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- //***************************************************************************************
- // BezierPatchApp.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"
-
- 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,
- Count
- };
-
- class BezierPatchApp : public D3DApp
- {
- public:
- BezierPatchApp(HINSTANCE hInstance);
- BezierPatchApp(const BezierPatchApp& rhs) = delete;
- BezierPatchApp& operator=(const BezierPatchApp& rhs) = delete;
- ~BezierPatchApp();
-
- 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 LoadTextures();
- void BuildRootSignature();
- void BuildDescriptorHeaps();
- void BuildShadersAndInputLayout();
- void BuildQuadPatchGeometry();
- 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();
-
- 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;
-
- // Cache render items of interest.
- RenderItem* mSkullRitem = nullptr;
- RenderItem* mReflectedSkullRitem = nullptr;
- RenderItem* mShadowedSkullRitem = 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];
-
- PassConstants mMainPassCB;
- PassConstants mReflectedPassCB;
-
- XMFLOAT3 mSkullTranslation = { 0.0f, 1.0f, -5.0f };
-
- XMFLOAT3 mEyePos = { 0.0f, 0.0f, 0.0f };
- XMFLOAT4X4 mView = MathHelper::Identity4x4();
- XMFLOAT4X4 mProj = MathHelper::Identity4x4();
-
- float mTheta = 1.24f*XM_PI;
- float mPhi = 0.42f*XM_PI;
- float mRadius = 12.0f;
-
- 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
- {
- BezierPatchApp 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;
- }
- }
-
- BezierPatchApp::BezierPatchApp(HINSTANCE hInstance)
- : D3DApp(hInstance)
- {
- }
-
- BezierPatchApp::~BezierPatchApp()
- {
- if(md3dDevice != nullptr)
- FlushCommandQueue();
- }
-
- bool BezierPatchApp::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);
-
- LoadTextures();
- BuildRootSignature();
- BuildDescriptorHeaps();
- BuildShadersAndInputLayout();
- BuildQuadPatchGeometry();
- 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 BezierPatchApp::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 BezierPatchApp::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);
- }
-
- void BezierPatchApp::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());
-
- UINT passCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(PassConstants));
-
- auto passCB = mCurrFrameResource->PassCB->Resource();
- mCommandList->SetGraphicsRootConstantBufferView(2, passCB->GetGPUVirtualAddress());
-
- DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Opaque]);
-
- // 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 BezierPatchApp::OnMouseDown(WPARAM btnState, int x, int y)
- {
- mLastMousePos.x = x;
- mLastMousePos.y = y;
-
- SetCapture(mhMainWnd);
- }
-
- void BezierPatchApp::OnMouseUp(WPARAM btnState, int x, int y)
- {
- ReleaseCapture();
- }
-
- void BezierPatchApp::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 BezierPatchApp::OnKeyboardInput(const GameTimer& gt)
- {
- }
-
- void BezierPatchApp::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 BezierPatchApp::AnimateMaterials(const GameTimer& gt)
- {
-
- }
-
- void BezierPatchApp::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 BezierPatchApp::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 BezierPatchApp::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 = { 0.6f, 0.6f, 0.6f };
- 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 };
-
- // Main pass stored in index 2
- auto currPassCB = mCurrFrameResource->PassCB.get();
- currPassCB->CopyData(0, mMainPassCB);
- }
-
- void BezierPatchApp::LoadTextures()
- {
- auto bricksTex = std::make_unique<Texture>();
- bricksTex->Name = "bricksTex";
- bricksTex->Filename = L"../../Textures/bricks.dds";
- ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
- mCommandList.Get(), bricksTex->Filename.c_str(),
- bricksTex->Resource, bricksTex->UploadHeap));
-
- auto checkboardTex = std::make_unique<Texture>();
- checkboardTex->Name = "checkboardTex";
- checkboardTex->Filename = L"../../Textures/checkboard.dds";
- ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
- mCommandList.Get(), checkboardTex->Filename.c_str(),
- checkboardTex->Resource, checkboardTex->UploadHeap));
-
- auto iceTex = std::make_unique<Texture>();
- iceTex->Name = "iceTex";
- iceTex->Filename = L"../../Textures/ice.dds";
- ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
- mCommandList.Get(), iceTex->Filename.c_str(),
- iceTex->Resource, iceTex->UploadHeap));
-
- auto white1x1Tex = std::make_unique<Texture>();
- white1x1Tex->Name = "white1x1Tex";
- white1x1Tex->Filename = L"../../Textures/white1x1.dds";
- ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
- mCommandList.Get(), white1x1Tex->Filename.c_str(),
- white1x1Tex->Resource, white1x1Tex->UploadHeap));
-
- mTextures[bricksTex->Name] = std::move(bricksTex);
- mTextures[checkboardTex->Name] = std::move(checkboardTex);
- mTextures[iceTex->Name] = std::move(iceTex);
- mTextures[white1x1Tex->Name] = std::move(white1x1Tex);
- }
-
- void BezierPatchApp::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 BezierPatchApp::BuildDescriptorHeaps()
- {
- //
- // Create the SRV heap.
- //
- D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
- srvHeapDesc.NumDescriptors = 4;
- 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 bricksTex = mTextures["bricksTex"]->Resource;
- auto checkboardTex = mTextures["checkboardTex"]->Resource;
- auto iceTex = mTextures["iceTex"]->Resource;
- auto white1x1Tex = mTextures["white1x1Tex"]->Resource;
-
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- srvDesc.Format = bricksTex->GetDesc().Format;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Texture2D.MipLevels = -1;
- md3dDevice->CreateShaderResourceView(bricksTex.Get(), &srvDesc, hDescriptor);
-
- // next descriptor
- hDescriptor.Offset(1, mCbvSrvDescriptorSize);
-
- srvDesc.Format = checkboardTex->GetDesc().Format;
- md3dDevice->CreateShaderResourceView(checkboardTex.Get(), &srvDesc, hDescriptor);
-
- // next descriptor
- hDescriptor.Offset(1, mCbvSrvDescriptorSize);
-
- srvDesc.Format = iceTex->GetDesc().Format;
- md3dDevice->CreateShaderResourceView(iceTex.Get(), &srvDesc, hDescriptor);
-
- // next descriptor
- hDescriptor.Offset(1, mCbvSrvDescriptorSize);
-
- srvDesc.Format = white1x1Tex->GetDesc().Format;
- md3dDevice->CreateShaderResourceView(white1x1Tex.Get(), &srvDesc, hDescriptor);
- }
-
- void BezierPatchApp::BuildShadersAndInputLayout()
- {
- mShaders["tessVS"] = d3dUtil::CompileShader(L"Shaders\\BezierTessellation.hlsl", nullptr, "VS", "vs_5_0");
- mShaders["tessHS"] = d3dUtil::CompileShader(L"Shaders\\BezierTessellation.hlsl", nullptr, "HS", "hs_5_0");
- mShaders["tessDS"] = d3dUtil::CompileShader(L"Shaders\\BezierTessellation.hlsl", nullptr, "DS", "ds_5_0");
- mShaders["tessPS"] = d3dUtil::CompileShader(L"Shaders\\BezierTessellation.hlsl", nullptr, "PS", "ps_5_0");
-
- mInputLayout =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
- };
- }
-
- void BezierPatchApp::BuildQuadPatchGeometry()
- {
- std::array<XMFLOAT3,16> vertices =
- {
- // Row 0
- XMFLOAT3(-10.0f, -10.0f, +15.0f),
- XMFLOAT3(-5.0f, 0.0f, +15.0f),
- XMFLOAT3(+5.0f, 0.0f, +15.0f),
- XMFLOAT3(+10.0f, 0.0f, +15.0f),
-
- // Row 1
- XMFLOAT3(-15.0f, 0.0f, +5.0f),
- XMFLOAT3(-5.0f, 0.0f, +5.0f),
- XMFLOAT3(+5.0f, 20.0f, +5.0f),
- XMFLOAT3(+15.0f, 0.0f, +5.0f),
-
- // Row 2
- XMFLOAT3(-15.0f, 0.0f, -5.0f),
- XMFLOAT3(-5.0f, 0.0f, -5.0f),
- XMFLOAT3(+5.0f, 0.0f, -5.0f),
- XMFLOAT3(+15.0f, 0.0f, -5.0f),
-
- // Row 3
- XMFLOAT3(-10.0f, 10.0f, -15.0f),
- XMFLOAT3(-5.0f, 0.0f, -15.0f),
- XMFLOAT3(+5.0f, 0.0f, -15.0f),
- XMFLOAT3(+25.0f, 10.0f, -15.0f)
- };
-
- std::array<std::int16_t, 16> indices =
- {
- 0, 1, 2, 3,
- 4, 5, 6, 7,
- 8, 9, 10, 11,
- 12, 13, 14, 15
- };
-
- const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
- const UINT ibByteSize = (UINT)indices.size() * sizeof(std::uint16_t);
-
- auto geo = std::make_unique<MeshGeometry>();
- geo->Name = "quadpatchGeo";
-
- 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(XMFLOAT3);
- geo->VertexBufferByteSize = vbByteSize;
- geo->IndexFormat = DXGI_FORMAT_R16_UINT;
- geo->IndexBufferByteSize = ibByteSize;
-
- SubmeshGeometry quadSubmesh;
- quadSubmesh.IndexCount = (UINT)indices.size();
- quadSubmesh.StartIndexLocation = 0;
- quadSubmesh.BaseVertexLocation = 0;
-
- geo->DrawArgs["quadpatch"] = quadSubmesh;
-
- mGeometries[geo->Name] = std::move(geo);
- }
-
- void BezierPatchApp::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["tessVS"]->GetBufferPointer()),
- mShaders["tessVS"]->GetBufferSize()
- };
- opaquePsoDesc.HS =
- {
- reinterpret_cast<BYTE*>(mShaders["tessHS"]->GetBufferPointer()),
- mShaders["tessHS"]->GetBufferSize()
- };
- opaquePsoDesc.DS =
- {
- reinterpret_cast<BYTE*>(mShaders["tessDS"]->GetBufferPointer()),
- mShaders["tessDS"]->GetBufferSize()
- };
- opaquePsoDesc.PS =
- {
- reinterpret_cast<BYTE*>(mShaders["tessPS"]->GetBufferPointer()),
- mShaders["tessPS"]->GetBufferSize()
- };
- opaquePsoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
- opaquePsoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME;
- 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_PATCH;
- 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"])));
- }
-
- void BezierPatchApp::BuildFrameResources()
- {
- for(int i = 0; i < gNumFrameResources; ++i)
- {
- mFrameResources.push_back(std::make_unique<FrameResource>(md3dDevice.Get(),
- 2, (UINT)mAllRitems.size(), (UINT)mMaterials.size()));
- }
- }
-
- void BezierPatchApp::BuildMaterials()
- {
- auto whiteMat = std::make_unique<Material>();
- whiteMat->Name = "quadMat";
- whiteMat->MatCBIndex = 0;
- whiteMat->DiffuseSrvHeapIndex = 3;
- whiteMat->DiffuseAlbedo = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
- whiteMat->FresnelR0 = XMFLOAT3(0.1f, 0.1f, 0.1f);
- whiteMat->Roughness = 0.5f;
-
- mMaterials["whiteMat"] = std::move(whiteMat);
- }
-
- void BezierPatchApp::BuildRenderItems()
- {
- auto quadPatchRitem = std::make_unique<RenderItem>();
- quadPatchRitem->World = MathHelper::Identity4x4();
- quadPatchRitem->TexTransform = MathHelper::Identity4x4();
- quadPatchRitem->ObjCBIndex = 0;
- quadPatchRitem->Mat = mMaterials["whiteMat"].get();
- quadPatchRitem->Geo = mGeometries["quadpatchGeo"].get();
- quadPatchRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST;
- quadPatchRitem->IndexCount = quadPatchRitem->Geo->DrawArgs["quadpatch"].IndexCount;
- quadPatchRitem->StartIndexLocation = quadPatchRitem->Geo->DrawArgs["quadpatch"].StartIndexLocation;
- quadPatchRitem->BaseVertexLocation = quadPatchRitem->Geo->DrawArgs["quadpatch"].BaseVertexLocation;
- mRitemLayer[(int)RenderLayer::Opaque].push_back(quadPatchRitem.get());
-
- mAllRitems.push_back(std::move(quadPatchRitem));
- }
-
- void BezierPatchApp::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> BezierPatchApp::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 };
- }
-