chore: sync workspace state
This commit is contained in:
@@ -1,37 +1,41 @@
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#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <filesystem>
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <stdarg.h>
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#include <string>
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#include <string.h>
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#include <vector>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include "XCEngine/RHI/RHIEnums.h"
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#include "XCEngine/RHI/RHITypes.h"
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#include "XCEngine/RHI/RHIBuffer.h"
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#include "XCEngine/RHI/RHIDescriptorPool.h"
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#include "XCEngine/RHI/RHIDescriptorSet.h"
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#include "XCEngine/RHI/RHIPipelineLayout.h"
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#include "XCEngine/RHI/RHIPipelineState.h"
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#include "XCEngine/RHI/RHIResourceView.h"
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#include "XCEngine/RHI/RHISampler.h"
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#include "XCEngine/RHI/RHITexture.h"
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#include "XCEngine/RHI/D3D12/D3D12Device.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
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#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
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#include "XCEngine/RHI/D3D12/D3D12Fence.h"
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#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
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#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
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#include "XCEngine/RHI/D3D12/D3D12Texture.h"
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#include "XCEngine/RHI/D3D12/D3D12Shader.h"
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#include "XCEngine/RHI/D3D12/D3D12RootSignature.h"
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#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
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#include "XCEngine/RHI/D3D12/D3D12ResourceView.h"
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#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
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#include "XCEngine/Core/Math/Matrix4.h"
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#include "XCEngine/Core/Math/Vector3.h"
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#include "XCEngine/Debug/Logger.h"
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#include "XCEngine/Debug/ConsoleLogSink.h"
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#include "XCEngine/Debug/FileLogSink.h"
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#include "XCEngine/Debug/RenderDocCapture.h"
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#include "XCEngine/Core/Containers/String.h"
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#include "XCEngine/Core/Math/Matrix4.h"
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#include "XCEngine/Core/Math/Vector3.h"
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#include "third_party/stb/stb_image.h"
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using namespace XCEngine::RHI;
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@@ -45,6 +49,57 @@ using namespace XCEngine::Math;
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#pragma comment(lib,"d3dcompiler.lib")
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#pragma comment(lib,"winmm.lib")
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namespace {
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struct Vertex {
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float pos[4];
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float uv[2];
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};
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struct MatrixBufferData {
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Matrix4x4 projection;
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Matrix4x4 view;
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Matrix4x4 model;
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};
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constexpr float kSphereRadius = 1.0f;
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constexpr int kSphereSegments = 32;
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constexpr float kPi = 3.14159265358979323846f;
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const char kSphereHlsl[] = R"(
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Texture2D gDiffuseTexture : register(t0);
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SamplerState gSampler : register(s0);
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cbuffer MatrixBuffer : register(b0) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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};
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struct VSInput {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, input.position);
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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output.texcoord = input.texcoord;
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return output;
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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return gDiffuseTexture.Sample(gSampler, input.texcoord);
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}
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)";
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D3D12Device gDevice;
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D3D12CommandQueue gCommandQueue;
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D3D12SwapChain gSwapChain;
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@@ -53,34 +108,44 @@ D3D12CommandList gCommandList;
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D3D12Texture gDepthStencil;
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D3D12DescriptorHeap gRTVHeap;
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D3D12DescriptorHeap gDSVHeap;
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D3D12DescriptorHeap gSRVHeap;
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D3D12ResourceView gRTVs[2];
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D3D12ResourceView gDSV;
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D3D12Shader gVertexShader;
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D3D12Shader gPixelShader;
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D3D12RootSignature gRootSignature;
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D3D12PipelineState gPipelineState;
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D3D12Buffer gVertexBuffer;
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D3D12Buffer gIndexBuffer;
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D3D12Buffer gMVPBuffer;
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D3D12Texture gDiffuseTexture;
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D3D12ResourceView gDiffuseSRV;
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std::vector<Vertex> gVertices;
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std::vector<uint32_t> gIndices;
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RHIBuffer* gVertexBuffer = nullptr;
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RHIResourceView* gVertexBufferView = nullptr;
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RHIBuffer* gIndexBuffer = nullptr;
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RHIResourceView* gIndexBufferView = nullptr;
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RHITexture* gTexture = nullptr;
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RHIResourceView* gTextureView = nullptr;
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RHISampler* gSampler = nullptr;
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RHIDescriptorPool* gConstantPool = nullptr;
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RHIDescriptorSet* gConstantSet = nullptr;
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RHIDescriptorPool* gTexturePool = nullptr;
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RHIDescriptorSet* gTextureSet = nullptr;
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RHIDescriptorPool* gSamplerPool = nullptr;
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RHIDescriptorSet* gSamplerSet = nullptr;
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RHIPipelineLayout* gPipelineLayout = nullptr;
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RHIPipelineState* gPipelineState = nullptr;
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UINT gRTVDescriptorSize = 0;
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UINT gDSVDescriptorSize = 0;
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int gCurrentRTIndex = 0;
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UINT gIndexCount = 0;
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Matrix4x4 gProjectionMatrix;
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Matrix4x4 gViewMatrix;
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Matrix4x4 gModelMatrix;
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HWND gHWND = nullptr;
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int gWidth = 1280;
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int gHeight = 720;
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template <typename T>
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void ShutdownAndDelete(T*& object) {
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if (object != nullptr) {
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object->Shutdown();
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delete object;
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object = nullptr;
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}
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}
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void Log(const char* format, ...) {
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char buffer[1024];
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va_list args;
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@@ -90,57 +155,54 @@ void Log(const char* format, ...) {
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Logger::Get().Debug(LogCategory::Rendering, String(buffer));
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}
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LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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switch (msg) {
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case WM_CLOSE:
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PostQuitMessage(0);
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break;
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std::filesystem::path GetExecutableDirectory() {
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char exePath[MAX_PATH] = {};
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const DWORD length = GetModuleFileNameA(nullptr, exePath, MAX_PATH);
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if (length == 0 || length >= MAX_PATH) {
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return std::filesystem::current_path();
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}
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return DefWindowProc(hwnd, msg, wParam, lParam);
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return std::filesystem::path(exePath).parent_path();
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}
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struct Vertex {
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float pos[4];
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float texcoord[4];
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};
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std::filesystem::path ResolveRuntimePath(const char* relativePath) {
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return GetExecutableDirectory() / relativePath;
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}
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void GenerateSphere(std::vector<Vertex>& vertices, std::vector<UINT32>& indices, float radius, int segments) {
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void GenerateSphere(std::vector<Vertex>& vertices, std::vector<uint32_t>& indices, float radius, int segments) {
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vertices.clear();
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indices.clear();
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segments = (segments < 3) ? 3 : segments;
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segments = segments < 3 ? 3 : segments;
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for (int lat = 0; lat <= segments; ++lat) {
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float phi = static_cast<float>(M_PI) * lat / segments;
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float sinPhi = sinf(phi);
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float cosPhi = cosf(phi);
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const float phi = kPi * static_cast<float>(lat) / static_cast<float>(segments);
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const float sinPhi = sinf(phi);
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const float cosPhi = cosf(phi);
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for (int lon = 0; lon <= segments; ++lon) {
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float theta = static_cast<float>(2 * M_PI) * lon / segments;
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float sinTheta = sinf(theta);
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float cosTheta = cosf(theta);
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const float theta = (kPi * 2.0f) * static_cast<float>(lon) / static_cast<float>(segments);
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const float sinTheta = sinf(theta);
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const float cosTheta = cosf(theta);
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Vertex v;
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v.pos[0] = radius * sinPhi * cosTheta;
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v.pos[1] = radius * cosPhi;
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v.pos[2] = radius * sinPhi * sinTheta;
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v.pos[3] = 1.0f;
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Vertex vertex = {};
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vertex.pos[0] = radius * sinPhi * cosTheta;
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vertex.pos[1] = radius * cosPhi;
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vertex.pos[2] = radius * sinPhi * sinTheta;
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vertex.pos[3] = 1.0f;
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v.texcoord[0] = static_cast<float>(lon) / segments;
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v.texcoord[1] = static_cast<float>(lat) / segments;
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v.texcoord[2] = 0.0f;
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v.texcoord[3] = 0.0f;
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vertices.push_back(v);
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vertex.uv[0] = static_cast<float>(lon) / static_cast<float>(segments);
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vertex.uv[1] = static_cast<float>(lat) / static_cast<float>(segments);
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vertices.push_back(vertex);
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}
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}
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for (int lat = 0; lat < segments; ++lat) {
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for (int lon = 0; lon < segments; ++lon) {
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UINT32 topLeft = lat * (segments + 1) + lon;
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UINT32 topRight = topLeft + 1;
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UINT32 bottomLeft = (lat + 1) * (segments + 1) + lon;
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UINT32 bottomRight = bottomLeft + 1;
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const uint32_t topLeft = static_cast<uint32_t>(lat * (segments + 1) + lon);
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const uint32_t topRight = topLeft + 1;
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const uint32_t bottomLeft = static_cast<uint32_t>((lat + 1) * (segments + 1) + lon);
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const uint32_t bottomRight = bottomLeft + 1;
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indices.push_back(topLeft);
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indices.push_back(bottomLeft);
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@@ -153,39 +215,322 @@ void GenerateSphere(std::vector<Vertex>& vertices, std::vector<UINT32>& indices,
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}
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}
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bool LoadTexture(const char* filename, D3D12Texture& texture, D3D12ResourceView& srv, ID3D12Device* device, D3D12DescriptorHeap& srvHeap, ID3D12GraphicsCommandList* commandList, D3D12CommandAllocator& allocator, D3D12CommandQueue& queue) {
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int width, height, channels;
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stbi_uc* pixels = stbi_load(filename, &width, &height, &channels, STBI_rgb_alpha);
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if (!pixels) {
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Log("[ERROR] Failed to load texture: %s", filename);
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MatrixBufferData CreateMatrixBufferData() {
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const float aspect = 1280.0f / 720.0f;
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const Matrix4x4 projection = Matrix4x4::Perspective(45.0f * 3.141592f / 180.0f, aspect, 0.1f, 1000.0f);
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const Matrix4x4 view = Matrix4x4::Identity();
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const Matrix4x4 model = Matrix4x4::Translation(Vector3(0.0f, 0.0f, 5.0f));
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MatrixBufferData data = {};
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data.projection = projection.Transpose();
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data.view = view.Transpose();
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data.model = model.Transpose();
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return data;
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}
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bool LoadTexture() {
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const std::filesystem::path texturePath = ResolveRuntimePath("Res/Image/earth.png");
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const std::string texturePathString = texturePath.string();
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stbi_set_flip_vertically_on_load(0);
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int width = 0;
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int height = 0;
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int channels = 0;
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stbi_uc* pixels = stbi_load(texturePathString.c_str(), &width, &height, &channels, STBI_rgb_alpha);
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if (pixels == nullptr) {
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Log("[ERROR] Failed to load texture: %s", texturePathString.c_str());
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return false;
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}
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allocator.Reset();
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commandList->Reset(allocator.GetCommandAllocator(), nullptr);
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TextureDesc textureDesc = {};
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textureDesc.width = static_cast<uint32_t>(width);
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textureDesc.height = static_cast<uint32_t>(height);
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textureDesc.depth = 1;
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textureDesc.mipLevels = 1;
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textureDesc.arraySize = 1;
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textureDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
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textureDesc.textureType = static_cast<uint32_t>(TextureType::Texture2D);
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textureDesc.sampleCount = 1;
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textureDesc.sampleQuality = 0;
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textureDesc.flags = 0;
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if (!texture.InitializeFromData(device, commandList, pixels, width, height, DXGI_FORMAT_R8G8B8A8_UNORM)) {
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Log("[ERROR] Failed to initialize texture");
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stbi_image_free(pixels);
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gTexture = gDevice.CreateTexture(
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textureDesc,
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pixels,
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static_cast<size_t>(width) * static_cast<size_t>(height) * 4,
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static_cast<uint32_t>(width) * 4);
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stbi_image_free(pixels);
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if (gTexture == nullptr) {
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Log("[ERROR] Failed to create RHI texture");
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return false;
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}
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commandList->Close();
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ID3D12CommandList* lists[] = { commandList };
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queue.ExecuteCommandListsInternal(1, lists);
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queue.WaitForIdle();
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ResourceViewDesc textureViewDesc = {};
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textureViewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
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textureViewDesc.dimension = ResourceViewDimension::Texture2D;
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textureViewDesc.mipLevel = 0;
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gTextureView = gDevice.CreateShaderResourceView(gTexture, textureViewDesc);
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if (gTextureView == nullptr) {
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Log("[ERROR] Failed to create texture SRV");
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return false;
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}
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texture.SetName(filename);
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SamplerDesc samplerDesc = {};
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samplerDesc.filter = static_cast<uint32_t>(FilterMode::Linear);
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samplerDesc.addressU = static_cast<uint32_t>(TextureAddressMode::Clamp);
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samplerDesc.addressV = static_cast<uint32_t>(TextureAddressMode::Clamp);
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samplerDesc.addressW = static_cast<uint32_t>(TextureAddressMode::Clamp);
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samplerDesc.mipLodBias = 0.0f;
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samplerDesc.maxAnisotropy = 1;
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samplerDesc.comparisonFunc = static_cast<uint32_t>(ComparisonFunc::Always);
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samplerDesc.borderColorR = 0.0f;
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samplerDesc.borderColorG = 0.0f;
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samplerDesc.borderColorB = 0.0f;
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samplerDesc.borderColorA = 0.0f;
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samplerDesc.minLod = 0.0f;
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samplerDesc.maxLod = 1000.0f;
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gSampler = gDevice.CreateSampler(samplerDesc);
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if (gSampler == nullptr) {
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Log("[ERROR] Failed to create sampler");
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return false;
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}
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srvHeap.Initialize(device, DescriptorHeapType::CBV_SRV_UAV, 1, true);
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = D3D12ResourceView::CreateShaderResourceDesc(Format::R8G8B8A8_UNorm, D3D12_SRV_DIMENSION_TEXTURE2D);
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srv.InitializeAsShaderResource(device, texture.GetResource(), &srvDesc, &srvHeap, 0);
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DescriptorPoolDesc constantPoolDesc = {};
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constantPoolDesc.type = DescriptorHeapType::CBV_SRV_UAV;
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constantPoolDesc.descriptorCount = 1;
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constantPoolDesc.shaderVisible = false;
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gConstantPool = gDevice.CreateDescriptorPool(constantPoolDesc);
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if (gConstantPool == nullptr) {
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Log("[ERROR] Failed to create constant descriptor pool");
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return false;
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}
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DescriptorSetLayoutBinding constantBinding = {};
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constantBinding.binding = 0;
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constantBinding.type = static_cast<uint32_t>(DescriptorType::CBV);
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constantBinding.count = 1;
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DescriptorSetLayoutDesc constantLayoutDesc = {};
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constantLayoutDesc.bindings = &constantBinding;
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constantLayoutDesc.bindingCount = 1;
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gConstantSet = gConstantPool->AllocateSet(constantLayoutDesc);
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if (gConstantSet == nullptr) {
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Log("[ERROR] Failed to allocate constant descriptor set");
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return false;
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}
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const MatrixBufferData matrixData = CreateMatrixBufferData();
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gConstantSet->WriteConstant(0, &matrixData, sizeof(matrixData));
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DescriptorPoolDesc texturePoolDesc = {};
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texturePoolDesc.type = DescriptorHeapType::CBV_SRV_UAV;
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texturePoolDesc.descriptorCount = 1;
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texturePoolDesc.shaderVisible = true;
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gTexturePool = gDevice.CreateDescriptorPool(texturePoolDesc);
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if (gTexturePool == nullptr) {
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Log("[ERROR] Failed to create texture descriptor pool");
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return false;
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}
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DescriptorSetLayoutBinding textureBinding = {};
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textureBinding.binding = 0;
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textureBinding.type = static_cast<uint32_t>(DescriptorType::SRV);
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textureBinding.count = 1;
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DescriptorSetLayoutDesc textureLayoutDesc = {};
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textureLayoutDesc.bindings = &textureBinding;
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textureLayoutDesc.bindingCount = 1;
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gTextureSet = gTexturePool->AllocateSet(textureLayoutDesc);
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if (gTextureSet == nullptr) {
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Log("[ERROR] Failed to allocate texture descriptor set");
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return false;
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}
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gTextureSet->Update(0, gTextureView);
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DescriptorPoolDesc samplerPoolDesc = {};
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samplerPoolDesc.type = DescriptorHeapType::Sampler;
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samplerPoolDesc.descriptorCount = 1;
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samplerPoolDesc.shaderVisible = true;
|
||||
gSamplerPool = gDevice.CreateDescriptorPool(samplerPoolDesc);
|
||||
if (gSamplerPool == nullptr) {
|
||||
Log("[ERROR] Failed to create sampler descriptor pool");
|
||||
return false;
|
||||
}
|
||||
|
||||
DescriptorSetLayoutBinding samplerBinding = {};
|
||||
samplerBinding.binding = 0;
|
||||
samplerBinding.type = static_cast<uint32_t>(DescriptorType::Sampler);
|
||||
samplerBinding.count = 1;
|
||||
|
||||
DescriptorSetLayoutDesc samplerLayoutDesc = {};
|
||||
samplerLayoutDesc.bindings = &samplerBinding;
|
||||
samplerLayoutDesc.bindingCount = 1;
|
||||
|
||||
gSamplerSet = gSamplerPool->AllocateSet(samplerLayoutDesc);
|
||||
if (gSamplerSet == nullptr) {
|
||||
Log("[ERROR] Failed to allocate sampler descriptor set");
|
||||
return false;
|
||||
}
|
||||
gSamplerSet->UpdateSampler(0, gSampler);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
GraphicsPipelineDesc CreateSpherePipelineDesc() {
|
||||
GraphicsPipelineDesc desc = {};
|
||||
desc.pipelineLayout = gPipelineLayout;
|
||||
desc.topologyType = static_cast<uint32_t>(PrimitiveTopologyType::Triangle);
|
||||
desc.renderTargetFormats[0] = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
|
||||
desc.depthStencilFormat = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
|
||||
desc.sampleCount = 1;
|
||||
|
||||
desc.rasterizerState.fillMode = static_cast<uint32_t>(FillMode::Solid);
|
||||
desc.rasterizerState.cullMode = static_cast<uint32_t>(CullMode::None);
|
||||
desc.rasterizerState.frontFace = static_cast<uint32_t>(FrontFace::CounterClockwise);
|
||||
desc.rasterizerState.depthClipEnable = true;
|
||||
|
||||
desc.depthStencilState.depthTestEnable = true;
|
||||
desc.depthStencilState.depthWriteEnable = true;
|
||||
desc.depthStencilState.depthFunc = static_cast<uint32_t>(ComparisonFunc::Less);
|
||||
desc.depthStencilState.stencilEnable = false;
|
||||
|
||||
InputElementDesc position = {};
|
||||
position.semanticName = "POSITION";
|
||||
position.semanticIndex = 0;
|
||||
position.format = static_cast<uint32_t>(Format::R32G32B32A32_Float);
|
||||
position.inputSlot = 0;
|
||||
position.alignedByteOffset = 0;
|
||||
desc.inputLayout.elements.push_back(position);
|
||||
|
||||
InputElementDesc texcoord = {};
|
||||
texcoord.semanticName = "TEXCOORD";
|
||||
texcoord.semanticIndex = 0;
|
||||
texcoord.format = static_cast<uint32_t>(Format::R32G32_Float);
|
||||
texcoord.inputSlot = 0;
|
||||
texcoord.alignedByteOffset = sizeof(float) * 4;
|
||||
desc.inputLayout.elements.push_back(texcoord);
|
||||
|
||||
desc.vertexShader.source.assign(kSphereHlsl, kSphereHlsl + strlen(kSphereHlsl));
|
||||
desc.vertexShader.sourceLanguage = ShaderLanguage::HLSL;
|
||||
desc.vertexShader.entryPoint = L"MainVS";
|
||||
desc.vertexShader.profile = L"vs_5_0";
|
||||
|
||||
desc.fragmentShader.source.assign(kSphereHlsl, kSphereHlsl + strlen(kSphereHlsl));
|
||||
desc.fragmentShader.sourceLanguage = ShaderLanguage::HLSL;
|
||||
desc.fragmentShader.entryPoint = L"MainPS";
|
||||
desc.fragmentShader.profile = L"ps_5_0";
|
||||
|
||||
return desc;
|
||||
}
|
||||
|
||||
bool InitializeSphereResources() {
|
||||
GenerateSphere(gVertices, gIndices, kSphereRadius, kSphereSegments);
|
||||
if (gVertices.empty() || gIndices.empty()) {
|
||||
Log("[ERROR] Failed to generate sphere geometry");
|
||||
return false;
|
||||
}
|
||||
|
||||
BufferDesc vertexBufferDesc = {};
|
||||
vertexBufferDesc.size = static_cast<uint64_t>(gVertices.size() * sizeof(Vertex));
|
||||
vertexBufferDesc.stride = sizeof(Vertex);
|
||||
vertexBufferDesc.bufferType = static_cast<uint32_t>(BufferType::Vertex);
|
||||
gVertexBuffer = gDevice.CreateBuffer(vertexBufferDesc);
|
||||
if (gVertexBuffer == nullptr) {
|
||||
Log("[ERROR] Failed to create vertex buffer");
|
||||
return false;
|
||||
}
|
||||
gVertexBuffer->SetData(gVertices.data(), gVertices.size() * sizeof(Vertex));
|
||||
gVertexBuffer->SetStride(sizeof(Vertex));
|
||||
gVertexBuffer->SetBufferType(BufferType::Vertex);
|
||||
|
||||
ResourceViewDesc vertexViewDesc = {};
|
||||
vertexViewDesc.dimension = ResourceViewDimension::Buffer;
|
||||
vertexViewDesc.structureByteStride = sizeof(Vertex);
|
||||
gVertexBufferView = gDevice.CreateVertexBufferView(gVertexBuffer, vertexViewDesc);
|
||||
if (gVertexBufferView == nullptr) {
|
||||
Log("[ERROR] Failed to create vertex buffer view");
|
||||
return false;
|
||||
}
|
||||
|
||||
BufferDesc indexBufferDesc = {};
|
||||
indexBufferDesc.size = static_cast<uint64_t>(gIndices.size() * sizeof(uint32_t));
|
||||
indexBufferDesc.stride = sizeof(uint32_t);
|
||||
indexBufferDesc.bufferType = static_cast<uint32_t>(BufferType::Index);
|
||||
gIndexBuffer = gDevice.CreateBuffer(indexBufferDesc);
|
||||
if (gIndexBuffer == nullptr) {
|
||||
Log("[ERROR] Failed to create index buffer");
|
||||
return false;
|
||||
}
|
||||
gIndexBuffer->SetData(gIndices.data(), gIndices.size() * sizeof(uint32_t));
|
||||
gIndexBuffer->SetStride(sizeof(uint32_t));
|
||||
gIndexBuffer->SetBufferType(BufferType::Index);
|
||||
|
||||
ResourceViewDesc indexViewDesc = {};
|
||||
indexViewDesc.dimension = ResourceViewDimension::Buffer;
|
||||
indexViewDesc.format = static_cast<uint32_t>(Format::R32_UInt);
|
||||
gIndexBufferView = gDevice.CreateIndexBufferView(gIndexBuffer, indexViewDesc);
|
||||
if (gIndexBufferView == nullptr) {
|
||||
Log("[ERROR] Failed to create index buffer view");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!LoadTexture()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
RHIPipelineLayoutDesc pipelineLayoutDesc = {};
|
||||
pipelineLayoutDesc.constantBufferCount = 1;
|
||||
pipelineLayoutDesc.textureCount = 1;
|
||||
pipelineLayoutDesc.samplerCount = 1;
|
||||
gPipelineLayout = gDevice.CreatePipelineLayout(pipelineLayoutDesc);
|
||||
if (gPipelineLayout == nullptr) {
|
||||
Log("[ERROR] Failed to create pipeline layout");
|
||||
return false;
|
||||
}
|
||||
|
||||
GraphicsPipelineDesc pipelineDesc = CreateSpherePipelineDesc();
|
||||
gPipelineState = gDevice.CreatePipelineState(pipelineDesc);
|
||||
if (gPipelineState == nullptr || !gPipelineState->IsValid()) {
|
||||
Log("[ERROR] Failed to create pipeline state");
|
||||
return false;
|
||||
}
|
||||
|
||||
Log("[INFO] Sphere resources initialized successfully");
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShutdownSphereResources() {
|
||||
ShutdownAndDelete(gPipelineState);
|
||||
ShutdownAndDelete(gPipelineLayout);
|
||||
ShutdownAndDelete(gConstantSet);
|
||||
ShutdownAndDelete(gTextureSet);
|
||||
ShutdownAndDelete(gSamplerSet);
|
||||
ShutdownAndDelete(gConstantPool);
|
||||
ShutdownAndDelete(gTexturePool);
|
||||
ShutdownAndDelete(gSamplerPool);
|
||||
ShutdownAndDelete(gSampler);
|
||||
ShutdownAndDelete(gTextureView);
|
||||
ShutdownAndDelete(gTexture);
|
||||
ShutdownAndDelete(gVertexBufferView);
|
||||
ShutdownAndDelete(gIndexBufferView);
|
||||
ShutdownAndDelete(gVertexBuffer);
|
||||
ShutdownAndDelete(gIndexBuffer);
|
||||
}
|
||||
|
||||
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
|
||||
switch (msg) {
|
||||
case WM_CLOSE:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
}
|
||||
return DefWindowProc(hwnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
bool InitD3D12() {
|
||||
RHIDeviceDesc deviceDesc;
|
||||
RHIDeviceDesc deviceDesc = {};
|
||||
deviceDesc.adapterIndex = 0;
|
||||
deviceDesc.enableDebugLayer = false;
|
||||
deviceDesc.enableGPUValidation = false;
|
||||
@@ -208,152 +553,48 @@ bool InitD3D12() {
|
||||
return false;
|
||||
}
|
||||
|
||||
gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight);
|
||||
if (!gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight)) {
|
||||
Log("[ERROR] Failed to initialize depth stencil");
|
||||
return false;
|
||||
}
|
||||
|
||||
gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2);
|
||||
if (!gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2)) {
|
||||
Log("[ERROR] Failed to initialize RTV heap");
|
||||
return false;
|
||||
}
|
||||
gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
|
||||
|
||||
gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1);
|
||||
if (!gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1)) {
|
||||
Log("[ERROR] Failed to initialize DSV heap");
|
||||
return false;
|
||||
}
|
||||
gDSVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::DSV);
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
D3D12Texture& backBuffer = gSwapChain.GetBackBuffer(i);
|
||||
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = D3D12ResourceView::CreateRenderTargetDesc(Format::R8G8B8A8_UNorm, D3D12_RTV_DIMENSION_TEXTURE2D);
|
||||
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = D3D12ResourceView::CreateRenderTargetDesc(
|
||||
Format::R8G8B8A8_UNorm,
|
||||
D3D12_RTV_DIMENSION_TEXTURE2D);
|
||||
gRTVs[i].InitializeAsRenderTarget(device, backBuffer.GetResource(), &rtvDesc, &gRTVHeap, i);
|
||||
}
|
||||
|
||||
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12ResourceView::CreateDepthStencilDesc(Format::D24_UNorm_S8_UInt, D3D12_DSV_DIMENSION_TEXTURE2D);
|
||||
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12ResourceView::CreateDepthStencilDesc(
|
||||
Format::D24_UNorm_S8_UInt,
|
||||
D3D12_DSV_DIMENSION_TEXTURE2D);
|
||||
gDSV.InitializeAsDepthStencil(device, gDepthStencil.GetResource(), &dsvDesc, &gDSVHeap, 0);
|
||||
|
||||
gCommandAllocator.Initialize(device, CommandQueueType::Direct);
|
||||
gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
|
||||
|
||||
if (!gVertexShader.CompileFromFile(L"Res/Shader/sphere.hlsl", "MainVS", "vs_5_1")) {
|
||||
Log("[ERROR] Failed to compile vertex shader");
|
||||
return false;
|
||||
}
|
||||
Log("[INFO] Vertex shader compiled, bytecode size: %zu", gVertexShader.GetBytecodeSize());
|
||||
|
||||
if (!gPixelShader.CompileFromFile(L"Res/Shader/sphere.hlsl", "MainPS", "ps_5_1")) {
|
||||
Log("[ERROR] Failed to compile pixel shader");
|
||||
return false;
|
||||
}
|
||||
Log("[INFO] Pixel shader compiled, bytecode size: %zu", gPixelShader.GetBytecodeSize());
|
||||
|
||||
D3D12_DESCRIPTOR_RANGE descriptorRange = D3D12RootSignature::CreateDescriptorRange(
|
||||
D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 0);
|
||||
|
||||
D3D12_ROOT_PARAMETER rootParameters[2];
|
||||
rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
|
||||
rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
|
||||
rootParameters[0].Descriptor.ShaderRegister = 0;
|
||||
rootParameters[0].Descriptor.RegisterSpace = 0;
|
||||
|
||||
rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
||||
rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
||||
rootParameters[1].DescriptorTable.NumDescriptorRanges = 1;
|
||||
rootParameters[1].DescriptorTable.pDescriptorRanges = &descriptorRange;
|
||||
|
||||
D3D12_STATIC_SAMPLER_DESC samplerDesc = D3D12RootSignature::CreateStaticSampler(
|
||||
0,
|
||||
D3D12RootSignature::CreateSamplerDesc(
|
||||
FilterMode::Linear,
|
||||
TextureAddressMode::Clamp,
|
||||
D3D12_FLOAT32_MAX
|
||||
),
|
||||
ShaderVisibility::Pixel
|
||||
);
|
||||
|
||||
D3D12_ROOT_SIGNATURE_DESC rsDesc = D3D12RootSignature::CreateDesc(
|
||||
rootParameters, 2,
|
||||
&samplerDesc, 1,
|
||||
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
|
||||
);
|
||||
|
||||
if (!gRootSignature.Initialize(device, rsDesc)) {
|
||||
Log("[ERROR] Failed to initialize root signature");
|
||||
if (!gCommandAllocator.Initialize(device, CommandQueueType::Direct)) {
|
||||
Log("[ERROR] Failed to initialize command allocator");
|
||||
return false;
|
||||
}
|
||||
|
||||
D3D12_INPUT_ELEMENT_DESC inputElements[] = {
|
||||
D3D12PipelineState::CreateInputElement("POSITION", 0, Format::R32G32B32A32_Float, 0, 0),
|
||||
D3D12PipelineState::CreateInputElement("TEXCOORD", 0, Format::R32G32B32A32_Float, 0, 16),
|
||||
};
|
||||
|
||||
D3D12_SHADER_BYTECODE emptyGs = {};
|
||||
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
|
||||
psoDesc.pRootSignature = gRootSignature.GetRootSignature();
|
||||
psoDesc.VS = gVertexShader.GetD3D12Bytecode();
|
||||
psoDesc.PS = gPixelShader.GetD3D12Bytecode();
|
||||
psoDesc.GS = emptyGs;
|
||||
psoDesc.InputLayout.NumElements = 2;
|
||||
psoDesc.InputLayout.pInputElementDescs = inputElements;
|
||||
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.NumRenderTargets = 1;
|
||||
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
|
||||
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
|
||||
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
|
||||
psoDesc.RasterizerState.DepthClipEnable = TRUE;
|
||||
psoDesc.DepthStencilState.DepthEnable = TRUE;
|
||||
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
||||
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
|
||||
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
|
||||
psoDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
|
||||
psoDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ZERO;
|
||||
psoDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
||||
psoDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
|
||||
psoDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
|
||||
psoDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
||||
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
||||
|
||||
if (!gPipelineState.Initialize(device, psoDesc)) {
|
||||
Log("[ERROR] Failed to initialize pipeline state");
|
||||
if (!gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator())) {
|
||||
Log("[ERROR] Failed to initialize command list");
|
||||
return false;
|
||||
}
|
||||
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<UINT32> indices;
|
||||
GenerateSphere(vertices, indices, 1.0f, 32);
|
||||
gIndexCount = (UINT)indices.size();
|
||||
Log("[INFO] Generated %d vertices, %d indices", vertices.size(), indices.size());
|
||||
|
||||
if (!gVertexBuffer.InitializeWithData(device, gCommandList.GetCommandList(), vertices.data(), (UINT)(sizeof(Vertex) * vertices.size()), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)) {
|
||||
Log("[ERROR] Failed to initialize vertex buffer");
|
||||
return false;
|
||||
}
|
||||
gVertexBuffer.SetStride(sizeof(Vertex));
|
||||
gVertexBuffer.SetBufferType(BufferType::Vertex);
|
||||
|
||||
if (!gIndexBuffer.InitializeWithData(device, gCommandList.GetCommandList(), indices.data(), (UINT)(sizeof(UINT32) * indices.size()), D3D12_RESOURCE_STATE_INDEX_BUFFER)) {
|
||||
Log("[ERROR] Failed to initialize index buffer");
|
||||
return false;
|
||||
}
|
||||
gIndexBuffer.SetBufferType(BufferType::Index);
|
||||
|
||||
float aspect = 1280.0f / 720.0f;
|
||||
gProjectionMatrix = Matrix4x4::Perspective(45.0f * 3.141592f / 180.0f, aspect, 0.1f, 1000.0f);
|
||||
gViewMatrix = Matrix4x4::Identity();
|
||||
gModelMatrix = Matrix4x4::Translation(Vector3(0.0f, 0.0f, 5.0f));
|
||||
|
||||
float matrices[64];
|
||||
Matrix4x4 projTransposed = gProjectionMatrix.Transpose();
|
||||
Matrix4x4 viewTransposed = gViewMatrix.Transpose();
|
||||
Matrix4x4 modelTransposed = gModelMatrix.Transpose();
|
||||
memcpy(matrices, &projTransposed.m[0][0], 64);
|
||||
memcpy(matrices + 16, &viewTransposed.m[0][0], 64);
|
||||
memcpy(matrices + 32, &modelTransposed.m[0][0], 64);
|
||||
memcpy(matrices + 48, &modelTransposed.m[0][0], 64);
|
||||
|
||||
gMVPBuffer.InitializeWithData(device, gCommandList.GetCommandList(), matrices, sizeof(matrices), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
|
||||
|
||||
if (!LoadTexture("Res/Image/earth.png", gDiffuseTexture, gDiffuseSRV, device, gSRVHeap, gCommandList.GetCommandList(), gCommandAllocator, gCommandQueue)) {
|
||||
Log("[ERROR] Failed to load texture");
|
||||
if (!InitializeSphereResources()) {
|
||||
Log("[ERROR] Failed to initialize sphere resources");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -375,8 +616,7 @@ void BeginRender() {
|
||||
gCurrentRTIndex = gSwapChain.GetCurrentBackBufferIndex();
|
||||
|
||||
D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex);
|
||||
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(),
|
||||
ResourceStates::Present, ResourceStates::RenderTarget);
|
||||
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(), ResourceStates::Present, ResourceStates::RenderTarget);
|
||||
|
||||
CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(gCurrentRTIndex);
|
||||
CPUDescriptorHandle dsvCpuHandle = gDSVHeap.GetCPUDescriptorHandle(0);
|
||||
@@ -385,37 +625,59 @@ void BeginRender() {
|
||||
|
||||
gCommandList.SetRenderTargetsHandle(1, &rtvHandle, &dsvHandle);
|
||||
|
||||
Viewport viewport = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
|
||||
Viewport viewport = { 0.0f, 0.0f, static_cast<float>(gWidth), static_cast<float>(gHeight), 0.0f, 1.0f };
|
||||
Rect scissorRect = { 0, 0, gWidth, gHeight };
|
||||
gCommandList.SetViewport(viewport);
|
||||
gCommandList.SetScissorRect(scissorRect);
|
||||
|
||||
float clearColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
|
||||
const float clearColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
|
||||
gCommandList.ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
|
||||
gCommandList.ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
|
||||
gCommandList.ClearDepthStencilView(
|
||||
dsvHandle,
|
||||
D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL,
|
||||
1.0f,
|
||||
0,
|
||||
0,
|
||||
nullptr);
|
||||
}
|
||||
|
||||
void EndRender() {
|
||||
D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex);
|
||||
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(),
|
||||
ResourceStates::RenderTarget, ResourceStates::Present);
|
||||
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(), ResourceStates::RenderTarget, ResourceStates::Present);
|
||||
}
|
||||
|
||||
void RenderSphere() {
|
||||
RHIDescriptorSet* descriptorSets[] = { gConstantSet, gTextureSet, gSamplerSet };
|
||||
RHIResourceView* vertexBuffers[] = { gVertexBufferView };
|
||||
const uint64_t offsets[] = { 0 };
|
||||
const uint32_t strides[] = { sizeof(Vertex) };
|
||||
|
||||
gCommandList.SetPipelineState(gPipelineState);
|
||||
gCommandList.SetGraphicsDescriptorSets(0, 3, descriptorSets, gPipelineLayout);
|
||||
gCommandList.SetPrimitiveTopology(PrimitiveTopology::TriangleList);
|
||||
gCommandList.SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
|
||||
gCommandList.SetIndexBuffer(gIndexBufferView, 0);
|
||||
gCommandList.DrawIndexed(static_cast<uint32_t>(gIndices.size()));
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
|
||||
Logger::Get().Initialize();
|
||||
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
|
||||
Logger::Get().AddSink(std::make_unique<FileLogSink>("sphere_test.log"));
|
||||
Logger::Get().SetMinimumLevel(LogLevel::Debug);
|
||||
|
||||
Log("[INFO] D3D12 Sphere Test Starting");
|
||||
|
||||
WNDCLASSEX wc = {};
|
||||
wc.cbSize = sizeof(WNDCLASSEX);
|
||||
WNDCLASSEXW wc = {};
|
||||
wc.cbSize = sizeof(WNDCLASSEXW);
|
||||
wc.style = CS_HREDRAW | CS_VREDRAW;
|
||||
wc.lpfnWndProc = WindowProc;
|
||||
wc.hInstance = hInstance;
|
||||
wc.lpszClassName = L"D3D12SphereTest";
|
||||
|
||||
if (!RegisterClassEx(&wc)) {
|
||||
if (!RegisterClassExW(&wc)) {
|
||||
Log("[ERROR] Failed to register window class");
|
||||
return -1;
|
||||
}
|
||||
@@ -423,10 +685,19 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
RECT rect = { 0, 0, gWidth, gHeight };
|
||||
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
|
||||
|
||||
gHWND = CreateWindowEx(0, L"D3D12SphereTest", L"D3D12 Sphere Test",
|
||||
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
|
||||
rect.right - rect.left, rect.bottom - rect.top,
|
||||
NULL, NULL, hInstance, NULL);
|
||||
gHWND = CreateWindowExW(
|
||||
0,
|
||||
L"D3D12SphereTest",
|
||||
L"D3D12 Sphere Test",
|
||||
WS_OVERLAPPEDWINDOW,
|
||||
CW_USEDEFAULT,
|
||||
CW_USEDEFAULT,
|
||||
rect.right - rect.left,
|
||||
rect.bottom - rect.top,
|
||||
NULL,
|
||||
NULL,
|
||||
hInstance,
|
||||
NULL);
|
||||
|
||||
if (!gHWND) {
|
||||
Log("[ERROR] Failed to create window");
|
||||
@@ -466,35 +737,22 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
gCommandList.Reset();
|
||||
|
||||
BeginRender();
|
||||
|
||||
gCommandList.SetRootSignature(gRootSignature.GetRootSignature());
|
||||
gCommandList.SetPipelineState(gPipelineState.GetPipelineState());
|
||||
|
||||
ID3D12DescriptorHeap* heaps[] = { gSRVHeap.GetDescriptorHeap() };
|
||||
gCommandList.SetDescriptorHeaps(1, heaps);
|
||||
gCommandList.SetGraphicsRootConstantBufferView(0, gMVPBuffer.GetResource()->GetGPUVirtualAddress());
|
||||
gCommandList.SetGraphicsRootDescriptorTable(1, gSRVHeap.GetGPUDescriptorHandleForHeapStart());
|
||||
|
||||
gCommandList.SetPrimitiveTopology(PrimitiveTopology::TriangleList);
|
||||
gCommandList.SetVertexBuffer(0, gVertexBuffer.GetResource(), 0, gVertexBuffer.GetStride());
|
||||
gCommandList.SetIndexBuffer(gIndexBuffer.GetResource(), 0, Format::R32_UInt);
|
||||
Log("[DEBUG] DrawIndexed with %d indices", gIndexCount);
|
||||
gCommandList.DrawIndexed(gIndexCount, 1, 0, 0, 0);
|
||||
RenderSphere();
|
||||
|
||||
frameCount++;
|
||||
|
||||
if (frameCount >= targetFrameCount) {
|
||||
Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
|
||||
ExecuteCommandList();
|
||||
if (RenderDocCapture::Get().EndCapture()) {
|
||||
Log("[INFO] RenderDoc capture ended");
|
||||
}
|
||||
Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
|
||||
WaitForGPU();
|
||||
bool screenshotResult = D3D12Screenshot::Capture(
|
||||
const bool screenshotResult = D3D12Screenshot::Capture(
|
||||
gDevice,
|
||||
gCommandQueue,
|
||||
gSwapChain.GetBackBuffer(gCurrentRTIndex),
|
||||
"sphere.ppm"
|
||||
);
|
||||
"sphere.ppm");
|
||||
if (screenshotResult) {
|
||||
Log("[INFO] Screenshot saved to sphere.ppm");
|
||||
} else {
|
||||
@@ -515,6 +773,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
}
|
||||
}
|
||||
|
||||
ShutdownSphereResources();
|
||||
gCommandList.Shutdown();
|
||||
gCommandAllocator.Shutdown();
|
||||
gSwapChain.Shutdown();
|
||||
@@ -522,7 +781,5 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
|
||||
RenderDocCapture::Get().Shutdown();
|
||||
Logger::Get().Shutdown();
|
||||
|
||||
Log("[INFO] D3D12 Sphere Test Finished");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user