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- //***************************************************************************************
- // BlendApp.cpp by Frank Luna (C) 2015 All Rights Reserved.
- //***************************************************************************************
-
- #include "../../Common/d3dApp.h"
- #include "../../Common/MathHelper.h"
- #include "../../Common/UploadBuffer.h"
- #include "../../Common/GeometryGenerator.h"
- #include "FrameResource.h"
- #include "Waves.h"
-
- using Microsoft::WRL::ComPtr;
- using namespace DirectX;
- using namespace DirectX::PackedVector;
-
- #pragma comment(lib, "d3dcompiler.lib")
- #pragma comment(lib, "D3D12.lib")
-
- const int gNumFrameResources = 3;
-
- // Lightweight structure stores parameters to draw a shape. This will
- // vary from app-to-app.
- struct RenderItem
- {
- RenderItem() = default;
-
- // World matrix of the shape that describes the object's local space
- // relative to the world space, which defines the position, orientation,
- // and scale of the object in the world.
- XMFLOAT4X4 World = MathHelper::Identity4x4();
-
- XMFLOAT4X4 TexTransform = MathHelper::Identity4x4();
-
- // Dirty flag indicating the object data has changed and we need to update the constant buffer.
- // Because we have an object cbuffer for each FrameResource, we have to apply the
- // update to each FrameResource. Thus, when we modify obect data we should set
- // NumFramesDirty = gNumFrameResources so that each frame resource gets the update.
- int NumFramesDirty = gNumFrameResources;
-
- // Index into GPU constant buffer corresponding to the ObjectCB for this render item.
- UINT ObjCBIndex = -1;
-
- Material* Mat = nullptr;
- MeshGeometry* Geo = nullptr;
-
- // Primitive topology.
- D3D12_PRIMITIVE_TOPOLOGY PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
-
- // DrawIndexedInstanced parameters.
- UINT IndexCount = 0;
- UINT StartIndexLocation = 0;
- int BaseVertexLocation = 0;
- };
-
- enum class RenderLayer : int
- {
- Opaque = 0,
- Transparent,
- AlphaTested,
- Count
- };
-
- class BlendApp : public D3DApp
- {
- public:
- BlendApp(HINSTANCE hInstance);
- BlendApp(const BlendApp& rhs) = delete;
- BlendApp& operator=(const BlendApp& rhs) = delete;
- ~BlendApp();
-
- virtual bool Initialize()override;
-
- private:
- virtual void OnResize()override;
- virtual void Update(const GameTimer& gt)override;
- virtual void Draw(const GameTimer& gt)override;
-
- virtual void OnMouseDown(WPARAM btnState, int x, int y)override;
- virtual void OnMouseUp(WPARAM btnState, int x, int y)override;
- virtual void OnMouseMove(WPARAM btnState, int x, int y)override;
-
- void OnKeyboardInput(const GameTimer& gt);
- void UpdateCamera(const GameTimer& gt);
- void AnimateMaterials(const GameTimer& gt);
- void UpdateObjectCBs(const GameTimer& gt);
- void UpdateMaterialCBs(const GameTimer& gt);
- void UpdateMainPassCB(const GameTimer& gt);
- void UpdateWaves(const GameTimer& gt);
-
- void LoadTextures();
- void BuildRootSignature();
- void BuildDescriptorHeaps();
- void BuildShadersAndInputLayout();
- void BuildLandGeometry();
- void BuildWavesGeometry();
- void BuildBoxGeometry();
- void BuildPSOs();
- void BuildFrameResources();
- void BuildMaterials();
- void BuildRenderItems();
- void DrawRenderItems(ID3D12GraphicsCommandList* cmdList, const std::vector<RenderItem*>& ritems);
-
- std::array<const CD3DX12_STATIC_SAMPLER_DESC, 6> GetStaticSamplers();
-
- float GetHillsHeight(float x, float z)const;
- XMFLOAT3 GetHillsNormal(float x, float z)const;
-
- private:
-
- std::vector<std::unique_ptr<FrameResource>> mFrameResources;
- FrameResource* mCurrFrameResource = nullptr;
- int mCurrFrameResourceIndex = 0;
-
- UINT mCbvSrvDescriptorSize = 0;
-
- ComPtr<ID3D12RootSignature> mRootSignature = nullptr;
-
- ComPtr<ID3D12DescriptorHeap> mSrvDescriptorHeap = nullptr;
-
- std::unordered_map<std::string, std::unique_ptr<MeshGeometry>> mGeometries;
- std::unordered_map<std::string, std::unique_ptr<Material>> mMaterials;
- std::unordered_map<std::string, std::unique_ptr<Texture>> mTextures;
- std::unordered_map<std::string, ComPtr<ID3DBlob>> mShaders;
- std::unordered_map<std::string, ComPtr<ID3D12PipelineState>> mPSOs;
-
- std::vector<D3D12_INPUT_ELEMENT_DESC> mInputLayout;
-
- RenderItem* mWavesRitem = nullptr;
-
- // List of all the render items.
- std::vector<std::unique_ptr<RenderItem>> mAllRitems;
-
- // Render items divided by PSO.
- std::vector<RenderItem*> mRitemLayer[(int)RenderLayer::Count];
-
- std::unique_ptr<Waves> mWaves;
-
- PassConstants mMainPassCB;
-
- XMFLOAT3 mEyePos = { 0.0f, 0.0f, 0.0f };
- XMFLOAT4X4 mView = MathHelper::Identity4x4();
- XMFLOAT4X4 mProj = MathHelper::Identity4x4();
-
- float mTheta = 1.5f*XM_PI;
- float mPhi = XM_PIDIV2 - 0.1f;
- float mRadius = 50.0f;
-
- POINT mLastMousePos;
- };
-
- int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
- PSTR cmdLine, int showCmd)
- {
- // Enable run-time memory check for debug builds.
- #if defined(DEBUG) | defined(_DEBUG)
- _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
- #endif
-
- try
- {
- BlendApp theApp(hInstance);
- if(!theApp.Initialize())
- return 0;
-
- return theApp.Run();
- }
- catch(DxException& e)
- {
- MessageBox(nullptr, e.ToString().c_str(), L"HR Failed", MB_OK);
- return 0;
- }
- }
-
- BlendApp::BlendApp(HINSTANCE hInstance)
- : D3DApp(hInstance)
- {
- }
-
- BlendApp::~BlendApp()
- {
- if(md3dDevice != nullptr)
- FlushCommandQueue();
- }
-
- bool BlendApp::Initialize()
- {
- if(!D3DApp::Initialize())
- return false;
-
- // Reset the command list to prep for initialization commands.
- ThrowIfFailed(mCommandList->Reset(mDirectCmdListAlloc.Get(), nullptr));
-
- // Get the increment size of a descriptor in this heap type. This is hardware specific,
- // so we have to query this information.
- mCbvSrvDescriptorSize = md3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
-
- mWaves = std::make_unique<Waves>(128, 128, 1.0f, 0.03f, 4.0f, 0.2f);
-
- LoadTextures();
- BuildRootSignature();
- BuildDescriptorHeaps();
- BuildShadersAndInputLayout();
- BuildLandGeometry();
- BuildWavesGeometry();
- BuildBoxGeometry();
- BuildMaterials();
- BuildRenderItems();
- BuildFrameResources();
- BuildPSOs();
-
- // Execute the initialization commands.
- ThrowIfFailed(mCommandList->Close());
- ID3D12CommandList* cmdsLists[] = { mCommandList.Get() };
- mCommandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
-
- // Wait until initialization is complete.
- FlushCommandQueue();
-
- return true;
- }
-
- void BlendApp::OnResize()
- {
- D3DApp::OnResize();
-
- // The window resized, so update the aspect ratio and recompute the projection matrix.
- XMMATRIX P = XMMatrixPerspectiveFovLH(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
- XMStoreFloat4x4(&mProj, P);
- }
-
- void BlendApp::Update(const GameTimer& gt)
- {
- OnKeyboardInput(gt);
- UpdateCamera(gt);
-
- // Cycle through the circular frame resource array.
- mCurrFrameResourceIndex = (mCurrFrameResourceIndex + 1) % gNumFrameResources;
- mCurrFrameResource = mFrameResources[mCurrFrameResourceIndex].get();
-
- // Has the GPU finished processing the commands of the current frame resource?
- // If not, wait until the GPU has completed commands up to this fence point.
- if(mCurrFrameResource->Fence != 0 && mFence->GetCompletedValue() < mCurrFrameResource->Fence)
- {
- HANDLE eventHandle = CreateEventEx(nullptr, false, false, EVENT_ALL_ACCESS);
- ThrowIfFailed(mFence->SetEventOnCompletion(mCurrFrameResource->Fence, eventHandle));
- WaitForSingleObject(eventHandle, INFINITE);
- CloseHandle(eventHandle);
- }
-
- AnimateMaterials(gt);
- UpdateObjectCBs(gt);
- UpdateMaterialCBs(gt);
- UpdateMainPassCB(gt);
- UpdateWaves(gt);
- }
-
- void BlendApp::Draw(const GameTimer& gt)
- {
- auto cmdListAlloc = mCurrFrameResource->CmdListAlloc;
-
- // Reuse the memory associated with command recording.
- // We can only reset when the associated command lists have finished execution on the GPU.
- ThrowIfFailed(cmdListAlloc->Reset());
-
- // A command list can be reset after it has been added to the command queue via ExecuteCommandList.
- // Reusing the command list reuses memory.
- ThrowIfFailed(mCommandList->Reset(cmdListAlloc.Get(), mPSOs["opaque"].Get()));
-
- mCommandList->RSSetViewports(1, &mScreenViewport);
- mCommandList->RSSetScissorRects(1, &mScissorRect);
-
- // Indicate a state transition on the resource usage.
- mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
- D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
-
- // Clear the back buffer and depth buffer.
- mCommandList->ClearRenderTargetView(CurrentBackBufferView(), (float*)&mMainPassCB.FogColor, 0, nullptr);
- mCommandList->ClearDepthStencilView(DepthStencilView(), D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
-
- // Specify the buffers we are going to render to.
- mCommandList->OMSetRenderTargets(1, &CurrentBackBufferView(), true, &DepthStencilView());
-
- ID3D12DescriptorHeap* descriptorHeaps[] = { mSrvDescriptorHeap.Get() };
- mCommandList->SetDescriptorHeaps(_countof(descriptorHeaps), descriptorHeaps);
-
- mCommandList->SetGraphicsRootSignature(mRootSignature.Get());
-
- auto passCB = mCurrFrameResource->PassCB->Resource();
- mCommandList->SetGraphicsRootConstantBufferView(2, passCB->GetGPUVirtualAddress());
-
- DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Opaque]);
-
- mCommandList->SetPipelineState(mPSOs["alphaTested"].Get());
- DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::AlphaTested]);
-
- mCommandList->SetPipelineState(mPSOs["transparent"].Get());
- DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Transparent]);
-
- // Indicate a state transition on the resource usage.
- mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
- D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
-
- // Done recording commands.
- ThrowIfFailed(mCommandList->Close());
-
- // Add the command list to the queue for execution.
- ID3D12CommandList* cmdsLists[] = { mCommandList.Get() };
- mCommandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
-
- // Swap the back and front buffers
- ThrowIfFailed(mSwapChain->Present(0, 0));
- mCurrBackBuffer = (mCurrBackBuffer + 1) % SwapChainBufferCount;
-
- // Advance the fence value to mark commands up to this fence point.
- mCurrFrameResource->Fence = ++mCurrentFence;
-
-
- // Add an instruction to the command queue to set a new fence point.
- // Because we are on the GPU timeline, the new fence point won't be
- // set until the GPU finishes processing all the commands prior to this Signal().
- mCommandQueue->Signal(mFence.Get(), mCurrentFence);
- }
-
- void BlendApp::OnMouseDown(WPARAM btnState, int x, int y)
- {
- mLastMousePos.x = x;
- mLastMousePos.y = y;
-
- SetCapture(mhMainWnd);
- }
-
- void BlendApp::OnMouseUp(WPARAM btnState, int x, int y)
- {
- ReleaseCapture();
- }
-
- void BlendApp::OnMouseMove(WPARAM btnState, int x, int y)
- {
- if((btnState & MK_LBUTTON) != 0)
- {
- // Make each pixel correspond to a quarter of a degree.
- float dx = XMConvertToRadians(0.25f*static_cast<float>(x - mLastMousePos.x));
- float dy = XMConvertToRadians(0.25f*static_cast<float>(y - mLastMousePos.y));
-
- // Update angles based on input to orbit camera around box.
- mTheta += dx;
- mPhi += dy;
-
- // Restrict the angle mPhi.
- mPhi = MathHelper::Clamp(mPhi, 0.1f, MathHelper::Pi - 0.1f);
- }
- else if((btnState & MK_RBUTTON) != 0)
- {
- // Make each pixel correspond to 0.2 unit in the scene.
- float dx = 0.2f*static_cast<float>(x - mLastMousePos.x);
- float dy = 0.2f*static_cast<float>(y - mLastMousePos.y);
-
- // Update the camera radius based on input.
- mRadius += dx - dy;
-
- // Restrict the radius.
- mRadius = MathHelper::Clamp(mRadius, 5.0f, 150.0f);
- }
-
- mLastMousePos.x = x;
- mLastMousePos.y = y;
- }
-
- void BlendApp::OnKeyboardInput(const GameTimer& gt)
- {
- }
-
- void BlendApp::UpdateCamera(const GameTimer& gt)
- {
- // Convert Spherical to Cartesian coordinates.
- mEyePos.x = mRadius*sinf(mPhi)*cosf(mTheta);
- mEyePos.z = mRadius*sinf(mPhi)*sinf(mTheta);
- mEyePos.y = mRadius*cosf(mPhi);
-
- // Build the view matrix.
- XMVECTOR pos = XMVectorSet(mEyePos.x, mEyePos.y, mEyePos.z, 1.0f);
- XMVECTOR target = XMVectorZero();
- XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
-
- XMMATRIX view = XMMatrixLookAtLH(pos, target, up);
- XMStoreFloat4x4(&mView, view);
- }
-
- void BlendApp::AnimateMaterials(const GameTimer& gt)
- {
- // Scroll the water material texture coordinates.
- auto waterMat = mMaterials["water"].get();
-
- float& tu = waterMat->MatTransform(3, 0);
- float& tv = waterMat->MatTransform(3, 1);
-
- tu += 0.1f * gt.DeltaTime();
- tv += 0.02f * gt.DeltaTime();
-
- if(tu >= 1.0f)
- tu -= 1.0f;
-
- if(tv >= 1.0f)
- tv -= 1.0f;
-
- waterMat->MatTransform(3, 0) = tu;
- waterMat->MatTransform(3, 1) = tv;
-
- // Material has changed, so need to update cbuffer.
- waterMat->NumFramesDirty = gNumFrameResources;
- }
-
- void BlendApp::UpdateObjectCBs(const GameTimer& gt)
- {
- auto currObjectCB = mCurrFrameResource->ObjectCB.get();
- for(auto& e : mAllRitems)
- {
- // Only update the cbuffer data if the constants have changed.
- // This needs to be tracked per frame resource.
- if(e->NumFramesDirty > 0)
- {
- XMMATRIX world = XMLoadFloat4x4(&e->World);
- XMMATRIX texTransform = XMLoadFloat4x4(&e->TexTransform);
-
- ObjectConstants objConstants;
- XMStoreFloat4x4(&objConstants.World, XMMatrixTranspose(world));
- XMStoreFloat4x4(&objConstants.TexTransform, XMMatrixTranspose(texTransform));
-
- currObjectCB->CopyData(e->ObjCBIndex, objConstants);
-
- // Next FrameResource need to be updated too.
- e->NumFramesDirty--;
- }
- }
- }
-
- void BlendApp::UpdateMaterialCBs(const GameTimer& gt)
- {
- auto currMaterialCB = mCurrFrameResource->MaterialCB.get();
- for(auto& e : mMaterials)
- {
- // Only update the cbuffer data if the constants have changed. If the cbuffer
- // data changes, it needs to be updated for each FrameResource.
- Material* mat = e.second.get();
- if(mat->NumFramesDirty > 0)
- {
- XMMATRIX matTransform = XMLoadFloat4x4(&mat->MatTransform);
-
- MaterialConstants matConstants;
- matConstants.DiffuseAlbedo = mat->DiffuseAlbedo;
- matConstants.FresnelR0 = mat->FresnelR0;
- matConstants.Roughness = mat->Roughness;
- XMStoreFloat4x4(&matConstants.MatTransform, XMMatrixTranspose(matTransform));
-
- currMaterialCB->CopyData(mat->MatCBIndex, matConstants);
-
- // Next FrameResource need to be updated too.
- mat->NumFramesDirty--;
- }
- }
- }
-
- void BlendApp::UpdateMainPassCB(const GameTimer& gt)
- {
- XMMATRIX view = XMLoadFloat4x4(&mView);
- XMMATRIX proj = XMLoadFloat4x4(&mProj);
-
- XMMATRIX viewProj = XMMatrixMultiply(view, proj);
- XMMATRIX invView = XMMatrixInverse(&XMMatrixDeterminant(view), view);
- XMMATRIX invProj = XMMatrixInverse(&XMMatrixDeterminant(proj), proj);
- XMMATRIX invViewProj = XMMatrixInverse(&XMMatrixDeterminant(viewProj), viewProj);
-
- XMStoreFloat4x4(&mMainPassCB.View, XMMatrixTranspose(view));
- XMStoreFloat4x4(&mMainPassCB.InvView, XMMatrixTranspose(invView));
- XMStoreFloat4x4(&mMainPassCB.Proj, XMMatrixTranspose(proj));
- XMStoreFloat4x4(&mMainPassCB.InvProj, XMMatrixTranspose(invProj));
- XMStoreFloat4x4(&mMainPassCB.ViewProj, XMMatrixTranspose(viewProj));
- XMStoreFloat4x4(&mMainPassCB.InvViewProj, XMMatrixTranspose(invViewProj));
- mMainPassCB.EyePosW = mEyePos;
- mMainPassCB.RenderTargetSize = XMFLOAT2((float)mClientWidth, (float)mClientHeight);
- mMainPassCB.InvRenderTargetSize = XMFLOAT2(1.0f / mClientWidth, 1.0f / mClientHeight);
- mMainPassCB.NearZ = 1.0f;
- mMainPassCB.FarZ = 1000.0f;
- mMainPassCB.TotalTime = gt.TotalTime();
- mMainPassCB.DeltaTime = gt.DeltaTime();
- mMainPassCB.AmbientLight = { 0.25f, 0.25f, 0.35f, 1.0f };
- mMainPassCB.Lights[0].Direction = { 0.57735f, -0.57735f, 0.57735f };
- mMainPassCB.Lights[0].Strength = { 0.9f, 0.9f, 0.8f };
- mMainPassCB.Lights[1].Direction = { -0.57735f, -0.57735f, 0.57735f };
- mMainPassCB.Lights[1].Strength = { 0.3f, 0.3f, 0.3f };
- mMainPassCB.Lights[2].Direction = { 0.0f, -0.707f, -0.707f };
- mMainPassCB.Lights[2].Strength = { 0.15f, 0.15f, 0.15f };
-
- auto currPassCB = mCurrFrameResource->PassCB.get();
- currPassCB->CopyData(0, mMainPassCB);
- }
-
- void BlendApp::UpdateWaves(const GameTimer& gt)
- {
- // Every quarter second, generate a random wave.
- static float t_base = 0.0f;
- if((mTimer.TotalTime() - t_base) >= 0.25f)
- {
- t_base += 0.25f;
-
- int i = MathHelper::Rand(4, mWaves->RowCount() - 5);
- int j = MathHelper::Rand(4, mWaves->ColumnCount() - 5);
-
- float r = MathHelper::RandF(0.2f, 0.5f);
-
- mWaves->Disturb(i, j, r);
- }
-
- // Update the wave simulation.
- mWaves->Update(gt.DeltaTime());
-
- // Update the wave vertex buffer with the new solution.
- auto currWavesVB = mCurrFrameResource->WavesVB.get();
- for(int i = 0; i < mWaves->VertexCount(); ++i)
- {
- Vertex v;
-
- v.Pos = mWaves->Position(i);
- v.Normal = mWaves->Normal(i);
-
- // Derive tex-coords from position by
- // mapping [-w/2,w/2] --> [0,1]
- v.TexC.x = 0.5f + v.Pos.x / mWaves->Width();
- v.TexC.y = 0.5f - v.Pos.z / mWaves->Depth();
-
- currWavesVB->CopyData(i, v);
- }
-
- // Set the dynamic VB of the wave renderitem to the current frame VB.
- mWavesRitem->Geo->VertexBufferGPU = currWavesVB->Resource();
- }
-
- void BlendApp::LoadTextures()
- {
- auto grassTex = std::make_unique<Texture>();
- grassTex->Name = "grassTex";
- grassTex->Filename = L"../../Textures/grass.dds";
- ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
- mCommandList.Get(), grassTex->Filename.c_str(),
- grassTex->Resource, grassTex->UploadHeap));
-
- auto waterTex = std::make_unique<Texture>();
- waterTex->Name = "waterTex";
- waterTex->Filename = L"../../Textures/water1.dds";
- ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
- mCommandList.Get(), waterTex->Filename.c_str(),
- waterTex->Resource, waterTex->UploadHeap));
-
- auto fenceTex = std::make_unique<Texture>();
- fenceTex->Name = "fenceTex";
- fenceTex->Filename = L"../../Textures/WireFence.dds";
- ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
- mCommandList.Get(), fenceTex->Filename.c_str(),
- fenceTex->Resource, fenceTex->UploadHeap));
-
- mTextures[grassTex->Name] = std::move(grassTex);
- mTextures[waterTex->Name] = std::move(waterTex);
- mTextures[fenceTex->Name] = std::move(fenceTex);
- }
-
- void BlendApp::BuildRootSignature()
- {
- CD3DX12_DESCRIPTOR_RANGE texTable;
- texTable.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
-
- // Root parameter can be a table, root descriptor or root constants.
- CD3DX12_ROOT_PARAMETER slotRootParameter[4];
-
- // Perfomance TIP: Order from most frequent to least frequent.
- slotRootParameter[0].InitAsDescriptorTable(1, &texTable, D3D12_SHADER_VISIBILITY_PIXEL);
- slotRootParameter[1].InitAsConstantBufferView(0);
- slotRootParameter[2].InitAsConstantBufferView(1);
- slotRootParameter[3].InitAsConstantBufferView(2);
-
- auto staticSamplers = GetStaticSamplers();
-
- // A root signature is an array of root parameters.
- CD3DX12_ROOT_SIGNATURE_DESC rootSigDesc(4, slotRootParameter,
- (UINT)staticSamplers.size(), staticSamplers.data(),
- D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
-
- // create a root signature with a single slot which points to a descriptor range consisting of a single constant buffer
- ComPtr<ID3DBlob> serializedRootSig = nullptr;
- ComPtr<ID3DBlob> errorBlob = nullptr;
- HRESULT hr = D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1,
- serializedRootSig.GetAddressOf(), errorBlob.GetAddressOf());
-
- if(errorBlob != nullptr)
- {
- ::OutputDebugStringA((char*)errorBlob->GetBufferPointer());
- }
- ThrowIfFailed(hr);
-
- ThrowIfFailed(md3dDevice->CreateRootSignature(
- 0,
- serializedRootSig->GetBufferPointer(),
- serializedRootSig->GetBufferSize(),
- IID_PPV_ARGS(mRootSignature.GetAddressOf())));
- }
-
- void BlendApp::BuildDescriptorHeaps()
- {
- //
- // Create the SRV heap.
- //
- D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
- srvHeapDesc.NumDescriptors = 3;
- srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
- srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
- ThrowIfFailed(md3dDevice->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&mSrvDescriptorHeap)));
-
- //
- // Fill out the heap with actual descriptors.
- //
- CD3DX12_CPU_DESCRIPTOR_HANDLE hDescriptor(mSrvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
-
- auto grassTex = mTextures["grassTex"]->Resource;
- auto waterTex = mTextures["waterTex"]->Resource;
- auto fenceTex = mTextures["fenceTex"]->Resource;
-
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- srvDesc.Format = grassTex->GetDesc().Format;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Texture2D.MipLevels = -1;
- md3dDevice->CreateShaderResourceView(grassTex.Get(), &srvDesc, hDescriptor);
-
- // next descriptor
- hDescriptor.Offset(1, mCbvSrvDescriptorSize);
-
- srvDesc.Format = waterTex->GetDesc().Format;
- md3dDevice->CreateShaderResourceView(waterTex.Get(), &srvDesc, hDescriptor);
-
- // next descriptor
- hDescriptor.Offset(1, mCbvSrvDescriptorSize);
-
- srvDesc.Format = fenceTex->GetDesc().Format;
- md3dDevice->CreateShaderResourceView(fenceTex.Get(), &srvDesc, hDescriptor);
- }
-
- void BlendApp::BuildShadersAndInputLayout()
- {
- const D3D_SHADER_MACRO defines[] =
- {
- "FOG", "1",
- NULL, NULL
- };
-
- const D3D_SHADER_MACRO alphaTestDefines[] =
- {
- "FOG", "1",
- "ALPHA_TEST", "1",
- NULL, NULL
- };
-
- mShaders["standardVS"] = d3dUtil::CompileShader(L"Shaders\\Default.hlsl", nullptr, "VS", "vs_5_0");
- mShaders["opaquePS"] = d3dUtil::CompileShader(L"Shaders\\Default.hlsl", defines, "PS", "ps_5_0");
- mShaders["alphaTestedPS"] = d3dUtil::CompileShader(L"Shaders\\Default.hlsl", alphaTestDefines, "PS", "ps_5_0");
-
- mInputLayout =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- };
- }
-
- void BlendApp::BuildLandGeometry()
- {
- GeometryGenerator geoGen;
- GeometryGenerator::MeshData grid = geoGen.CreateGrid(160.0f, 160.0f, 50, 50);
-
- //
- // Extract the vertex elements we are interested and apply the height function to
- // each vertex. In addition, color the vertices based on their height so we have
- // sandy looking beaches, grassy low hills, and snow mountain peaks.
- //
-
- std::vector<Vertex> vertices(grid.Vertices.size());
- for(size_t i = 0; i < grid.Vertices.size(); ++i)
- {
- auto& p = grid.Vertices[i].Position;
- vertices[i].Pos = p;
- vertices[i].Pos.y = GetHillsHeight(p.x, p.z);
- vertices[i].Normal = GetHillsNormal(p.x, p.z);
- vertices[i].TexC = grid.Vertices[i].TexC;
- }
-
- const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
-
- std::vector<std::uint16_t> indices = grid.GetIndices16();
- const UINT ibByteSize = (UINT)indices.size() * sizeof(std::uint16_t);
-
- auto geo = std::make_unique<MeshGeometry>();
- geo->Name = "landGeo";
-
- ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
- CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);
-
- ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
- CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);
-
- geo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
- mCommandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);
-
- geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
- mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);
-
- geo->VertexByteStride = sizeof(Vertex);
- geo->VertexBufferByteSize = vbByteSize;
- geo->IndexFormat = DXGI_FORMAT_R16_UINT;
- geo->IndexBufferByteSize = ibByteSize;
-
- SubmeshGeometry submesh;
- submesh.IndexCount = (UINT)indices.size();
- submesh.StartIndexLocation = 0;
- submesh.BaseVertexLocation = 0;
-
- geo->DrawArgs["grid"] = submesh;
-
- mGeometries["landGeo"] = std::move(geo);
- }
-
- void BlendApp::BuildWavesGeometry()
- {
- std::vector<std::uint16_t> indices(3 * mWaves->TriangleCount()); // 3 indices per face
- assert(mWaves->VertexCount() < 0x0000ffff);
-
- // Iterate over each quad.
- int m = mWaves->RowCount();
- int n = mWaves->ColumnCount();
- int k = 0;
- for(int i = 0; i < m - 1; ++i)
- {
- for(int j = 0; j < n - 1; ++j)
- {
- indices[k] = i*n + j;
- indices[k + 1] = i*n + j + 1;
- indices[k + 2] = (i + 1)*n + j;
-
- indices[k + 3] = (i + 1)*n + j;
- indices[k + 4] = i*n + j + 1;
- indices[k + 5] = (i + 1)*n + j + 1;
-
- k += 6; // next quad
- }
- }
-
- UINT vbByteSize = mWaves->VertexCount()*sizeof(Vertex);
- UINT ibByteSize = (UINT)indices.size()*sizeof(std::uint16_t);
-
- auto geo = std::make_unique<MeshGeometry>();
- geo->Name = "waterGeo";
-
- // Set dynamically.
- geo->VertexBufferCPU = nullptr;
- geo->VertexBufferGPU = nullptr;
-
- ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
- CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);
-
- geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
- mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);
-
- geo->VertexByteStride = sizeof(Vertex);
- geo->VertexBufferByteSize = vbByteSize;
- geo->IndexFormat = DXGI_FORMAT_R16_UINT;
- geo->IndexBufferByteSize = ibByteSize;
-
- SubmeshGeometry submesh;
- submesh.IndexCount = (UINT)indices.size();
- submesh.StartIndexLocation = 0;
- submesh.BaseVertexLocation = 0;
-
- geo->DrawArgs["grid"] = submesh;
-
- mGeometries["waterGeo"] = std::move(geo);
- }
-
- void BlendApp::BuildBoxGeometry()
- {
- GeometryGenerator geoGen;
- GeometryGenerator::MeshData box = geoGen.CreateBox(8.0f, 8.0f, 8.0f, 3);
-
- std::vector<Vertex> vertices(box.Vertices.size());
- for (size_t i = 0; i < box.Vertices.size(); ++i)
- {
- auto& p = box.Vertices[i].Position;
- vertices[i].Pos = p;
- vertices[i].Normal = box.Vertices[i].Normal;
- vertices[i].TexC = box.Vertices[i].TexC;
- }
-
- const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
-
- std::vector<std::uint16_t> indices = box.GetIndices16();
- const UINT ibByteSize = (UINT)indices.size() * sizeof(std::uint16_t);
-
- auto geo = std::make_unique<MeshGeometry>();
- geo->Name = "boxGeo";
-
- ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
- CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);
-
- ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
- CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);
-
- geo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
- mCommandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);
-
- geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
- mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);
-
- geo->VertexByteStride = sizeof(Vertex);
- geo->VertexBufferByteSize = vbByteSize;
- geo->IndexFormat = DXGI_FORMAT_R16_UINT;
- geo->IndexBufferByteSize = ibByteSize;
-
- SubmeshGeometry submesh;
- submesh.IndexCount = (UINT)indices.size();
- submesh.StartIndexLocation = 0;
- submesh.BaseVertexLocation = 0;
-
- geo->DrawArgs["box"] = submesh;
-
- mGeometries["boxGeo"] = std::move(geo);
- }
-
- void BlendApp::BuildPSOs()
- {
- D3D12_GRAPHICS_PIPELINE_STATE_DESC opaquePsoDesc;
-
- //
- // PSO for opaque objects.
- //
- ZeroMemory(&opaquePsoDesc, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
- opaquePsoDesc.InputLayout = { mInputLayout.data(), (UINT)mInputLayout.size() };
- opaquePsoDesc.pRootSignature = mRootSignature.Get();
- opaquePsoDesc.VS =
- {
- reinterpret_cast<BYTE*>(mShaders["standardVS"]->GetBufferPointer()),
- mShaders["standardVS"]->GetBufferSize()
- };
- opaquePsoDesc.PS =
- {
- reinterpret_cast<BYTE*>(mShaders["opaquePS"]->GetBufferPointer()),
- mShaders["opaquePS"]->GetBufferSize()
- };
- opaquePsoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
- opaquePsoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
- opaquePsoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
- opaquePsoDesc.SampleMask = UINT_MAX;
- opaquePsoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- opaquePsoDesc.NumRenderTargets = 1;
- opaquePsoDesc.RTVFormats[0] = mBackBufferFormat;
- opaquePsoDesc.SampleDesc.Count = m4xMsaaState ? 4 : 1;
- opaquePsoDesc.SampleDesc.Quality = m4xMsaaState ? (m4xMsaaQuality - 1) : 0;
- opaquePsoDesc.DSVFormat = mDepthStencilFormat;
- ThrowIfFailed(md3dDevice->CreateGraphicsPipelineState(&opaquePsoDesc, IID_PPV_ARGS(&mPSOs["opaque"])));
-
- //
- // PSO for transparent objects
- //
-
- D3D12_GRAPHICS_PIPELINE_STATE_DESC transparentPsoDesc = opaquePsoDesc;
-
- D3D12_RENDER_TARGET_BLEND_DESC transparencyBlendDesc;
- transparencyBlendDesc.BlendEnable = true;
- transparencyBlendDesc.LogicOpEnable = false;
- transparencyBlendDesc.SrcBlend = D3D12_BLEND_SRC_ALPHA;
- transparencyBlendDesc.DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
- transparencyBlendDesc.BlendOp = D3D12_BLEND_OP_ADD;
- transparencyBlendDesc.SrcBlendAlpha = D3D12_BLEND_ONE;
- transparencyBlendDesc.DestBlendAlpha = D3D12_BLEND_ZERO;
- transparencyBlendDesc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
- transparencyBlendDesc.LogicOp = D3D12_LOGIC_OP_NOOP;
- transparencyBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
-
- transparentPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc;
- ThrowIfFailed(md3dDevice->CreateGraphicsPipelineState(&transparentPsoDesc, IID_PPV_ARGS(&mPSOs["transparent"])));
-
- //
- // PSO for alpha tested objects
- //
-
- D3D12_GRAPHICS_PIPELINE_STATE_DESC alphaTestedPsoDesc = opaquePsoDesc;
- alphaTestedPsoDesc.PS =
- {
- reinterpret_cast<BYTE*>(mShaders["alphaTestedPS"]->GetBufferPointer()),
- mShaders["alphaTestedPS"]->GetBufferSize()
- };
- alphaTestedPsoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
- ThrowIfFailed(md3dDevice->CreateGraphicsPipelineState(&alphaTestedPsoDesc, IID_PPV_ARGS(&mPSOs["alphaTested"])));
- }
-
- void BlendApp::BuildFrameResources()
- {
- for(int i = 0; i < gNumFrameResources; ++i)
- {
- mFrameResources.push_back(std::make_unique<FrameResource>(md3dDevice.Get(),
- 1, (UINT)mAllRitems.size(), (UINT)mMaterials.size(), mWaves->VertexCount()));
- }
- }
-
- void BlendApp::BuildMaterials()
- {
- auto grass = std::make_unique<Material>();
- grass->Name = "grass";
- grass->MatCBIndex = 0;
- grass->DiffuseSrvHeapIndex = 0;
- grass->DiffuseAlbedo = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
- grass->FresnelR0 = XMFLOAT3(0.01f, 0.01f, 0.01f);
- grass->Roughness = 0.125f;
-
- // This is not a good water material definition, but we do not have all the rendering
- // tools we need (transparency, environment reflection), so we fake it for now.
- auto water = std::make_unique<Material>();
- water->Name = "water";
- water->MatCBIndex = 1;
- water->DiffuseSrvHeapIndex = 1;
- water->DiffuseAlbedo = XMFLOAT4(1.0f, 1.0f, 1.0f, 0.5f);
- water->FresnelR0 = XMFLOAT3(0.1f, 0.1f, 0.1f);
- water->Roughness = 0.0f;
-
- auto wirefence = std::make_unique<Material>();
- wirefence->Name = "wirefence";
- wirefence->MatCBIndex = 2;
- wirefence->DiffuseSrvHeapIndex = 2;
- wirefence->DiffuseAlbedo = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
- wirefence->FresnelR0 = XMFLOAT3(0.1f, 0.1f, 0.1f);
- wirefence->Roughness = 0.25f;
-
- mMaterials["grass"] = std::move(grass);
- mMaterials["water"] = std::move(water);
- mMaterials["wirefence"] = std::move(wirefence);
- }
-
- void BlendApp::BuildRenderItems()
- {
- auto wavesRitem = std::make_unique<RenderItem>();
- wavesRitem->World = MathHelper::Identity4x4();
- XMStoreFloat4x4(&wavesRitem->TexTransform, XMMatrixScaling(5.0f, 5.0f, 1.0f));
- wavesRitem->ObjCBIndex = 0;
- wavesRitem->Mat = mMaterials["water"].get();
- wavesRitem->Geo = mGeometries["waterGeo"].get();
- wavesRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
- wavesRitem->IndexCount = wavesRitem->Geo->DrawArgs["grid"].IndexCount;
- wavesRitem->StartIndexLocation = wavesRitem->Geo->DrawArgs["grid"].StartIndexLocation;
- wavesRitem->BaseVertexLocation = wavesRitem->Geo->DrawArgs["grid"].BaseVertexLocation;
-
- mWavesRitem = wavesRitem.get();
-
- mRitemLayer[(int)RenderLayer::Transparent].push_back(wavesRitem.get());
-
- auto gridRitem = std::make_unique<RenderItem>();
- gridRitem->World = MathHelper::Identity4x4();
- XMStoreFloat4x4(&gridRitem->TexTransform, XMMatrixScaling(5.0f, 5.0f, 1.0f));
- gridRitem->ObjCBIndex = 1;
- gridRitem->Mat = mMaterials["grass"].get();
- gridRitem->Geo = mGeometries["landGeo"].get();
- gridRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
- gridRitem->IndexCount = gridRitem->Geo->DrawArgs["grid"].IndexCount;
- gridRitem->StartIndexLocation = gridRitem->Geo->DrawArgs["grid"].StartIndexLocation;
- gridRitem->BaseVertexLocation = gridRitem->Geo->DrawArgs["grid"].BaseVertexLocation;
-
- mRitemLayer[(int)RenderLayer::Opaque].push_back(gridRitem.get());
-
- auto boxRitem = std::make_unique<RenderItem>();
- XMStoreFloat4x4(&boxRitem->World, XMMatrixTranslation(3.0f, 2.0f, -9.0f));
- boxRitem->ObjCBIndex = 2;
- boxRitem->Mat = mMaterials["wirefence"].get();
- boxRitem->Geo = mGeometries["boxGeo"].get();
- boxRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
- boxRitem->IndexCount = boxRitem->Geo->DrawArgs["box"].IndexCount;
- boxRitem->StartIndexLocation = boxRitem->Geo->DrawArgs["box"].StartIndexLocation;
- boxRitem->BaseVertexLocation = boxRitem->Geo->DrawArgs["box"].BaseVertexLocation;
-
- mRitemLayer[(int)RenderLayer::AlphaTested].push_back(boxRitem.get());
-
- mAllRitems.push_back(std::move(wavesRitem));
- mAllRitems.push_back(std::move(gridRitem));
- mAllRitems.push_back(std::move(boxRitem));
- }
-
- void BlendApp::DrawRenderItems(ID3D12GraphicsCommandList* cmdList, const std::vector<RenderItem*>& ritems)
- {
- UINT objCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(ObjectConstants));
- UINT matCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(MaterialConstants));
-
- auto objectCB = mCurrFrameResource->ObjectCB->Resource();
- auto matCB = mCurrFrameResource->MaterialCB->Resource();
-
- // For each render item...
- for(size_t i = 0; i < ritems.size(); ++i)
- {
- auto ri = ritems[i];
-
- cmdList->IASetVertexBuffers(0, 1, &ri->Geo->VertexBufferView());
- cmdList->IASetIndexBuffer(&ri->Geo->IndexBufferView());
- cmdList->IASetPrimitiveTopology(ri->PrimitiveType);
-
- CD3DX12_GPU_DESCRIPTOR_HANDLE tex(mSrvDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
- tex.Offset(ri->Mat->DiffuseSrvHeapIndex, mCbvSrvDescriptorSize);
-
- D3D12_GPU_VIRTUAL_ADDRESS objCBAddress = objectCB->GetGPUVirtualAddress() + ri->ObjCBIndex*objCBByteSize;
- D3D12_GPU_VIRTUAL_ADDRESS matCBAddress = matCB->GetGPUVirtualAddress() + ri->Mat->MatCBIndex*matCBByteSize;
-
- cmdList->SetGraphicsRootDescriptorTable(0, tex);
- cmdList->SetGraphicsRootConstantBufferView(1, objCBAddress);
- cmdList->SetGraphicsRootConstantBufferView(3, matCBAddress);
-
- cmdList->DrawIndexedInstanced(ri->IndexCount, 1, ri->StartIndexLocation, ri->BaseVertexLocation, 0);
- }
- }
-
- std::array<const CD3DX12_STATIC_SAMPLER_DESC, 6> BlendApp::GetStaticSamplers()
- {
- // Applications usually only need a handful of samplers. So just define them all up front
- // and keep them available as part of the root signature.
-
- const CD3DX12_STATIC_SAMPLER_DESC pointWrap(
- 0, // shaderRegister
- D3D12_FILTER_MIN_MAG_MIP_POINT, // filter
- D3D12_TEXTURE_ADDRESS_MODE_WRAP, // addressU
- D3D12_TEXTURE_ADDRESS_MODE_WRAP, // addressV
- D3D12_TEXTURE_ADDRESS_MODE_WRAP); // addressW
-
- const CD3DX12_STATIC_SAMPLER_DESC pointClamp(
- 1, // shaderRegister
- D3D12_FILTER_MIN_MAG_MIP_POINT, // filter
- D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // addressU
- D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // addressV
- D3D12_TEXTURE_ADDRESS_MODE_CLAMP); // addressW
-
- const CD3DX12_STATIC_SAMPLER_DESC linearWrap(
- 2, // shaderRegister
- D3D12_FILTER_MIN_MAG_MIP_LINEAR, // filter
- D3D12_TEXTURE_ADDRESS_MODE_WRAP, // addressU
- D3D12_TEXTURE_ADDRESS_MODE_WRAP, // addressV
- D3D12_TEXTURE_ADDRESS_MODE_WRAP); // addressW
-
- const CD3DX12_STATIC_SAMPLER_DESC linearClamp(
- 3, // shaderRegister
- D3D12_FILTER_MIN_MAG_MIP_LINEAR, // filter
- D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // addressU
- D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // addressV
- D3D12_TEXTURE_ADDRESS_MODE_CLAMP); // addressW
-
- const CD3DX12_STATIC_SAMPLER_DESC anisotropicWrap(
- 4, // shaderRegister
- D3D12_FILTER_ANISOTROPIC, // filter
- D3D12_TEXTURE_ADDRESS_MODE_WRAP, // addressU
- D3D12_TEXTURE_ADDRESS_MODE_WRAP, // addressV
- D3D12_TEXTURE_ADDRESS_MODE_WRAP, // addressW
- 0.0f, // mipLODBias
- 8); // maxAnisotropy
-
- const CD3DX12_STATIC_SAMPLER_DESC anisotropicClamp(
- 5, // shaderRegister
- D3D12_FILTER_ANISOTROPIC, // filter
- D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // addressU
- D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // addressV
- D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // addressW
- 0.0f, // mipLODBias
- 8); // maxAnisotropy
-
- return {
- pointWrap, pointClamp,
- linearWrap, linearClamp,
- anisotropicWrap, anisotropicClamp };
- }
-
- float BlendApp::GetHillsHeight(float x, float z)const
- {
- return 0.3f*(z*sinf(0.1f*x) + x*cosf(0.1f*z));
- }
-
- XMFLOAT3 BlendApp::GetHillsNormal(float x, float z)const
- {
- // n = (-df/dx, 1, -df/dz)
- XMFLOAT3 n(
- -0.03f*z*cosf(0.1f*x) - 0.3f*cosf(0.1f*z),
- 1.0f,
- -0.3f*sinf(0.1f*x) + 0.03f*x*sinf(0.1f*z));
-
- XMVECTOR unitNormal = XMVector3Normalize(XMLoadFloat3(&n));
- XMStoreFloat3(&n, unitNormal);
-
- return n;
- }
-