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- //***************************************************************************************
- // PickingApp.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 "../../Common/Camera.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;
- RenderItem(const RenderItem& rhs) = delete;
-
- bool Visible = true;
-
- BoundingBox Bounds;
-
- // 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,
- Highlight,
- Count
- };
-
- class PickingApp : public D3DApp
- {
- public:
- PickingApp(HINSTANCE hInstance);
- PickingApp(const PickingApp& rhs) = delete;
- PickingApp& operator=(const PickingApp& rhs) = delete;
- ~PickingApp();
-
- 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 AnimateMaterials(const GameTimer& gt);
- void UpdateObjectCBs(const GameTimer& gt);
- void UpdateMaterialBuffer(const GameTimer& gt);
- void UpdateMainPassCB(const GameTimer& gt);
-
- void LoadTextures();
- void BuildRootSignature();
- void BuildDescriptorHeaps();
- void BuildShadersAndInputLayout();
- void BuildCarGeometry();
- void BuildPSOs();
- void BuildFrameResources();
- void BuildMaterials();
- void BuildRenderItems();
- void DrawRenderItems(ID3D12GraphicsCommandList* cmdList, const std::vector<RenderItem*>& ritems);
- void Pick(int sx, int sy);
-
- 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;
-
- // 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];
-
- RenderItem* mPickedRitem = nullptr;
-
- PassConstants mMainPassCB;
-
- Camera mCamera;
-
- 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
- {
- PickingApp 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;
- }
- }
-
- PickingApp::PickingApp(HINSTANCE hInstance)
- : D3DApp(hInstance)
- {
- }
-
- PickingApp::~PickingApp()
- {
- if(md3dDevice != nullptr)
- FlushCommandQueue();
- }
-
- bool PickingApp::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);
-
- mCamera.LookAt(
- XMFLOAT3(5.0f, 4.0f, -15.0f),
- XMFLOAT3(0.0f, 1.0f, 0.0f),
- XMFLOAT3(0.0f, 1.0f, 0.0f));
-
- LoadTextures();
- BuildRootSignature();
- BuildDescriptorHeaps();
- BuildShadersAndInputLayout();
- BuildCarGeometry();
- 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 PickingApp::OnResize()
- {
- D3DApp::OnResize();
-
- mCamera.SetLens(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
- }
-
- void PickingApp::Update(const GameTimer& gt)
- {
- OnKeyboardInput(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);
- UpdateMaterialBuffer(gt);
- UpdateMainPassCB(gt);
- }
-
- void PickingApp::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(), Colors::LightSteelBlue, 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(1, passCB->GetGPUVirtualAddress());
-
- // Bind all the materials used in this scene. For structured buffers, we can bypass the heap and
- // set as a root descriptor.
- auto matBuffer = mCurrFrameResource->MaterialBuffer->Resource();
- mCommandList->SetGraphicsRootShaderResourceView(2, matBuffer->GetGPUVirtualAddress());
-
- // Bind all the textures used in this scene. Observe
- // that we only have to specify the first descriptor in the table.
- // The root signature knows how many descriptors are expected in the table.
- mCommandList->SetGraphicsRootDescriptorTable(3, mSrvDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
-
- DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Opaque]);
-
- mCommandList->SetPipelineState(mPSOs["highlight"].Get());
- DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Highlight]);
-
- // 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 PickingApp::OnMouseDown(WPARAM btnState, int x, int y)
- {
- if((btnState & MK_LBUTTON) != 0)
- {
- mLastMousePos.x = x;
- mLastMousePos.y = y;
-
- SetCapture(mhMainWnd);
- }
- else if((btnState & MK_RBUTTON) != 0)
- {
- Pick(x, y);
- }
- }
-
- void PickingApp::OnMouseUp(WPARAM btnState, int x, int y)
- {
- ReleaseCapture();
- }
-
- void PickingApp::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));
-
- mCamera.Pitch(dy);
- mCamera.RotateY(dx);
- }
-
- mLastMousePos.x = x;
- mLastMousePos.y = y;
- }
-
- void PickingApp::OnKeyboardInput(const GameTimer& gt)
- {
- const float dt = gt.DeltaTime();
-
- if(GetAsyncKeyState('W') & 0x8000)
- mCamera.Walk(10.0f*dt);
-
- if(GetAsyncKeyState('S') & 0x8000)
- mCamera.Walk(-10.0f*dt);
-
- if(GetAsyncKeyState('A') & 0x8000)
- mCamera.Strafe(-10.0f*dt);
-
- if(GetAsyncKeyState('D') & 0x8000)
- mCamera.Strafe(10.0f*dt);
-
- mCamera.UpdateViewMatrix();
- }
-
- void PickingApp::AnimateMaterials(const GameTimer& gt)
- {
-
- }
-
- void PickingApp::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));
- objConstants.MaterialIndex = e->Mat->MatCBIndex;
-
- currObjectCB->CopyData(e->ObjCBIndex, objConstants);
-
- // Next FrameResource need to be updated too.
- e->NumFramesDirty--;
- }
- }
- }
-
- void PickingApp::UpdateMaterialBuffer(const GameTimer& gt)
- {
- auto currMaterialBuffer = mCurrFrameResource->MaterialBuffer.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);
-
- MaterialData matData;
- matData.DiffuseAlbedo = mat->DiffuseAlbedo;
- matData.FresnelR0 = mat->FresnelR0;
- matData.Roughness = mat->Roughness;
- XMStoreFloat4x4(&matData.MatTransform, XMMatrixTranspose(matTransform));
- matData.DiffuseMapIndex = mat->DiffuseSrvHeapIndex;
-
- currMaterialBuffer->CopyData(mat->MatCBIndex, matData);
-
- // Next FrameResource need to be updated too.
- mat->NumFramesDirty--;
- }
- }
- }
-
- void PickingApp::UpdateMainPassCB(const GameTimer& gt)
- {
- XMMATRIX view = mCamera.GetView();
- XMMATRIX proj = mCamera.GetProj();
-
- 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 = mCamera.GetPosition3f();
- 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 = { 0.8f, 0.8f, 0.8f };
- mMainPassCB.Lights[1].Direction = { -0.57735f, -0.57735f, 0.57735f };
- mMainPassCB.Lights[1].Strength = { 0.4f, 0.4f, 0.4f };
- mMainPassCB.Lights[2].Direction = { 0.0f, -0.707f, -0.707f };
- mMainPassCB.Lights[2].Strength = { 0.2f, 0.2f, 0.2f };
-
- auto currPassCB = mCurrFrameResource->PassCB.get();
- currPassCB->CopyData(0, mMainPassCB);
- }
-
- void PickingApp::LoadTextures()
- {
- auto defaultDiffuseTex = std::make_unique<Texture>();
- defaultDiffuseTex->Name = "defaultDiffuseTex";
- defaultDiffuseTex->Filename = L"../../Textures/white1x1.dds";
- ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
- mCommandList.Get(), defaultDiffuseTex->Filename.c_str(),
- defaultDiffuseTex->Resource, defaultDiffuseTex->UploadHeap));
-
- mTextures[defaultDiffuseTex->Name] = std::move(defaultDiffuseTex);
- }
-
- void PickingApp::BuildRootSignature()
- {
- CD3DX12_DESCRIPTOR_RANGE texTable;
- texTable.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 4, 0, 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].InitAsConstantBufferView(0);
- slotRootParameter[1].InitAsConstantBufferView(1);
- slotRootParameter[2].InitAsShaderResourceView(0, 1);
- slotRootParameter[3].InitAsDescriptorTable(1, &texTable, D3D12_SHADER_VISIBILITY_PIXEL);
-
-
- 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 PickingApp::BuildDescriptorHeaps()
- {
- //
- // Create the SRV heap.
- //
- D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
- srvHeapDesc.NumDescriptors = 1;
- 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 defaultDiffuseTex = mTextures["defaultDiffuseTex"]->Resource;
-
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- srvDesc.Format = defaultDiffuseTex->GetDesc().Format;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Texture2D.MipLevels = defaultDiffuseTex->GetDesc().MipLevels;
- srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
- md3dDevice->CreateShaderResourceView(defaultDiffuseTex.Get(), &srvDesc, hDescriptor);
- }
-
- void PickingApp::BuildShadersAndInputLayout()
- {
- const D3D_SHADER_MACRO alphaTestDefines[] =
- {
- "ALPHA_TEST", "1",
- NULL, NULL
- };
-
- mShaders["standardVS"] = d3dUtil::CompileShader(L"Shaders\\Default.hlsl", nullptr, "VS", "vs_5_1");
- mShaders["opaquePS"] = d3dUtil::CompileShader(L"Shaders\\Default.hlsl", nullptr, "PS", "ps_5_1");
-
- 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 PickingApp::BuildCarGeometry()
- {
- std::ifstream fin("Models/car.txt");
-
- if(!fin)
- {
- MessageBox(0, L"Models/car.txt not found.", 0, 0);
- return;
- }
-
- UINT vcount = 0;
- UINT tcount = 0;
- std::string ignore;
-
- fin >> ignore >> vcount;
- fin >> ignore >> tcount;
- fin >> ignore >> ignore >> ignore >> ignore;
-
- XMFLOAT3 vMinf3(+MathHelper::Infinity, +MathHelper::Infinity, +MathHelper::Infinity);
- XMFLOAT3 vMaxf3(-MathHelper::Infinity, -MathHelper::Infinity, -MathHelper::Infinity);
-
- XMVECTOR vMin = XMLoadFloat3(&vMinf3);
- XMVECTOR vMax = XMLoadFloat3(&vMaxf3);
-
- std::vector<Vertex> vertices(vcount);
- for(UINT i = 0; i < vcount; ++i)
- {
- fin >> vertices[i].Pos.x >> vertices[i].Pos.y >> vertices[i].Pos.z;
- fin >> vertices[i].Normal.x >> vertices[i].Normal.y >> vertices[i].Normal.z;
-
- XMVECTOR P = XMLoadFloat3(&vertices[i].Pos);
-
- vertices[i].TexC = { 0.0f, 0.0f };
-
- vMin = XMVectorMin(vMin, P);
- vMax = XMVectorMax(vMax, P);
- }
-
- BoundingBox bounds;
- XMStoreFloat3(&bounds.Center, 0.5f*(vMin + vMax));
- XMStoreFloat3(&bounds.Extents, 0.5f*(vMax - vMin));
-
- fin >> ignore;
- fin >> ignore;
- fin >> ignore;
-
- std::vector<std::int32_t> indices(3 * tcount);
- for(UINT i = 0; i < tcount; ++i)
- {
- fin >> indices[i * 3 + 0] >> indices[i * 3 + 1] >> indices[i * 3 + 2];
- }
-
- fin.close();
-
- //
- // Pack the indices of all the meshes into one index buffer.
- //
-
- const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
-
- const UINT ibByteSize = (UINT)indices.size() * sizeof(std::int32_t);
-
- auto geo = std::make_unique<MeshGeometry>();
- geo->Name = "carGeo";
-
- 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_R32_UINT;
- geo->IndexBufferByteSize = ibByteSize;
-
- SubmeshGeometry submesh;
- submesh.IndexCount = (UINT)indices.size();
- submesh.StartIndexLocation = 0;
- submesh.BaseVertexLocation = 0;
- submesh.Bounds = bounds;
-
- geo->DrawArgs["car"] = submesh;
-
- mGeometries[geo->Name] = std::move(geo);
- }
-
- void PickingApp::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 highlight objects
- //
-
- D3D12_GRAPHICS_PIPELINE_STATE_DESC highlightPsoDesc = opaquePsoDesc;
-
- // Change the depth test from < to <= so that if we draw the same triangle twice, it will
- // still pass the depth test. This is needed because we redraw the picked triangle with a
- // different material to highlight it. If we do not use <=, the triangle will fail the
- // depth test the 2nd time we try and draw it.
- highlightPsoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
-
- // Standard transparency blending.
- 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;
-
- highlightPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc;
- ThrowIfFailed(md3dDevice->CreateGraphicsPipelineState(&highlightPsoDesc, IID_PPV_ARGS(&mPSOs["highlight"])));
- }
-
- void PickingApp::BuildFrameResources()
- {
- for(int i = 0; i < gNumFrameResources; ++i)
- {
- mFrameResources.push_back(std::make_unique<FrameResource>(md3dDevice.Get(),
- 1, (UINT)mAllRitems.size(), (UINT)mMaterials.size()));
- }
- }
-
- void PickingApp::BuildMaterials()
- {
- auto gray0 = std::make_unique<Material>();
- gray0->Name = "gray0";
- gray0->MatCBIndex = 0;
- gray0->DiffuseSrvHeapIndex = 0;
- gray0->DiffuseAlbedo = XMFLOAT4(0.7f, 0.7f, 0.7f, 1.0f);
- gray0->FresnelR0 = XMFLOAT3(0.04f, 0.04f, 0.04f);
- gray0->Roughness = 0.0f;
-
- auto highlight0 = std::make_unique<Material>();
- highlight0->Name = "highlight0";
- highlight0->MatCBIndex = 1;
- highlight0->DiffuseSrvHeapIndex = 0;
- highlight0->DiffuseAlbedo = XMFLOAT4(1.0f, 1.0f, 0.0f, 0.6f);
- highlight0->FresnelR0 = XMFLOAT3(0.06f, 0.06f, 0.06f);
- highlight0->Roughness = 0.0f;
-
-
- mMaterials["gray0"] = std::move(gray0);
- mMaterials["highlight0"] = std::move(highlight0);
- }
-
- void PickingApp::BuildRenderItems()
- {
- auto carRitem = std::make_unique<RenderItem>();
- XMStoreFloat4x4(&carRitem->World, XMMatrixScaling(1.0f, 1.0f, 1.0f)*XMMatrixTranslation(0.0f, 1.0f, 0.0f));
- XMStoreFloat4x4(&carRitem->TexTransform, XMMatrixScaling(1.0f, 1.0f, 1.0f));
- carRitem->ObjCBIndex = 0;
- carRitem->Mat = mMaterials["gray0"].get();
- carRitem->Geo = mGeometries["carGeo"].get();
- carRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
- carRitem->Bounds = carRitem->Geo->DrawArgs["car"].Bounds;
- carRitem->IndexCount = carRitem->Geo->DrawArgs["car"].IndexCount;
- carRitem->StartIndexLocation = carRitem->Geo->DrawArgs["car"].StartIndexLocation;
- carRitem->BaseVertexLocation = carRitem->Geo->DrawArgs["car"].BaseVertexLocation;
- mRitemLayer[(int)RenderLayer::Opaque].push_back(carRitem.get());
-
- auto pickedRitem = std::make_unique<RenderItem>();
- pickedRitem->World = MathHelper::Identity4x4();
- pickedRitem->TexTransform = MathHelper::Identity4x4();
- pickedRitem->ObjCBIndex = 1;
- pickedRitem->Mat = mMaterials["highlight0"].get();
- pickedRitem->Geo = mGeometries["carGeo"].get();
- pickedRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
-
- // Picked triangle is not visible until one is picked.
- pickedRitem->Visible = false;
-
- // DrawCall parameters are filled out when a triangle is picked.
- pickedRitem->IndexCount = 0;
- pickedRitem->StartIndexLocation = 0;
- pickedRitem->BaseVertexLocation = 0;
- mPickedRitem = pickedRitem.get();
- mRitemLayer[(int)RenderLayer::Highlight].push_back(pickedRitem.get());
-
-
- mAllRitems.push_back(std::move(carRitem));
- mAllRitems.push_back(std::move(pickedRitem));
- }
-
- void PickingApp::DrawRenderItems(ID3D12GraphicsCommandList* cmdList, const std::vector<RenderItem*>& ritems)
- {
- UINT objCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(ObjectConstants));
-
- auto objectCB = mCurrFrameResource->ObjectCB->Resource();
-
- // For each render item...
- for(size_t i = 0; i < ritems.size(); ++i)
- {
- auto ri = ritems[i];
-
- if(ri->Visible == false)
- continue;
-
- cmdList->IASetVertexBuffers(0, 1, &ri->Geo->VertexBufferView());
- cmdList->IASetIndexBuffer(&ri->Geo->IndexBufferView());
- cmdList->IASetPrimitiveTopology(ri->PrimitiveType);
-
- D3D12_GPU_VIRTUAL_ADDRESS objCBAddress = objectCB->GetGPUVirtualAddress() + ri->ObjCBIndex*objCBByteSize;
-
- cmdList->SetGraphicsRootConstantBufferView(0, objCBAddress);
-
- cmdList->DrawIndexedInstanced(ri->IndexCount, 1, ri->StartIndexLocation, ri->BaseVertexLocation, 0);
- }
- }
-
- std::array<const CD3DX12_STATIC_SAMPLER_DESC, 6> PickingApp::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 };
- }
-
- void PickingApp::Pick(int sx, int sy)
- {
- XMFLOAT4X4 P = mCamera.GetProj4x4f();
-
- // Compute picking ray in view space.
- float vx = (+2.0f*sx / mClientWidth - 1.0f) / P(0, 0);
- float vy = (-2.0f*sy / mClientHeight + 1.0f) / P(1, 1);
-
- // Ray definition in view space.
- XMVECTOR rayOrigin = XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f);
- XMVECTOR rayDir = XMVectorSet(vx, vy, 1.0f, 0.0f);
-
- XMMATRIX V = mCamera.GetView();
- XMMATRIX invView = XMMatrixInverse(&XMMatrixDeterminant(V), V);
-
- // Assume nothing is picked to start, so the picked render-item is invisible.
- mPickedRitem->Visible = false;
-
- // Check if we picked an opaque render item. A real app might keep a separate "picking list"
- // of objects that can be selected.
- for(auto ri : mRitemLayer[(int)RenderLayer::Opaque])
- {
- auto geo = ri->Geo;
-
- // Skip invisible render-items.
- if(ri->Visible == false)
- continue;
-
- XMMATRIX W = XMLoadFloat4x4(&ri->World);
- XMMATRIX invWorld = XMMatrixInverse(&XMMatrixDeterminant(W), W);
-
- // Tranform ray to vi space of Mesh.
- XMMATRIX toLocal = XMMatrixMultiply(invView, invWorld);
-
- rayOrigin = XMVector3TransformCoord(rayOrigin, toLocal);
- rayDir = XMVector3TransformNormal(rayDir, toLocal);
-
- // Make the ray direction unit length for the intersection tests.
- rayDir = XMVector3Normalize(rayDir);
-
- // If we hit the bounding box of the Mesh, then we might have picked a Mesh triangle,
- // so do the ray/triangle tests.
- //
- // If we did not hit the bounding box, then it is impossible that we hit
- // the Mesh, so do not waste effort doing ray/triangle tests.
- float tmin = 0.0f;
- if(ri->Bounds.Intersects(rayOrigin, rayDir, tmin))
- {
- // NOTE: For the demo, we know what to cast the vertex/index data to. If we were mixing
- // formats, some metadata would be needed to figure out what to cast it to.
- auto vertices = (Vertex*)geo->VertexBufferCPU->GetBufferPointer();
- auto indices = (std::uint32_t*)geo->IndexBufferCPU->GetBufferPointer();
- UINT triCount = ri->IndexCount / 3;
-
- // Find the nearest ray/triangle intersection.
- tmin = MathHelper::Infinity;
- for(UINT i = 0; i < triCount; ++i)
- {
- // Indices for this triangle.
- UINT i0 = indices[i * 3 + 0];
- UINT i1 = indices[i * 3 + 1];
- UINT i2 = indices[i * 3 + 2];
-
- // Vertices for this triangle.
- XMVECTOR v0 = XMLoadFloat3(&vertices[i0].Pos);
- XMVECTOR v1 = XMLoadFloat3(&vertices[i1].Pos);
- XMVECTOR v2 = XMLoadFloat3(&vertices[i2].Pos);
-
- // We have to iterate over all the triangles in order to find the nearest intersection.
- float t = 0.0f;
- if(TriangleTests::Intersects(rayOrigin, rayDir, v0, v1, v2, t))
- {
- if(t < tmin)
- {
- // This is the new nearest picked triangle.
- tmin = t;
- UINT pickedTriangle = i;
-
- mPickedRitem->Visible = true;
- mPickedRitem->IndexCount = 3;
- mPickedRitem->BaseVertexLocation = 0;
-
- // Picked render item needs same world matrix as object picked.
- mPickedRitem->World = ri->World;
- mPickedRitem->NumFramesDirty = gNumFrameResources;
-
- // Offset to the picked triangle in the mesh index buffer.
- mPickedRitem->StartIndexLocation = 3 * pickedTriangle;
- }
- }
- }
- }
- }
- }