- Use Matrix4x4 type directly instead of float[16] - Remove wrapper functions (IdentityMatrix, TranslationMatrix, PerspectiveMatrix, LookAtMatrix, MultiplyMatrix, TransposeMatrix) - Direct use of Matrix4x4::Identity(), Matrix4x4::Translation(), Matrix4x4::Perspective() - Transpose matrices before uploading to GPU to match HLSL column-major - Update Math module Perspective and Orthographic to left-handed coordinate system - Update math unit tests for new matrix values
D3D12 Integration Tests
minimal
后端: D3D12Device, DXGIFactory, CommandQueue, CommandList, SwapChain 内容: 最小 D3D12 初始化流程,创建窗口和交换链,无渲染输出
triangle
后端: D3D12Device, DXGIFactory, CommandQueue, CommandList, SwapChain, Buffer, Shader, RootSignature, PipelineState, RenderTargetView, DepthStencilView, Screenshot 内容:
- 基础三角形渲染
- 顶点 buffer 上传
- HLSL shader 编译 (vs_5_1, ps_5_1)
- Root signature + PSO 创建
- RenderTarget 切换 (Present ↔ RenderTarget)
- 截图功能验证
quad
后端: triangle 的全部 + Texture, DescriptorHeap, ShaderResourceView 内容:
- 四边形纹理采样渲染
- Texture 加载与初始化 (stb_image)
- DescriptorHeap (CBV_SRV_UAV) + SRV 创建
- 静态采样器配置
- Root signature descriptor table
- SetDescriptorHeaps + SetGraphicsRootDescriptorTable
- 截图功能验证
render_model
后端: (TODO) 内容: 模型渲染 (待实现)