feat: 修复RHI渲染循环问题
- 修复RootSignature参数数量与HelloEarth一致 - 修复StaticMeshComponent中device为nullptr的问题 - 修复CommandList::Reset类型转换问题 - 修复RTV创建使用nullptr而不是rtvDesc - 添加SwapChain的GetCurrentRenderTarget方法 - 修复DepthStencil创建问题(暂时跳过) - 渲染循环基本可运行
This commit is contained in:
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Debug/Res/Image/earth_d.jpg
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Debug/Res/Image/earth_d.jpg
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After Width: | Height: | Size: 189 KiB |
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Debug/Res/Image/head.png
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Debug/Res/Image/head.png
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After Width: | Height: | Size: 28 KiB |
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Debug/Res/Model/Sphere.lhsm
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Debug/Res/Model/Sphere.lhsm
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Debug/Res/Shader/gs.hlsl
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Debug/Res/Shader/gs.hlsl
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@@ -0,0 +1,99 @@
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struct VertexData{
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float4 position:POSITION;
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float4 texcoord:TEXCOORD0;
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float4 normal:NORMAL;
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float4 tangent:TANGENT;
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};
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struct VSOut{
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float4 position:SV_POSITION;
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float4 normal:NORMAL;
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float4 texcoord:TEXCOORD0;
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};
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static const float PI=3.141592;
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cbuffer globalConstants:register(b0){
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float4 misc;
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};
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Texture2D T_DiffuseTexture:register(t0);
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SamplerState samplerState:register(s0);
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struct MaterialData{
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float r;
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};
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StructuredBuffer<MaterialData> materialData:register(t0,space1);
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cbuffer DefaultVertexCB:register(b1){
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float4x4 ProjectionMatrix;
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float4x4 ViewMatrix;
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float4x4 ModelMatrix;
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float4x4 IT_ModelMatrix;
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float4x4 ReservedMemory[1020];
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};
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VSOut MainVS(VertexData inVertexData){
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VSOut vo;
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vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
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float4 positionWS=mul(ModelMatrix,inVertexData.position);
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float4 positionVS=mul(ViewMatrix,positionWS);
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vo.position=mul(ProjectionMatrix,positionVS);
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//vo.position=float4(positionWS.xyz+vo.normal.xyz*sin(misc.x)*0.2f,1.0f);
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vo.texcoord=inVertexData.texcoord;
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return vo;
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}
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[maxvertexcount(4)]
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void MainGS(triangle VSOut inPoint[3],uint inPrimitiveID:SV_PrimitiveID,
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inout TriangleStream<VSOut> outTriangleStream){
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outTriangleStream.Append(inPoint[0]);
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outTriangleStream.Append(inPoint[1]);
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outTriangleStream.Append(inPoint[2]);
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/*VSOut vo;
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float3 positionWS=inPoint[0].position.xyz;
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float3 N=normalize(inPoint[0].normal.xyz);
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vo.normal=float4(N,0.0f);
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float3 helperVec=abs(N.y)>0.999?float3(0.0f,0.0f,1.0f):float3(0.0f,1.0f,0.0f);
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float3 tangent=normalize(cross(N,helperVec));//u
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float3 bitangent=normalize(cross(tangent,N));//v
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float scale=materialData[inPrimitiveID].r;
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float3 p0WS=positionWS-(bitangent*0.5f-tangent*0.5f)*scale;//left bottom
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float4 p0VS=mul(ViewMatrix,float4(p0WS,1.0f));
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vo.position=mul(ProjectionMatrix,p0VS);
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vo.texcoord=float4(0.0f,1.0f,0.0f,0.0f);
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outTriangleStream.Append(vo);
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float3 p1WS=positionWS-(bitangent*0.5f+tangent*0.5f)*scale;//right bottom
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float4 p1VS=mul(ViewMatrix,float4(p1WS,1.0f));
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vo.position=mul(ProjectionMatrix,p1VS);
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vo.texcoord=float4(1.0f,1.0f,0.0f,0.0f);
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outTriangleStream.Append(vo);
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float3 p2WS=positionWS+(bitangent*0.5f+tangent*0.5f)*scale;//left top
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float4 p2VS=mul(ViewMatrix,float4(p2WS,1.0f));
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vo.position=mul(ProjectionMatrix,p2VS);
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vo.texcoord=float4(0.0f,0.0f,0.0f,0.0f);
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outTriangleStream.Append(vo);
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float3 p3WS=positionWS+(bitangent*0.5f-tangent*0.5f)*scale;//right top
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float4 p3VS=mul(ViewMatrix,float4(p3WS,1.0f));
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vo.position=mul(ProjectionMatrix,p3VS);
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vo.texcoord=float4(1.0f,0.0f,0.0f,0.0f);
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outTriangleStream.Append(vo);*/
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}
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float4 MainPS(VSOut inPSInput):SV_TARGET{
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float3 N=normalize(inPSInput.normal.xyz);
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float3 bottomColor=float3(0.1f,0.4f,0.6f);
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float3 topColor=float3(0.7f,0.7f,0.7f);
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float theta=asin(N.y);//-PI/2 ~ PI/2
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theta/=PI;//-0.5~0.5
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theta+=0.5f;//0.0~1.0
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float ambientColorIntensity=1.0;
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float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
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float4 diffuseColor=T_DiffuseTexture.Sample(samplerState,inPSInput.texcoord.xy);
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float3 surfaceColor=diffuseColor.rgb;
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return float4(surfaceColor,1.0f);
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}
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65
Debug/Res/Shader/ndctriangle.hlsl
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Debug/Res/Shader/ndctriangle.hlsl
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@@ -0,0 +1,65 @@
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struct VertexData{
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float4 position:POSITION;
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float4 texcoord:TEXCOORD0;
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float4 normal:NORMAL;
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float4 tangent:TANGENT;
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};
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struct VSOut{
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float4 position:SV_POSITION;
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float4 normal:NORMAL;
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float4 texcoord:TEXCOORD0;
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float4 positionWS:TEXCOORD1;
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};
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static const float PI=3.141592;
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cbuffer globalConstants:register(b0){
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float4 misc;
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};
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cbuffer DefaultVertexCB:register(b1){
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float4x4 ProjectionMatrix;
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float4x4 ViewMatrix;
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float4x4 ModelMatrix;
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float4x4 IT_ModelMatrix;
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float4x4 ReservedMemory[1020];
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};
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VSOut MainVS(VertexData inVertexData){
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VSOut vo;
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vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
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float3 positionMS=inVertexData.position.xyz+vo.normal*sin(misc.x);
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float4 positionWS=mul(ModelMatrix,float4(positionMS,1.0));
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float4 positionVS=mul(ViewMatrix,positionWS);
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vo.position=mul(ProjectionMatrix,positionVS);
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vo.positionWS=positionWS;
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vo.texcoord=inVertexData.texcoord;
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return vo;
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}
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float4 MainPS(VSOut inPSInput):SV_TARGET{
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float3 N=normalize(inPSInput.normal.xyz);
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float3 bottomColor=float3(0.1f,0.4f,0.6f);
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float3 topColor=float3(0.7f,0.7f,0.7f);
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float theta=asin(N.y);//-PI/2 ~ PI/2
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theta/=PI;//-0.5~0.5
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theta+=0.5f;//0.0~1.0
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float ambientColorIntensity=0.2;
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float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
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float3 L=normalize(float3(1.0f,1.0f,-1.0f));
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float diffuseIntensity=max(0.0f,dot(N,L));
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float3 diffuseLightColor=float3(0.1f,0.4f,0.6f);
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float3 diffuseColor=diffuseLightColor*diffuseIntensity;
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float3 specularColor=float3(0.0f,0.0f,0.0f);
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if(diffuseIntensity>0.0f){
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float3 cameraPositionWS=float3(0.0f,0.0f,0.0f);
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float3 V=normalize(cameraPositionWS.xyz-inPSInput.positionWS.xyz);
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float3 R=normalize(reflect(-L,N));
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float specularIntensity=pow(max(0.0f,dot(V,R)),128.0f);
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specularColor=float3(1.0f,1.0f,1.0f)*specularIntensity;
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}
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float3 surfaceColor=ambientColor+diffuseColor+specularColor;
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return float4(surfaceColor,1.0f);
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}
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Debug/XCEngineDemo.pdb
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Debug/XCEngineDemo.pdb
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@@ -14,6 +14,8 @@
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#pragma comment(lib,"d3dcompiler.lib")
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#pragma comment(lib,"winmm.lib")
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void EngineLog(const char* msg, ...);
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using namespace XCEngine;
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using namespace XCEngine::RHI;
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@@ -178,12 +180,15 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hInstancePrev, LPWSTR lpCmdLi
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return -1;
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}
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printf("PipelineState created\n");
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EngineLog("After PSO created");
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IConstantBuffer* cb = nullptr;
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if (!CreateConstantBuffer(device, 65536, &cb)) {
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printf("CreateConstantBuffer Failed!\n");
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return -1;
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}
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printf("ConstantBuffer created\n");
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EngineLog("After CreateConstantBuffer");
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float matrices[64] = {};
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matrices[0] = 1.0f; matrices[5] = 1.0f; matrices[10] = 1.0f; matrices[15] = 1.0f;
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@@ -191,17 +196,28 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hInstancePrev, LPWSTR lpCmdLi
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matrices[32] = 1.0f; matrices[37] = 1.0f; matrices[42] = 1.0f; matrices[47] = 1.0f;
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matrices[48] = 1.0f; matrices[53] = 1.0f; matrices[58] = 1.0f; matrices[63] = 1.0f;
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UpdateConstantBuffer(cb, matrices, sizeof(matrices));
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printf("ConstantBuffer updated\n");
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EngineLog("After UpdateConstantBuffer");
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StaticMeshComponent mesh;
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printf("Starting mesh init...\n");
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EngineLog("Before mesh.Initialize");
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if (!mesh.Initialize(cmdList, "Res/Model/Sphere.lhsm")) {
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printf("Load Mesh Failed!\n");
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return -1;
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}
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printf("Mesh loaded\n");
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EngineLog("After mesh.Initialize");
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cmdList->Close();
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printf("CommandList closed\n");
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EngineLog("After cmdList->Close");
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ICommandQueue* queue = device->GetCommandQueue();
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void* cmdListPtr = cmdList->GetNativeCommandList();
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queue->ExecuteCommandLists(&cmdListPtr, 1);
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printf("Commands executed\n");
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EngineLog("After ExecuteCommandLists");
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ShowWindow(hwnd, nShowCmd);
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UpdateWindow(hwnd);
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@@ -213,7 +229,9 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hInstancePrev, LPWSTR lpCmdLi
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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} else {
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EngineLog("MainLoop: 1");
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renderContext.BeginFrame();
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EngineLog("MainLoop: 2");
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renderContext.SetViewport((float)width, (float)height);
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renderContext.SetScissor(width, height);
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@@ -221,15 +239,22 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hInstancePrev, LPWSTR lpCmdLi
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float color[4] = {0.5f, 0.5f, 0.5f, 1.0f};
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renderContext.ClearRenderTarget(color);
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renderContext.ClearDepthStencil();
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EngineLog("MainLoop: 2e");
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cmdList->SetPipelineState(pso);
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EngineLog("MainLoop: 2f - SetRootSignature");
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cmdList->SetRootSignature(rootSignature);
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EngineLog("MainLoop: 2g - SetPrimitiveTopology");
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cmdList->SetPrimitiveTopology(PrimitiveTopology::TriangleList);
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EngineLog("MainLoop: 3 - before mesh.Render");
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mesh.Render(cmdList);
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EngineLog("MainLoop: 4");
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renderContext.EndFrame();
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EngineLog("MainLoop: 5");
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renderContext.Present();
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EngineLog("MainLoop: 6");
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}
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}
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@@ -51,6 +51,8 @@ public:
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virtual bool Resize(uint32_t width, uint32_t height) = 0;
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virtual uint32_t GetCurrentBufferIndex() const = 0;
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virtual void* GetBuffer(uint32_t index) = 0;
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virtual void* GetCurrentRenderTarget() = 0;
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virtual void* GetDepthStencil() = 0;
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virtual void SetFullscreen(bool fullscreen) = 0;
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virtual bool IsFullscreen() const = 0;
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};
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@@ -437,6 +437,18 @@ void* D3D12SwapChain::GetBuffer(uint32_t index) {
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return GetBufferResource(index);
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}
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void* D3D12SwapChain::GetCurrentRenderTarget() {
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uint32_t index = GetCurrentBufferIndex();
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D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvHeap->GetNativeHeap()->GetCPUDescriptorHandleForHeapStart();
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UINT rtvSize = m_device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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handle.ptr += index * rtvSize;
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return (void*)handle.ptr;
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}
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void* D3D12SwapChain::GetDepthStencil() {
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return nullptr;
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}
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void D3D12SwapChain::SetFullscreen(bool fullscreen) {
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m_fullscreen = fullscreen;
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m_swapChain->SetFullscreenState(fullscreen, nullptr);
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@@ -660,7 +672,9 @@ D3D12CommandList::~D3D12CommandList() {
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}
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void D3D12CommandList::Reset(void* allocator) {
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ID3D12CommandAllocator* d3dAllocator = static_cast<ID3D12CommandAllocator*>(allocator);
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ICommandAllocator* cmdAlloc = static_cast<ICommandAllocator*>(allocator);
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D3D12CommandAllocator* d3d12Alloc = static_cast<D3D12CommandAllocator*>(cmdAlloc);
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ID3D12CommandAllocator* d3dAllocator = d3d12Alloc->GetNativeAllocator();
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m_commandList->Reset(d3dAllocator, nullptr);
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}
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@@ -94,6 +94,8 @@ public:
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bool Resize(uint32_t width, uint32_t height) override;
|
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uint32_t GetCurrentBufferIndex() const override;
|
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void* GetBuffer(uint32_t index) override;
|
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void* GetCurrentRenderTarget() override;
|
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void* GetDepthStencil() override;
|
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void SetFullscreen(bool fullscreen) override;
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bool IsFullscreen() const override;
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@@ -172,6 +174,7 @@ public:
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void* GetNativeCommandList() const override;
|
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|
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ID3D12GraphicsCommandList* GetNative() const { return m_commandList.Get(); }
|
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D3D12Device* GetDevice() const { return m_device; }
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private:
|
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D3D12Device* m_device = nullptr;
|
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|
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@@ -2,6 +2,8 @@
|
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#include <RHI\D3D12\D3D12RHI.h>
|
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#include <RHI\D3D12\D3D12Resources.h>
|
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void EngineLog(const char* msg, ...);
|
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|
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namespace XCEngine {
|
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namespace RHI {
|
||||
|
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@@ -59,15 +61,17 @@ void RenderContext::BeginFrame() {
|
||||
|
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uint32_t bufferIndex = m_swapChain->GetCurrentBufferIndex();
|
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|
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if (m_currentRenderTarget) delete m_currentRenderTarget;
|
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CreateRenderTargetFromSwapChain(m_device, (D3D12SwapChain*)m_swapChain, bufferIndex, &m_currentRenderTarget);
|
||||
|
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D3D12CommandList* cmdList = (D3D12CommandList*)m_commandList;
|
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ID3D12GraphicsCommandList* d3dCmdList = cmdList->GetNative();
|
||||
|
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void* currentRT = m_swapChain->GetCurrentRenderTarget();
|
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void* currentDS = m_depthStencil->GetDSV();
|
||||
|
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ID3D12Resource* buffer = (ID3D12Resource*)m_swapChain->GetBuffer(bufferIndex);
|
||||
|
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D3D12_RESOURCE_BARRIER barrier = {};
|
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Transition.pResource = ((D3D12RenderTarget*)m_currentRenderTarget)->GetNative();
|
||||
barrier.Transition.pResource = buffer;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
@@ -78,26 +82,34 @@ void RenderContext::EndFrame() {
|
||||
D3D12CommandList* cmdList = (D3D12CommandList*)m_commandList;
|
||||
ID3D12GraphicsCommandList* d3dCmdList = cmdList->GetNative();
|
||||
|
||||
uint32_t bufferIndex = m_swapChain->GetCurrentBufferIndex();
|
||||
ID3D12Resource* buffer = (ID3D12Resource*)m_swapChain->GetBuffer(bufferIndex);
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Transition.pResource = ((D3D12RenderTarget*)m_currentRenderTarget)->GetNative();
|
||||
barrier.Transition.pResource = buffer;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
d3dCmdList->ResourceBarrier(1, &barrier);
|
||||
|
||||
m_commandList->Close();
|
||||
EngineLog("EndFrame: after Close");
|
||||
|
||||
ICommandQueue* queue = m_device->GetCommandQueue();
|
||||
void* cmdListPtr = m_commandList->GetNativeCommandList();
|
||||
queue->ExecuteCommandLists(&cmdListPtr, 1);
|
||||
EngineLog("EndFrame: after Execute");
|
||||
|
||||
m_fenceValue++;
|
||||
queue->Signal(m_fence, m_fenceValue);
|
||||
EngineLog("EndFrame: before Wait, fenceValue=%llu", (unsigned long long)m_fenceValue);
|
||||
m_fence->Wait(m_fenceValue);
|
||||
EngineLog("EndFrame: after Wait");
|
||||
}
|
||||
|
||||
void RenderContext::SetViewport(float width, float height) {
|
||||
EngineLog("SetViewport: start");
|
||||
Viewport viewport = {};
|
||||
viewport.topLeftX = 0;
|
||||
viewport.topLeftY = 0;
|
||||
@@ -106,26 +118,37 @@ void RenderContext::SetViewport(float width, float height) {
|
||||
viewport.minDepth = 0.0f;
|
||||
viewport.maxDepth = 1.0f;
|
||||
m_commandList->SetViewports(&viewport, 1);
|
||||
EngineLog("SetViewport: done");
|
||||
}
|
||||
|
||||
void RenderContext::SetScissor(int32_t width, int32_t height) {
|
||||
EngineLog("SetScissor: start");
|
||||
Rect scissor = {};
|
||||
scissor.left = 0;
|
||||
scissor.top = 0;
|
||||
scissor.right = width;
|
||||
scissor.bottom = height;
|
||||
m_commandList->SetScissorRects(&scissor, 1);
|
||||
EngineLog("SetScissor: done");
|
||||
}
|
||||
|
||||
void RenderContext::ClearRenderTarget(const float color[4]) {
|
||||
D3D12RenderTarget* rt = (D3D12RenderTarget*)m_currentRenderTarget;
|
||||
rt->CreateRTV();
|
||||
m_commandList->ClearRenderTargetView(rt->GetRTV(), color);
|
||||
EngineLog("ClearRT: start");
|
||||
void* rtv = m_swapChain->GetCurrentRenderTarget();
|
||||
EngineLog("ClearRT: rtv=%p", rtv);
|
||||
m_commandList->ClearRenderTargetView(rtv, color);
|
||||
EngineLog("ClearRT: done");
|
||||
}
|
||||
|
||||
void RenderContext::ClearDepthStencil() {
|
||||
m_depthStencil->CreateDSV();
|
||||
m_commandList->ClearDepthStencilView(m_depthStencil->GetDSV(), 1.0f, 0);
|
||||
//EngineLog("ClearDS: start");
|
||||
//EngineLog("ClearDS: m_depthStencil=%p", m_depthStencil);
|
||||
//m_depthStencil->CreateDSV();
|
||||
//EngineLog("ClearDS: after CreateDSV");
|
||||
//void* dsv = m_depthStencil->GetDSV();
|
||||
//EngineLog("ClearDS: dsv=%p", dsv);
|
||||
//m_commandList->ClearDepthStencilView(dsv, 1.0f, 0);
|
||||
//EngineLog("ClearDS: done");
|
||||
}
|
||||
|
||||
void RenderContext::Present() {
|
||||
|
||||
@@ -1,23 +1,31 @@
|
||||
#include "D3D12Resources.h"
|
||||
#include "Rendering\RenderTarget.h"
|
||||
|
||||
void EngineLog(const char* msg, ...);
|
||||
|
||||
namespace XCEngine {
|
||||
namespace RHI {
|
||||
|
||||
void D3D12DepthStencil::CreateDSV() {
|
||||
EngineLog("CreateDSV: start, m_device=%p, m_resource=%p", m_device, m_resource.Get());
|
||||
if (m_dsvHandle.ptr != 0) return;
|
||||
EngineLog("CreateDSV: calling CreateDepthStencilView");
|
||||
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
|
||||
dsvDesc.Format = FormatToDXGIFormat(m_desc.format);
|
||||
EngineLog("CreateDSV: format=%d", dsvDesc.Format);
|
||||
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
|
||||
m_device->GetD3D12Device()->CreateDepthStencilView(m_resource.Get(), &dsvDesc, m_dsvHandle);
|
||||
EngineLog("CreateDSV: done");
|
||||
}
|
||||
|
||||
void D3D12RenderTarget::CreateRTV() {
|
||||
EngineLog("CreateRTV: start, m_device=%p", m_device);
|
||||
if (m_rtvHandle.ptr != 0) return;
|
||||
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
|
||||
rtvDesc.Format = FormatToDXGIFormat(m_desc.format);
|
||||
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
|
||||
m_device->GetD3D12Device()->CreateRenderTargetView(m_resource.Get(), &rtvDesc, m_rtvHandle);
|
||||
ID3D12Device* d3dDevice = m_device->GetD3D12Device();
|
||||
EngineLog("CreateRTV: d3dDevice=%p, m_resource=%p", d3dDevice, m_resource.Get());
|
||||
EngineLog("CreateRTV: calling CreateRenderTargetView");
|
||||
d3dDevice->CreateRenderTargetView(m_resource.Get(), nullptr, m_rtvHandle);
|
||||
EngineLog("CreateRTV: done");
|
||||
}
|
||||
|
||||
bool CreateDepthStencil(D3D12Device* device, uint32_t width, uint32_t height, Format format, IDepthStencil** outDepthStencil) {
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include <Rendering\StaticMeshComponent.h>
|
||||
#include <RHI\D3D12\D3D12RHI.h>
|
||||
#include <RHI\D3D12\D3D12Resources.h>
|
||||
#include <cstdio>
|
||||
|
||||
@@ -18,6 +19,9 @@ StaticMeshComponent::~StaticMeshComponent() {
|
||||
}
|
||||
|
||||
bool StaticMeshComponent::Initialize(ICommandList* commandList, const char* filePath) {
|
||||
D3D12CommandList* d3d12CmdList = static_cast<D3D12CommandList*>(commandList);
|
||||
D3D12Device* device = d3d12CmdList->GetDevice();
|
||||
|
||||
FILE* file = nullptr;
|
||||
if (fopen_s(&file, filePath, "rb") != 0) {
|
||||
return false;
|
||||
@@ -30,8 +34,6 @@ bool StaticMeshComponent::Initialize(ICommandList* commandList, const char* file
|
||||
MeshVertex* vertices = new MeshVertex[vertexCount];
|
||||
fread(vertices, sizeof(MeshVertex), vertexCount, file);
|
||||
|
||||
D3D12Device* device = nullptr;
|
||||
|
||||
CreateVertexBuffer(device, commandList, vertices, sizeof(MeshVertex) * vertexCount, sizeof(MeshVertex), &m_vertexBuffer);
|
||||
|
||||
delete[] vertices;
|
||||
|
||||
0
output.txt
Normal file
0
output.txt
Normal file
5
run_test.ps1
Normal file
5
run_test.ps1
Normal file
@@ -0,0 +1,5 @@
|
||||
$proc = Start-Process -FilePath 'D:\Xuanchi\高斯泼溅\XCEngine\build\mvs\XCEngineDemo\Debug\XCEngineDemo.exe' -PassThru
|
||||
Start-Sleep -Seconds 5
|
||||
if (!$proc.HasExited) {
|
||||
Stop-Process -Id $proc.Id -Force
|
||||
}
|
||||
2
test/CMakeLists.txt
Normal file
2
test/CMakeLists.txt
Normal file
@@ -0,0 +1,2 @@
|
||||
cmake_minimum_required(VERSION 3.15)
|
||||
add_executable(test WIN32 test.cpp)
|
||||
6
test/test.cpp
Normal file
6
test/test.cpp
Normal file
@@ -0,0 +1,6 @@
|
||||
#include <windows.h>
|
||||
|
||||
int WINAPI wWinMain(HINSTANCE h, HINSTANCE p, LPWSTR c, int s) {
|
||||
MessageBoxW(NULL, L"Hello World!", L"Test", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user