirectX::XMMatrixIdentity();
|
||||||
|
DirectX::XMMATRIX modelMatrix = DirectX::XMMatrixTranslation(0.0f,0.0f,5.0f);
|
||||||
|
//modelMatrix *= DirectX::XMMatrixRotationZ(90.0f*3.141592f/180.0f);
|
||||||
|
DirectX::XMFLOAT4X4 tempMatrix;
|
||||||
|
float matrices[64];
|
||||||
|
|
||||||
|
DirectX::XMStoreFloat4x4(&tempMatrix, projectionMatrix);
|
||||||
|
memcpy(matrices, &tempMatrix, sizeof(float) * 16);
|
||||||
|
DirectX::XMStoreFloat4x4(&tempMatrix, viewMatrix);
|
||||||
|
memcpy(matrices+16, &tempMatrix, sizeof(float) * 16);
|
||||||
|
DirectX::XMStoreFloat4x4(&tempMatrix, modelMatrix);
|
||||||
|
memcpy(matrices + 32, &tempMatrix, sizeof(float) * 16);;
|
||||||
|
DirectX::XMVECTOR determinant;
|
||||||
|
DirectX::XMMATRIX inverseModelMatrix = DirectX::XMMatrixInverse(&determinant, modelMatrix);
|
||||||
|
if (DirectX::XMVectorGetX(determinant) != 0.0f) {
|
||||||
|
DirectX::XMMATRIX normalMatrix = DirectX::XMMatrixTranspose(inverseModelMatrix);
|
||||||
|
DirectX::XMStoreFloat4x4(&tempMatrix, modelMatrix);
|
||||||
|
memcpy(matrices + 48, &tempMatrix, sizeof(float) * 16);;
|
||||||
|
}
|
||||||
|
UpdateConstantBuffer(cb, matrices, sizeof(float) * 64);
|
||||||
|
|
||||||
|
|
||||||
|
ID3D12Resource* sb = CreateConstantBufferObject(65536);//1024x64(4x4)
|
||||||
|
struct MaterialData {
|
||||||
|
float r;
|
||||||
|
};
|
||||||
|
MaterialData* materialDatas = new MaterialData[3000];
|
||||||
|
for (int i=0;i<3000;i++){
|
||||||
|
materialDatas[i].r = srandom() * 0.1f + 0.1f;//0.0~1.0
|
||||||
|
}
|
||||||
|
UpdateConstantBuffer(sb, materialDatas, sizeof(MaterialData) * 3000);
|
||||||
|
|
||||||
|
int imageWidth, imageHeight,imageChannel;
|
||||||
|
//stbi_set_flip_vertically_on_load(true);
|
||||||
|
stbi_uc* pixels = stbi_load("Res/Image/earth_d.jpg", &imageWidth, &imageHeight, &imageChannel, 4);
|
||||||
|
ID3D12Resource* texture = CreateTexture2D(commandList, pixels,
|
||||||
|
imageWidth * imageHeight * imageChannel, imageWidth, imageHeight,DXGI_FORMAT_R8G8B8A8_UNORM);
|
||||||
|
delete[]pixels;
|
||||||
|
ID3D12Device* d3dDevice = GetD3DDevice();
|
||||||
|
|
||||||
|
ID3D12DescriptorHeap* srvHeap = nullptr;
|
||||||
|
D3D12_DESCRIPTOR_HEAP_DESC d3dDescriptorHeapDescSRV = {};
|
||||||
|
d3dDescriptorHeapDescSRV.NumDescriptors = 3;
|
||||||
|
d3dDescriptorHeapDescSRV.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||||
|
d3dDescriptorHeapDescSRV.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||||
|
d3dDevice->CreateDescriptorHeap(&d3dDescriptorHeapDescSRV, IID_PPV_ARGS(&srvHeap));
|
||||||
|
|
||||||
|
ID3D12DescriptorHeap* descriptorHeaps[] = {srvHeap};
|
||||||
|
|
||||||
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||||
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||||
|
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||||
|
srvDesc.Texture2D.MipLevels = 1;
|
||||||
|
|
||||||
|
D3D12_CPU_DESCRIPTOR_HANDLE srvHeapPtr = srvHeap->GetCPUDescriptorHandleForHeapStart();
|
||||||
|
d3dDevice->CreateShaderResourceView(texture, &srvDesc, srvHeapPtr);
|
||||||
|
srvHeapPtr.ptr += d3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||||
|
|
||||||
|
EndCommandList();
|
||||||
|
WaitForCompletionOfCommandList();
|
||||||
|
|
||||||
|
ShowWindow(hwnd, inShowCmd);
|
||||||
|
UpdateWindow(hwnd);
|
||||||
|
float color[] = {0.5f,0.5f,0.5f,1.0f};
|
||||||
|
MSG msg;
|
||||||
|
DWORD last_time = timeGetTime();
|
||||||
|
DWORD appStartTime = last_time;
|
||||||
|
while (true){
|
||||||
|
ZeroMemory(&msg, sizeof(MSG));
|
||||||
|
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) {
|
||||||
|
if (msg.message == WM_QUIT) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
TranslateMessage(&msg);
|
||||||
|
DispatchMessage(&msg);
|
||||||
|
} else {
|
||||||
|
//rendering
|
||||||
|
WaitForCompletionOfCommandList();
|
||||||
|
DWORD current_time = timeGetTime();//ms
|
||||||
|
DWORD frameTime = current_time - last_time;
|
||||||
|
DWORD timeSinceAppStartInMS = current_time - appStartTime;
|
||||||
|
last_time = current_time;
|
||||||
|
float frameTimeInSecond = float(frameTime) / 1000.0f;//second
|
||||||
|
float timeSinceAppStartInSecond = float(timeSinceAppStartInMS) / 1000.0f;
|
||||||
|
color[0] = timeSinceAppStartInSecond;
|
||||||
|
commandAllocator->Reset();
|
||||||
|
commandList->Reset(commandAllocator, nullptr);
|
||||||
|
BeginRenderToSwapChain(commandList);
|
||||||
|
//draw
|
||||||
|
commandList->SetPipelineState(pso);
|
||||||
|
commandList->SetGraphicsRootSignature(rootSignature);
|
||||||
|
commandList->SetDescriptorHeaps(_countof(descriptorHeaps),descriptorHeaps);
|
||||||
|
commandList->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
|
||||||
|
commandList->SetGraphicsRoot32BitConstants(1, 4, color, 0);
|
||||||
|
commandList->SetGraphicsRootDescriptorTable(2, srvHeap->GetGPUDescriptorHandleForHeapStart());
|
||||||
|
commandList->SetGraphicsRootShaderResourceView(3, sb->GetGPUVirtualAddress());
|
||||||
|
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
|
staticMeshComponent.Render(commandList);
|
||||||
|
EndRenderToSwapChain(commandList);
|
||||||
|
EndCommandList();
|
||||||
|
SwapD3D12Buffers();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
2
stbi/stb_image.cpp
Normal file
2
stbi/stb_image.cpp
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include "stb_image.h"
|
||||||
7194
stbi/stb_image.h
Normal file
7194
stbi/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user