Files
XCEngine/tests/RHI/D3D12/integration/render_model/main.cpp

589 lines
19 KiB
C++

#include <windows.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <stdarg.h>
#include <string>
#include <fstream>
#include <vector>
#include "XCEngine/RHI/RHIEnums.h"
#include "XCEngine/RHI/RHITypes.h"
#include "XCEngine/RHI/D3D12/D3D12Device.h"
#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
#include "XCEngine/RHI/D3D12/D3D12Fence.h"
#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
#include "XCEngine/RHI/D3D12/D3D12Texture.h"
#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
#include "XCEngine/RHI/D3D12/D3D12Shader.h"
#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
#include "XCEngine/RHI/D3D12/D3D12RootSignature.h"
#include "XCEngine/RHI/D3D12/D3D12ShaderResourceView.h"
#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
#include "XCEngine/Debug/Logger.h"
#include "XCEngine/Debug/ConsoleLogSink.h"
#include "XCEngine/Debug/FileLogSink.h"
#include "XCEngine/Containers/String.h"
#include "third_party/stb/stb_image.h"
using namespace XCEngine::RHI;
using namespace XCEngine::Debug;
using namespace XCEngine::Containers;
#pragma comment(lib,"d3d12.lib")
#pragma comment(lib,"dxgi.lib")
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib,"d3dcompiler.lib")
#pragma comment(lib,"winmm.lib")
// Global D3D12 objects
D3D12Device gDevice;
D3D12CommandQueue gCommandQueue;
D3D12SwapChain gSwapChain;
D3D12CommandAllocator gCommandAllocator;
D3D12CommandList gCommandList;
D3D12Fence gFence;
// Render targets
D3D12Texture gColorRTs[2];
D3D12Texture gDepthStencil;
D3D12DescriptorHeap gRTVHeap;
D3D12DescriptorHeap gDSVHeap;
D3D12RenderTargetView gRTVs[2];
D3D12DepthStencilView gDSV;
// Pipeline objects
D3D12Shader gVertexShader;
D3D12Shader gGeometryShader;
D3D12Shader gPixelShader;
D3D12RootSignature gRootSignature;
D3D12PipelineState gPipelineState;
// Model data
D3D12Buffer gVertexBuffer;
D3D12Buffer gIndexBuffer;
UINT gIndexCount = 0;
// Texture
D3D12Texture gDiffuseTexture;
D3D12DescriptorHeap gSRVHeap;
D3D12ShaderResourceView gDiffuseSRV;
// Matrices
float gProjectionMatrix[16];
float gViewMatrix[16];
float gModelMatrix[16];
float gIT_ModelMatrix[16];
// Descriptor sizes
UINT gRTVDescriptorSize = 0;
UINT gDSVDescriptorSize = 0;
int gCurrentRTIndex = 0;
UINT64 gFenceValue = 0;
// Window
HWND gHWND = nullptr;
int gWidth = 1280;
int gHeight = 720;
// Log helper
void Log(const char* format, ...) {
char buffer[1024];
va_list args;
va_start(args, format);
vsnprintf(buffer, sizeof(buffer), format, args);
va_end(args);
Logger::Get().Debug(LogCategory::Rendering, String(buffer));
}
// Window procedure
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);
}
// Matrix utilities
void IdentityMatrix(float* m) {
memset(m, 0, 16 * sizeof(float));
m[0] = m[5] = m[10] = m[15] = 1.0f;
}
void PerspectiveMatrix(float* m, float fov, float aspect, float nearZ, float farZ) {
memset(m, 0, 16 * sizeof(float));
float tanHalfFov = tanf(fov / 2.0f);
m[0] = 1.0f / (aspect * tanHalfFov);
m[5] = 1.0f / tanHalfFov;
m[10] = (farZ + nearZ) / (nearZ - farZ);
m[11] = -1.0f;
m[14] = (2.0f * farZ * nearZ) / (nearZ - farZ);
}
void LookAtMatrix(float* m, const float* eye, const float* target, const float* up) {
float zAxis[3] = { eye[0] - target[0], eye[1] - target[1], eye[2] - target[2] };
float zLen = sqrtf(zAxis[0] * zAxis[0] + zAxis[1] * zAxis[1] + zAxis[2] * zAxis[2]);
if (zLen > 0) { zAxis[0] /= zLen; zAxis[1] /= zLen; zAxis[2] /= zLen; }
float xAxis[3] = { up[1] * zAxis[2] - up[2] * zAxis[1],
up[2] * zAxis[0] - up[0] * zAxis[2],
up[0] * zAxis[1] - up[1] * zAxis[0] };
float xLen = sqrtf(xAxis[0] * xAxis[0] + xAxis[1] * xAxis[1] + xAxis[2] * xAxis[2]);
if (xLen > 0) { xAxis[0] /= xLen; xAxis[1] /= xLen; xAxis[2] /= xLen; }
float yAxis[3] = { zAxis[1] * xAxis[2] - zAxis[2] * xAxis[1],
zAxis[2] * xAxis[0] - zAxis[0] * xAxis[2],
zAxis[0] * xAxis[1] - zAxis[1] * xAxis[0] };
m[0] = xAxis[0]; m[1] = yAxis[0]; m[2] = zAxis[0]; m[3] = 0;
m[4] = xAxis[1]; m[5] = yAxis[1]; m[6] = zAxis[1]; m[7] = 0;
m[8] = xAxis[2]; m[9] = yAxis[2]; m[10] = zAxis[2]; m[11] = 0;
m[12] = -xAxis[0] * eye[0] - xAxis[1] * eye[1] - xAxis[2] * eye[2];
m[13] = -yAxis[0] * eye[0] - yAxis[1] * eye[1] - yAxis[2] * eye[2];
m[14] = -zAxis[0] * eye[0] - zAxis[1] * eye[1] - zAxis[2] * eye[2];
m[15] = 1.0f;
}
void RotationYMatrix(float* m, float angle) {
IdentityMatrix(m);
float c = cosf(angle);
float s = sinf(angle);
m[0] = c; m[2] = s;
m[8] = -s; m[10] = c;
}
void TransposeMatrix(float* dst, const float* src) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
dst[i * 4 + j] = src[j * 4 + i];
}
}
}
void InvertMatrix(float* dst, const float* src) {
// Simplified inverse for orthogonal matrices
memcpy(dst, src, 16 * sizeof(float));
// For rotation matrices, inverse = transpose
float tmp[16];
TransposeMatrix(tmp, src);
memcpy(dst, tmp, 16 * sizeof(float));
}
// Simple sphere generation
struct Vertex {
float position[4];
float texcoord[4];
float normal[4];
float tangent[4];
};
void GenerateSphere(std::vector<Vertex>& vertices, std::vector<UINT16>& indices, float radius, int segments) {
vertices.clear();
indices.clear();
// Generate vertices
for (int lat = 0; lat <= segments; lat++) {
float theta = lat * 3.14159f / segments;
float sinTheta = sinf(theta);
float cosTheta = cosf(theta);
for (int lon = 0; lon <= segments; lon++) {
float phi = lon * 2.0f * 3.14159f / segments;
float sinPhi = sinf(phi);
float cosPhi = cosf(phi);
Vertex v;
v.position[0] = radius * sinTheta * cosPhi;
v.position[1] = radius * cosTheta;
v.position[2] = radius * sinTheta * sinPhi;
v.position[3] = 1.0f;
v.texcoord[0] = (float)lon / segments;
v.texcoord[1] = (float)lat / segments;
v.texcoord[2] = 0.0f;
v.texcoord[3] = 0.0f;
v.normal[0] = sinTheta * cosPhi;
v.normal[1] = cosTheta;
v.normal[2] = sinTheta * sinPhi;
v.normal[3] = 0.0f;
v.tangent[0] = -sinPhi;
v.tangent[1] = 0.0f;
v.tangent[2] = cosPhi;
v.tangent[3] = 0.0f;
vertices.push_back(v);
}
}
// Generate indices
for (int lat = 0; lat < segments; lat++) {
for (int lon = 0; lon < segments; lon++) {
int first = lat * (segments + 1) + lon;
int second = first + segments + 1;
indices.push_back(first);
indices.push_back(second);
indices.push_back(first + 1);
indices.push_back(second);
indices.push_back(second + 1);
indices.push_back(first + 1);
}
}
}
// Load texture
bool LoadTexture(const char* filename, D3D12Texture& texture, D3D12ShaderResourceView& srv, ID3D12Device* device, D3D12DescriptorHeap& srvHeap) {
int width, height, channels;
stbi_uc* pixels = stbi_load(filename, &width, &height, &channels, STBI_rgb_alpha);
if (!pixels) {
Log("[ERROR] Failed to load texture: %s", filename);
return false;
}
Log("[INFO] Loaded texture %s: %dx%d", filename, width, height);
// Create texture using InitializeFromData
if (!texture.InitializeFromData(device, nullptr, pixels, width, height, DXGI_FORMAT_R8G8B8A8_UNORM)) {
Log("[ERROR] Failed to initialize texture");
stbi_image_free(pixels);
return false;
}
texture.SetName(filename);
stbi_image_free(pixels);
// Create SRV
srvHeap.Initialize(device, DescriptorHeapType::CBV_SRV_UAV, 1);
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = D3D12ShaderResourceView::CreateDesc(Format::R8G8B8A8_UNorm, D3D12_SRV_DIMENSION_TEXTURE2D);
srv.InitializeAt(device, texture.GetResource(), srvHeap.GetCPUDescriptorHandleForHeapStart(), &srvDesc);
return true;
}
// Initialize D3D12
bool InitD3D12() {
// Create device
RHIDeviceDesc deviceDesc;
deviceDesc.windowHandle = gHWND;
deviceDesc.width = gWidth;
deviceDesc.height = gHeight;
deviceDesc.adapterIndex = 0;
deviceDesc.enableDebugLayer = false;
deviceDesc.enableGPUValidation = false;
if (!gDevice.Initialize(deviceDesc)) {
Log("[ERROR] Failed to initialize D3D12 device");
return false;
}
ID3D12Device* device = gDevice.GetDevice();
IDXGIFactory4* factory = gDevice.GetFactory();
// Create command queue
if (!gCommandQueue.Initialize(device, CommandQueueType::Direct)) {
Log("[ERROR] Failed to initialize command queue");
return false;
}
// Create swap chain
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
swapChainDesc.BufferCount = 2;
swapChainDesc.BufferDesc.Width = gWidth;
swapChainDesc.BufferDesc.Height = gHeight;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = gHWND;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.Windowed = true;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
IDXGISwapChain* dxgiSwapChain = nullptr;
HRESULT hr = factory->CreateSwapChain(gCommandQueue.GetCommandQueue(), &swapChainDesc, &dxgiSwapChain);
if (FAILED(hr)) {
Log("[ERROR] Failed to create swap chain");
return false;
}
if (!gSwapChain.Initialize(dxgiSwapChain, (uint32_t)gWidth, (uint32_t)gHeight)) {
Log("[ERROR] Failed to initialize swap chain");
return false;
}
// Initialize depth stencil
gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight);
// Create RTV heap
gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2);
gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
// Create DSV heap
gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1);
gDSVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::DSV);
// Create RTVs for back buffers
D3D12_CPU_DESCRIPTOR_HANDLE rtvHeapStart = gRTVHeap.GetCPUDescriptorHandleForHeapStart();
for (int i = 0; i < 2; i++) {
ID3D12Resource* buffer = nullptr;
gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer));
gColorRTs[i].InitializeFromExisting(buffer);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle;
rtvHandle.ptr = rtvHeapStart.ptr + i * gRTVDescriptorSize;
gRTVs[i].InitializeAt(device, gColorRTs[i].GetResource(), rtvHandle, nullptr);
}
// Create DSV
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12DepthStencilView::CreateDesc(Format::D24_UNorm_S8_UInt);
gDSV.InitializeAt(device, gDepthStencil.GetResource(), gDSVHeap.GetCPUDescriptorHandleForHeapStart(), &dsvDesc);
// Create command allocator and list
gCommandAllocator.Initialize(device, CommandQueueType::Direct);
gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
// Create fence
gFence.Initialize(device, 0);
Log("[INFO] D3D12 initialized successfully");
return true;
}
// Initialize rendering resources
bool InitRendering() {
Log("[INFO] InitRendering: Starting...");
ID3D12Device* device = gDevice.GetDevice();
Log("[INFO] InitRendering: Got device");
// Generate sphere geometry
Log("[INFO] Generating sphere geometry...");
std::vector<Vertex> vertices;
std::vector<UINT16> indices;
GenerateSphere(vertices, indices, 1.0f, 32);
gIndexCount = (UINT)indices.size();
Log("[INFO] Generated %d vertices, %d indices", vertices.size(), indices.size());
// Create vertex buffer
gVertexBuffer.Initialize(device, CommandQueueType::Direct,
vertices.data(), (UINT)(sizeof(Vertex) * vertices.size()),
ResourceStates::VertexAndConstantBuffer);
gVertexBuffer.SetName("VertexBuffer");
// Create index buffer
gIndexBuffer.Initialize(device, CommandQueueType::Direct,
indices.data(), (UINT)(sizeof(UINT16) * indices.size()),
ResourceStates::IndexBuffer);
gIndexBuffer.SetName("IndexBuffer");
// Load texture
Log("[INFO] Loading texture...");
if (!LoadTexture("Res/Image/earth_d.jpg", gDiffuseTexture, gDiffuseSRV, device, gSRVHeap)) {
Log("[WARN] Failed to load texture, continuing without it");
}
// Skip shader compilation for debug
Log("[INFO] Skipping shader compilation for debug");
Log("[INFO] Skipping root signature for debug");
Log("[INFO] Skipping pipeline state for debug");
// Initialize matrices
PerspectiveMatrix(gProjectionMatrix, 45.0f * 3.14159f / 180.0f, (float)gWidth / (float)gHeight, 0.1f, 100.0f);
float eye[3] = { 0.0f, 0.0f, 5.0f };
float target[3] = { 0.0f, 0.0f, 0.0f };
float up[3] = { 0.0f, 1.0f, 0.0f };
LookAtMatrix(gViewMatrix, eye, target, up);
IdentityMatrix(gModelMatrix);
InvertMatrix(gIT_ModelMatrix, gModelMatrix);
Log("[INFO] Rendering resources initialized");
return true;
}
// Wait for GPU
void WaitForGPU() {
gCommandQueue.WaitForIdle();
}
// Execute command list
void ExecuteCommandList() {
gCommandList.Close();
void* commandLists[] = { gCommandList.GetCommandList() };
gCommandQueue.ExecuteCommandLists(1, commandLists);
gFenceValue += 1;
}
// Begin rendering
void BeginRender() {
gCurrentRTIndex = gSwapChain.GetCurrentBackBufferIndex();
// Transition render target
gCommandList.TransitionBarrier(gColorRTs[gCurrentRTIndex].GetResource(),
ResourceStates::Present, ResourceStates::RenderTarget);
// Set render targets
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle;
rtvHandle.ptr = gRTVHeap.GetCPUDescriptorHandleForHeapStart().ptr + gCurrentRTIndex * gRTVDescriptorSize;
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = gDSVHeap.GetCPUDescriptorHandleForHeapStart();
gCommandList.SetRenderTargetsHandle(1, &rtvHandle, &dsvHandle);
// Set viewport and scissor
Viewport viewport = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
Rect scissorRect = { 0, 0, gWidth, gHeight };
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;
}