589 lines
19 KiB
C++
589 lines
19 KiB
C++
#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <stdio.h>
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#include <stdlib.h>
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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 <fstream>
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#include <vector>
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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/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/D3D12RenderTargetView.h"
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#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
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#include "XCEngine/RHI/D3D12/D3D12Shader.h"
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#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
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#include "XCEngine/RHI/D3D12/D3D12RootSignature.h"
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#include "XCEngine/RHI/D3D12/D3D12ShaderResourceView.h"
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#include "XCEngine/RHI/D3D12/D3D12Screenshot.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/Containers/String.h"
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#include "stbi/stb_image.h"
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using namespace XCEngine::RHI;
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using namespace XCEngine::Debug;
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using namespace XCEngine::Containers;
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#pragma comment(lib,"d3d12.lib")
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#pragma comment(lib,"dxgi.lib")
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#pragma comment(lib,"dxguid.lib")
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#pragma comment(lib,"d3dcompiler.lib")
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#pragma comment(lib,"winmm.lib")
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// Global D3D12 objects
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D3D12Device gDevice;
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D3D12CommandQueue gCommandQueue;
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D3D12SwapChain gSwapChain;
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D3D12CommandAllocator gCommandAllocator;
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D3D12CommandList gCommandList;
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D3D12Fence gFence;
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// Render targets
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D3D12Texture gColorRTs[2];
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D3D12Texture gDepthStencil;
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D3D12DescriptorHeap gRTVHeap;
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D3D12DescriptorHeap gDSVHeap;
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D3D12RenderTargetView gRTVs[2];
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D3D12DepthStencilView gDSV;
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// Pipeline objects
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D3D12Shader gVertexShader;
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D3D12Shader gGeometryShader;
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D3D12Shader gPixelShader;
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D3D12RootSignature gRootSignature;
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D3D12PipelineState gPipelineState;
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// Model data
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D3D12Buffer gVertexBuffer;
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D3D12Buffer gIndexBuffer;
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UINT gIndexCount = 0;
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// Texture
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D3D12Texture gDiffuseTexture;
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D3D12DescriptorHeap gSRVHeap;
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D3D12ShaderResourceView gDiffuseSRV;
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// Matrices
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float gProjectionMatrix[16];
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float gViewMatrix[16];
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float gModelMatrix[16];
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float gIT_ModelMatrix[16];
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// Descriptor sizes
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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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UINT64 gFenceValue = 0;
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// Window
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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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// Log helper
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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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va_start(args, format);
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vsnprintf(buffer, sizeof(buffer), format, args);
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va_end(args);
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Logger::Get().Debug(LogCategory::Rendering, String(buffer));
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}
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// Window procedure
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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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}
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return DefWindowProc(hwnd, msg, wParam, lParam);
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}
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// Matrix utilities
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void IdentityMatrix(float* m) {
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memset(m, 0, 16 * sizeof(float));
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m[0] = m[5] = m[10] = m[15] = 1.0f;
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}
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void PerspectiveMatrix(float* m, float fov, float aspect, float nearZ, float farZ) {
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memset(m, 0, 16 * sizeof(float));
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float tanHalfFov = tanf(fov / 2.0f);
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m[0] = 1.0f / (aspect * tanHalfFov);
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m[5] = 1.0f / tanHalfFov;
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m[10] = (farZ + nearZ) / (nearZ - farZ);
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m[11] = -1.0f;
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m[14] = (2.0f * farZ * nearZ) / (nearZ - farZ);
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}
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void LookAtMatrix(float* m, const float* eye, const float* target, const float* up) {
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float zAxis[3] = { eye[0] - target[0], eye[1] - target[1], eye[2] - target[2] };
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float zLen = sqrtf(zAxis[0] * zAxis[0] + zAxis[1] * zAxis[1] + zAxis[2] * zAxis[2]);
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if (zLen > 0) { zAxis[0] /= zLen; zAxis[1] /= zLen; zAxis[2] /= zLen; }
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float xAxis[3] = { up[1] * zAxis[2] - up[2] * zAxis[1],
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up[2] * zAxis[0] - up[0] * zAxis[2],
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up[0] * zAxis[1] - up[1] * zAxis[0] };
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float xLen = sqrtf(xAxis[0] * xAxis[0] + xAxis[1] * xAxis[1] + xAxis[2] * xAxis[2]);
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if (xLen > 0) { xAxis[0] /= xLen; xAxis[1] /= xLen; xAxis[2] /= xLen; }
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float yAxis[3] = { zAxis[1] * xAxis[2] - zAxis[2] * xAxis[1],
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zAxis[2] * xAxis[0] - zAxis[0] * xAxis[2],
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zAxis[0] * xAxis[1] - zAxis[1] * xAxis[0] };
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m[0] = xAxis[0]; m[1] = yAxis[0]; m[2] = zAxis[0]; m[3] = 0;
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m[4] = xAxis[1]; m[5] = yAxis[1]; m[6] = zAxis[1]; m[7] = 0;
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m[8] = xAxis[2]; m[9] = yAxis[2]; m[10] = zAxis[2]; m[11] = 0;
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m[12] = -xAxis[0] * eye[0] - xAxis[1] * eye[1] - xAxis[2] * eye[2];
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m[13] = -yAxis[0] * eye[0] - yAxis[1] * eye[1] - yAxis[2] * eye[2];
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m[14] = -zAxis[0] * eye[0] - zAxis[1] * eye[1] - zAxis[2] * eye[2];
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m[15] = 1.0f;
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}
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void RotationYMatrix(float* m, float angle) {
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IdentityMatrix(m);
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float c = cosf(angle);
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float s = sinf(angle);
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m[0] = c; m[2] = s;
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m[8] = -s; m[10] = c;
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}
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void TransposeMatrix(float* dst, const float* src) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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dst[i * 4 + j] = src[j * 4 + i];
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}
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}
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}
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void InvertMatrix(float* dst, const float* src) {
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// Simplified inverse for orthogonal matrices
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memcpy(dst, src, 16 * sizeof(float));
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// For rotation matrices, inverse = transpose
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float tmp[16];
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TransposeMatrix(tmp, src);
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memcpy(dst, tmp, 16 * sizeof(float));
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}
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// Simple sphere generation
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struct Vertex {
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float position[4];
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float texcoord[4];
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float normal[4];
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float tangent[4];
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};
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void GenerateSphere(std::vector<Vertex>& vertices, std::vector<UINT16>& indices, float radius, int segments) {
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vertices.clear();
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indices.clear();
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// Generate vertices
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for (int lat = 0; lat <= segments; lat++) {
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float theta = lat * 3.14159f / segments;
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float sinTheta = sinf(theta);
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float cosTheta = cosf(theta);
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for (int lon = 0; lon <= segments; lon++) {
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float phi = lon * 2.0f * 3.14159f / segments;
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float sinPhi = sinf(phi);
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float cosPhi = cosf(phi);
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Vertex v;
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v.position[0] = radius * sinTheta * cosPhi;
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v.position[1] = radius * cosTheta;
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v.position[2] = radius * sinTheta * sinPhi;
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v.position[3] = 1.0f;
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v.texcoord[0] = (float)lon / segments;
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v.texcoord[1] = (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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v.normal[0] = sinTheta * cosPhi;
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v.normal[1] = cosTheta;
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v.normal[2] = sinTheta * sinPhi;
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v.normal[3] = 0.0f;
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v.tangent[0] = -sinPhi;
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v.tangent[1] = 0.0f;
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v.tangent[2] = cosPhi;
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v.tangent[3] = 0.0f;
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vertices.push_back(v);
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}
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}
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// Generate indices
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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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int first = lat * (segments + 1) + lon;
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int second = first + segments + 1;
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indices.push_back(first);
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indices.push_back(second);
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indices.push_back(first + 1);
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indices.push_back(second);
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indices.push_back(second + 1);
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indices.push_back(first + 1);
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}
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}
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}
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// Load texture
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bool LoadTexture(const char* filename, D3D12Texture& texture, D3D12ShaderResourceView& srv, ID3D12Device* device, D3D12DescriptorHeap& srvHeap) {
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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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return false;
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}
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Log("[INFO] Loaded texture %s: %dx%d", filename, width, height);
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// Create texture using InitializeFromData
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if (!texture.InitializeFromData(device, nullptr, 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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return false;
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}
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texture.SetName(filename);
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stbi_image_free(pixels);
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// Create SRV
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srvHeap.Initialize(device, DescriptorHeapType::CBV_SRV_UAV, 1);
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = D3D12ShaderResourceView::CreateDesc(Format::R8G8B8A8_UNorm, D3D12_SRV_DIMENSION_TEXTURE2D);
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srv.InitializeAt(device, texture.GetResource(), srvHeap.GetCPUDescriptorHandleForHeapStart(), &srvDesc);
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return true;
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}
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// Initialize D3D12
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bool InitD3D12() {
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// Create device
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RHIDeviceDesc deviceDesc;
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deviceDesc.windowHandle = gHWND;
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deviceDesc.width = gWidth;
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deviceDesc.height = gHeight;
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deviceDesc.adapterIndex = 0;
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deviceDesc.enableDebugLayer = false;
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deviceDesc.enableGPUValidation = false;
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if (!gDevice.Initialize(deviceDesc)) {
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Log("[ERROR] Failed to initialize D3D12 device");
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return false;
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}
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ID3D12Device* device = gDevice.GetDevice();
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IDXGIFactory4* factory = gDevice.GetFactory();
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// Create command queue
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if (!gCommandQueue.Initialize(device, CommandQueueType::Direct)) {
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Log("[ERROR] Failed to initialize command queue");
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return false;
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}
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// Create swap chain
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DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
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swapChainDesc.BufferCount = 2;
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swapChainDesc.BufferDesc.Width = gWidth;
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swapChainDesc.BufferDesc.Height = gHeight;
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swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.OutputWindow = gHWND;
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swapChainDesc.SampleDesc.Count = 1;
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swapChainDesc.Windowed = true;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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IDXGISwapChain* dxgiSwapChain = nullptr;
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HRESULT hr = factory->CreateSwapChain(gCommandQueue.GetCommandQueue(), &swapChainDesc, &dxgiSwapChain);
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if (FAILED(hr)) {
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Log("[ERROR] Failed to create swap chain");
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return false;
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}
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if (!gSwapChain.Initialize(dxgiSwapChain, (uint32_t)gWidth, (uint32_t)gHeight)) {
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Log("[ERROR] Failed to initialize swap chain");
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return false;
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}
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// Initialize depth stencil
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gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight);
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// Create RTV heap
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gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2);
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gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
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// Create DSV heap
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gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1);
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gDSVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::DSV);
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// Create RTVs for back buffers
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHeapStart = gRTVHeap.GetCPUDescriptorHandleForHeapStart();
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for (int i = 0; i < 2; i++) {
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ID3D12Resource* buffer = nullptr;
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gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer));
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gColorRTs[i].InitializeFromExisting(buffer);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle;
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rtvHandle.ptr = rtvHeapStart.ptr + i * gRTVDescriptorSize;
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gRTVs[i].InitializeAt(device, gColorRTs[i].GetResource(), rtvHandle, nullptr);
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}
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// Create DSV
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12DepthStencilView::CreateDesc(Format::D24_UNorm_S8_UInt);
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gDSV.InitializeAt(device, gDepthStencil.GetResource(), gDSVHeap.GetCPUDescriptorHandleForHeapStart(), &dsvDesc);
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// Create command allocator and list
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gCommandAllocator.Initialize(device, CommandQueueType::Direct);
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gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
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// Create fence
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gFence.Initialize(device, 0);
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Log("[INFO] D3D12 initialized successfully");
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return true;
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}
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// Initialize rendering resources
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bool InitRendering() {
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Log("[INFO] InitRendering: Starting...");
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ID3D12Device* device = gDevice.GetDevice();
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Log("[INFO] InitRendering: Got device");
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// Generate sphere geometry
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Log("[INFO] Generating sphere geometry...");
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std::vector<Vertex> vertices;
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std::vector<UINT16> indices;
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GenerateSphere(vertices, indices, 1.0f, 32);
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gIndexCount = (UINT)indices.size();
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Log("[INFO] Generated %d vertices, %d indices", vertices.size(), indices.size());
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// Create vertex buffer
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gVertexBuffer.Initialize(device, CommandQueueType::Direct,
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vertices.data(), (UINT)(sizeof(Vertex) * vertices.size()),
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ResourceStates::VertexAndConstantBuffer);
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gVertexBuffer.SetName("VertexBuffer");
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// Create index buffer
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gIndexBuffer.Initialize(device, CommandQueueType::Direct,
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indices.data(), (UINT)(sizeof(UINT16) * indices.size()),
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ResourceStates::IndexBuffer);
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gIndexBuffer.SetName("IndexBuffer");
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// Load texture
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Log("[INFO] Loading texture...");
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if (!LoadTexture("Res/Image/earth_d.jpg", gDiffuseTexture, gDiffuseSRV, device, gSRVHeap)) {
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Log("[WARN] Failed to load texture, continuing without it");
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}
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// Skip shader compilation for debug
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Log("[INFO] Skipping shader compilation for debug");
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Log("[INFO] Skipping root signature for debug");
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Log("[INFO] Skipping pipeline state for debug");
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// Initialize matrices
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PerspectiveMatrix(gProjectionMatrix, 45.0f * 3.14159f / 180.0f, (float)gWidth / (float)gHeight, 0.1f, 100.0f);
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float eye[3] = { 0.0f, 0.0f, 5.0f };
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float target[3] = { 0.0f, 0.0f, 0.0f };
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float up[3] = { 0.0f, 1.0f, 0.0f };
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LookAtMatrix(gViewMatrix, eye, target, up);
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IdentityMatrix(gModelMatrix);
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InvertMatrix(gIT_ModelMatrix, gModelMatrix);
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Log("[INFO] Rendering resources initialized");
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return true;
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}
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// Wait for GPU
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void WaitForGPU() {
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gCommandQueue.WaitForIdle();
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}
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// Execute command list
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void ExecuteCommandList() {
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gCommandList.Close();
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void* commandLists[] = { gCommandList.GetCommandList() };
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gCommandQueue.ExecuteCommandLists(1, commandLists);
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gFenceValue += 1;
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}
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// Begin rendering
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void BeginRender() {
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gCurrentRTIndex = gSwapChain.GetCurrentBackBufferIndex();
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// Transition render target
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gCommandList.TransitionBarrier(gColorRTs[gCurrentRTIndex].GetResource(),
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ResourceStates::Present, ResourceStates::RenderTarget);
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// Set render targets
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle;
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rtvHandle.ptr = gRTVHeap.GetCPUDescriptorHandleForHeapStart().ptr + gCurrentRTIndex * gRTVDescriptorSize;
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = gDSVHeap.GetCPUDescriptorHandleForHeapStart();
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gCommandList.SetRenderTargetsHandle(1, &rtvHandle, &dsvHandle);
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// Set viewport and scissor
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Viewport viewport = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
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Rect scissorRect = { 0, 0, gWidth, gHeight };
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gCommandList.SetViewport(viewport);
|
|
gCommandList.SetScissorRect(scissorRect);
|
|
|
|
// Clear
|
|
float clearColor[] = { 0.1f, 0.1f, 0.2f, 1.0f };
|
|
gCommandList.ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
|
|
gCommandList.ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
|
|
}
|
|
|
|
// Render scene
|
|
void RenderScene() {
|
|
// Simplified rendering - just like minimal test
|
|
// (Add actual rendering code later once basic test passes)
|
|
}
|
|
|
|
// End rendering
|
|
void EndRender() {
|
|
gCommandList.TransitionBarrier(gColorRTs[gCurrentRTIndex].GetResource(),
|
|
ResourceStates::RenderTarget, ResourceStates::Present);
|
|
}
|
|
|
|
// Take screenshot
|
|
void TakeScreenshot() {
|
|
ID3D12Resource* backBuffer = gColorRTs[gCurrentRTIndex].GetResource();
|
|
D3D12Screenshot::Capture(gDevice.GetDevice(), &gCommandQueue, backBuffer, "screenshot.ppm", gWidth, gHeight);
|
|
Log("[INFO] Screenshot saved to screenshot.ppm");
|
|
}
|
|
|
|
// Main entry
|
|
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
|
|
// Initialize logger
|
|
Logger::Get().Initialize();
|
|
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
|
|
Logger::Get().SetMinimumLevel(LogLevel::Debug);
|
|
|
|
Log("[INFO] D3D12 Render Model Test Starting");
|
|
|
|
// Register window class
|
|
WNDCLASSEX wc = {};
|
|
wc.cbSize = sizeof(WNDCLASSEX);
|
|
wc.style = CS_HREDRAW | CS_VREDRAW;
|
|
wc.lpfnWndProc = WindowProc;
|
|
wc.hInstance = hInstance;
|
|
wc.lpszClassName = L"D3D12Test";
|
|
|
|
if (!RegisterClassEx(&wc)) {
|
|
MessageBox(NULL, L"Failed to register window class", L"Error", MB_OK);
|
|
return -1;
|
|
}
|
|
|
|
// Create window
|
|
RECT rect = { 0, 0, gWidth, gHeight };
|
|
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
|
|
|
|
gHWND = CreateWindowEx(0, L"D3D12Test", L"D3D12 Render Model Test",
|
|
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
|
|
rect.right - rect.left, rect.bottom - rect.top,
|
|
NULL, NULL, hInstance, NULL);
|
|
|
|
if (!gHWND) {
|
|
MessageBox(NULL, L"Failed to create window", L"Error", MB_OK);
|
|
return -1;
|
|
}
|
|
|
|
// Initialize D3D12
|
|
if (!InitD3D12()) {
|
|
MessageBox(NULL, L"Failed to initialize D3D12", L"Error", MB_OK);
|
|
return -1;
|
|
}
|
|
|
|
// Initialize rendering resources
|
|
if (!InitRendering()) {
|
|
MessageBox(NULL, L"Failed to initialize rendering", L"Error", MB_OK);
|
|
return -1;
|
|
}
|
|
|
|
// Show window
|
|
ShowWindow(gHWND, nShowCmd);
|
|
UpdateWindow(gHWND);
|
|
|
|
// Main loop
|
|
MSG msg = {};
|
|
int frameCount = 0;
|
|
const int targetFrameCount = 30;
|
|
|
|
while (true) {
|
|
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
|
|
if (msg.message == WM_QUIT) {
|
|
break;
|
|
}
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
} else {
|
|
// Reset command list for this frame
|
|
gCommandAllocator.Reset();
|
|
gCommandList.Reset();
|
|
|
|
// Render
|
|
BeginRender();
|
|
RenderScene();
|
|
EndRender();
|
|
|
|
// Execute
|
|
ExecuteCommandList();
|
|
|
|
// Present
|
|
gSwapChain.Present(0, 0);
|
|
|
|
frameCount++;
|
|
|
|
if (frameCount >= targetFrameCount) {
|
|
Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
|
|
// Wait for GPU and take screenshot
|
|
WaitForGPU();
|
|
TakeScreenshot();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Wait for GPU to finish
|
|
WaitForGPU();
|
|
|
|
// Shutdown (simplified)
|
|
// gPipelineState.Shutdown();
|
|
// gRootSignature.Shutdown();
|
|
// gVertexShader.Shutdown();
|
|
// gGeometryShader.Shutdown();
|
|
// gPixelShader.Shutdown();
|
|
// gVertexBuffer.Shutdown();
|
|
// gIndexBuffer.Shutdown();
|
|
// gDiffuseTexture.Shutdown();
|
|
// gSRVHeap.Shutdown();
|
|
gCommandList.Shutdown();
|
|
gCommandAllocator.Shutdown();
|
|
gFence.Shutdown();
|
|
gSwapChain.Shutdown();
|
|
gDevice.Shutdown();
|
|
|
|
Logger::Get().Shutdown();
|
|
|
|
Log("[INFO] D3D12 Render Model Test Finished");
|
|
return 0;
|
|
}
|