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2026-03-11 17:38:11 +08:00
commit 10a67d57c4
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.gitignore vendored Normal file
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build/
bin/
Release/
*.exe
*.obj
*.tlog
*.log
*.cmake
*.vcxproj
*.sln
.vcxproj.filters
CMakeCache.txt
cmake_install.cmake

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BattleFireDirect.cpp Normal file
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#include "BattleFireDirect.h"
ID3D12Device* gD3D12Device = nullptr;
ID3D12CommandQueue* gCommandQueue = nullptr;
IDXGISwapChain3* gSwapChain = nullptr;
ID3D12Resource* gDSRT = nullptr, * gColorRTs[2];
int gCurrentRTIndex = 0;
ID3D12DescriptorHeap* gSwapChainRTVHeap = nullptr;
ID3D12DescriptorHeap* gSwapChainDSVHeap = nullptr;
UINT gRTVDescriptorSize = 0;
UINT gDSVDescriptorSize = 0;
ID3D12CommandAllocator* gCommandAllocator = nullptr;
ID3D12GraphicsCommandList* gCommandList = nullptr;
ID3D12Fence* gFence = nullptr;
HANDLE gFenceEvent = nullptr;
UINT64 gFenceValue = 0;
ID3D12RootSignature* InitRootSignature() {
//1110001110101111111111111111111111
D3D12_ROOT_PARAMETER rootParameters[4];
rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
rootParameters[1].Constants.RegisterSpace = 0;
rootParameters[1].Constants.ShaderRegister = 0;
rootParameters[1].Constants.Num32BitValues = 4;
rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParameters[0].Descriptor.RegisterSpace = 0;
rootParameters[0].Descriptor.ShaderRegister = 1;//cbv
D3D12_DESCRIPTOR_RANGE descriptorRange[1];
descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptorRange[0].RegisterSpace = 0;
descriptorRange[0].BaseShaderRegister = 0;//t0
descriptorRange[0].NumDescriptors = 1;
descriptorRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
rootParameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
rootParameters[2].DescriptorTable.pDescriptorRanges = descriptorRange;
rootParameters[2].DescriptorTable.NumDescriptorRanges = _countof(descriptorRange);//cbv
rootParameters[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParameters[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParameters[3].Descriptor.RegisterSpace = 1;
rootParameters[3].Descriptor.ShaderRegister = 0;//srv
D3D12_STATIC_SAMPLER_DESC samplerDesc[1];
memset(samplerDesc, 0,sizeof(D3D12_STATIC_SAMPLER_DESC)*_countof(samplerDesc));
samplerDesc[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc[0].BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
samplerDesc[0].MaxLOD = D3D12_FLOAT32_MAX;
samplerDesc[0].RegisterSpace = 0;
samplerDesc[0].ShaderRegister = 0;//s0
samplerDesc[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.NumParameters = _countof(rootParameters);
rootSignatureDesc.pParameters = rootParameters;
rootSignatureDesc.NumStaticSamplers = _countof(samplerDesc);
rootSignatureDesc.pStaticSamplers = samplerDesc;
rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
//64 DWORD -> float 128 WORD -> 16bit
ID3DBlob* signature;
HRESULT hResult = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, nullptr);
ID3D12RootSignature* d3d12RootSignature;
gD3D12Device->CreateRootSignature(
0, signature->GetBufferPointer(), signature->GetBufferSize(),
IID_PPV_ARGS(&d3d12RootSignature));
return d3d12RootSignature;
}
void CreateShaderFromFile(
LPCTSTR inShaderFilePath,
const char* inMainFunctionName,
const char* inTarget,//"vs_5_0","ps_5_0","vs_4_0"
D3D12_SHADER_BYTECODE* inShader) {
ID3DBlob* shaderBuffer = nullptr;
ID3DBlob* errorBuffer = nullptr;
HRESULT hResult = D3DCompileFromFile(inShaderFilePath, nullptr, nullptr,
inMainFunctionName, inTarget, D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,
0, &shaderBuffer, &errorBuffer);
if (FAILED(hResult)) {
char szLog[1024] = {0};
strcpy(szLog, (char*)errorBuffer->GetBufferPointer());
printf("CreateShaderFromFile error : [%s][%s]:[%s]\n", inMainFunctionName, inTarget, szLog);
errorBuffer->Release();
return;
}
inShader->pShaderBytecode = shaderBuffer->GetBufferPointer();
inShader->BytecodeLength = shaderBuffer->GetBufferSize();
}
ID3D12Resource* CreateConstantBufferObject(int inDataLen) {
D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
d3dHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;//cpu,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_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&bufferObject)
);
return bufferObject;
}
void UpdateConstantBuffer(ID3D12Resource* inCB, void* inData, int inDataLen) {
D3D12_RANGE d3d12Range = { 0 };
unsigned char* pBuffer = nullptr;
inCB->Map(0, &d3d12Range, (void**)&pBuffer);
memcpy(pBuffer, inData, inDataLen);
inCB->Unmap(0, nullptr);
}
ID3D12PipelineState* CreatePSO(ID3D12RootSignature* inID3D12RootSignature,
D3D12_SHADER_BYTECODE inVertexShader, D3D12_SHADER_BYTECODE inPixelShader,
D3D12_SHADER_BYTECODE inGSShader) {
D3D12_INPUT_ELEMENT_DESC vertexDataElementDesc[] = {
{"POSITION",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,0,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0},
{"TEXCOORD",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,sizeof(float) * 4,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0},
{"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,sizeof(float) * 8,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0},
{"TANGENT",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,sizeof(float) * 12,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0}
};
D3D12_INPUT_LAYOUT_DESC vertexDataLayoutDesc = {};
vertexDataLayoutDesc.NumElements = 4;
vertexDataLayoutDesc.pInputElementDescs = vertexDataElementDesc;
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = inID3D12RootSignature;
psoDesc.VS = inVertexShader;
psoDesc.GS = inGSShader;
psoDesc.PS = inPixelShader;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
psoDesc.SampleDesc.Count = 1;
psoDesc.SampleDesc.Quality = 0;
psoDesc.SampleMask = 0xffffffff;
psoDesc.InputLayout = vertexDataLayoutDesc;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
psoDesc.RasterizerState.DepthClipEnable = TRUE;
psoDesc.DepthStencilState.DepthEnable = true;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
psoDesc.BlendState = { 0 };
D3D12_RENDER_TARGET_BLEND_DESC rtBlendDesc = {
FALSE,FALSE,
D3D12_BLEND_SRC_ALPHA,D3D12_BLEND_INV_SRC_ALPHA,D3D12_BLEND_OP_ADD,
D3D12_BLEND_SRC_ALPHA,D3D12_BLEND_INV_SRC_ALPHA,D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
for (int i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
psoDesc.BlendState.RenderTarget[i] = rtBlendDesc;
psoDesc.NumRenderTargets = 1;
ID3D12PipelineState* d3d12PSO = nullptr;
HRESULT hResult = gD3D12Device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&d3d12PSO));
if (FAILED(hResult)) {
return nullptr;
}
return d3d12PSO;
}
bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
HRESULT hResult;
UINT dxgiFactoryFlags = 0;
#ifdef _DEBUG
{
ID3D12Debug* debugController = nullptr;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
debugController->EnableDebugLayer();
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
}
#endif
IDXGIFactory4* dxgiFactory;
hResult = CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&dxgiFactory));
if (FAILED(hResult)) {
return false;
}
IDXGIAdapter1* adapter;
int adapterIndex = 0;
bool adapterFound = false;
while (dxgiFactory->EnumAdapters1(adapterIndex, &adapter) != DXGI_ERROR_NOT_FOUND) {
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
continue;
}
hResult = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), nullptr);
if (SUCCEEDED(hResult)) {
adapterFound = true;
break;
}
adapterIndex++;
}
if (false == adapterFound) {
return false;
}
hResult = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&gD3D12Device));
if (FAILED(hResult)) {
return false;
}
D3D12_COMMAND_QUEUE_DESC d3d12CommandQueueDesc = {};
hResult = gD3D12Device->CreateCommandQueue(&d3d12CommandQueueDesc, IID_PPV_ARGS(&gCommandQueue));
if (FAILED(hResult)) {
return false;
}
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
swapChainDesc.BufferCount = 2;
swapChainDesc.BufferDesc = {};
swapChainDesc.BufferDesc.Width = inWidth;
swapChainDesc.BufferDesc.Height = inHeight;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = inHWND;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.Windowed = true;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
IDXGISwapChain* swapChain = nullptr;
dxgiFactory->CreateSwapChain(gCommandQueue, &swapChainDesc, &swapChain);
gSwapChain = static_cast<IDXGISwapChain3*>(swapChain);
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 = DXGI_FORMAT_D24_UNORM_S8_UINT;
d3d12ResourceDesc.SampleDesc.Count = 1;
d3d12ResourceDesc.SampleDesc.Quality = 0;
d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE dsClearValue = {};
dsClearValue.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
dsClearValue.DepthStencil.Depth = 1.0f;
dsClearValue.DepthStencil.Stencil = 0;
gD3D12Device->CreateCommittedResource(&d3dHeapProperties,
D3D12_HEAP_FLAG_NONE,
&d3d12ResourceDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&dsClearValue,
IID_PPV_ARGS(&gDSRT)
);
//RTV,DSV,alloc
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;
}

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BattleFireDirect.h Normal file
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#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();

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CMakeLists.txt Normal file
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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
)

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Res/Image/head.png Normal file

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Res/Model/Sphere.lhsm Normal file

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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);
}

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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);
}

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StaticMeshComponent.cpp Normal file
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#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);
}
}
}

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StaticMeshComponent.h Normal file
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#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);
};

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#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;
}

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#pragma once
float srandom();//-1.0f~1.0f

188
main.cpp Normal file
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#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
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@@ -0,0 +1,2 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

7194
stbi/stb_image.h Normal file

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