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708 lines (595 loc) · 26 KB
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#include "D3DApp.h"
#include <stdexcept>
#include <dxgi1_6.h>
#include <d3d12.h>
#include <DirectXMath.h>
#include <d3dcompiler.h>
// ?? DirectXTK / DirectXTex äëÿ çàãðóçêè òåêñòóð ??????????????????
// Ïîäêëþ÷èòå îäíó èç áèáëèîòåê â ïðîåêò, íàïðèìåð DirectXTex:
// https://github.com/Microsoft/DirectXTex
// Èëè DDSTextureLoader èç d3d12book:
// https://github.com/d3dcoder/d3d12book/blob/master/Common/DDSTextureLoader.h
// Çäåñü èñïîëüçóåòñÿ DDSTextureLoader12 (Luna style):
#include "DDSTextureLoader12.h" // LoadDDSTextureFromFile
#include "d3dx12.h" // UpdateSubresources, GetRequiredIntermediateSize
#pragma comment(lib, "d3dcompiler.lib")
#define ThrowIfFailed(x) if(FAILED(x)) throw std::runtime_error("DX12 Error at line " + std::to_string(__LINE__));
using namespace DirectX;
// ================================================================
D3DApp::D3DApp(HWND hwnd) : m_hWnd(hwnd)
{
InitD3D();
}
// ================================================================
void D3DApp::InitD3D()
{
ComPtr<IDXGIFactory4> factory;
ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));
ThrowIfFailed(D3D12CreateDevice(
nullptr, D3D_FEATURE_LEVEL_12_0, IID_PPV_ARGS(&mDevice)));
D3D12_COMMAND_QUEUE_DESC qDesc{};
qDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
qDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
ThrowIfFailed(mDevice->CreateCommandQueue(&qDesc, IID_PPV_ARGS(&mCommandQueue)));
ThrowIfFailed(mDevice->CreateCommandAllocator(
D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mCmdAllocator)));
ThrowIfFailed(mDevice->CreateCommandList(
0, D3D12_COMMAND_LIST_TYPE_DIRECT,
mCmdAllocator.Get(), nullptr, IID_PPV_ARGS(&mCmdList)));
mCmdList->Close();
// SwapChain
DXGI_SWAP_CHAIN_DESC sd{};
sd.BufferCount = SwapChainBufferCount;
sd.BufferDesc.Width = mClientWidth;
sd.BufferDesc.Height = mClientHeight;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd.OutputWindow = m_hWnd;
sd.SampleDesc.Count = 1;
sd.Windowed = TRUE;
ComPtr<IDXGISwapChain> swapChain;
ThrowIfFailed(factory->CreateSwapChain(mCommandQueue.Get(), &sd, &swapChain));
ThrowIfFailed(swapChain.As(&mSwapChain));
// RTV heap
mRTVDescriptorSize =
mDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
mSrvDescriptorSize =
mDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
D3D12_DESCRIPTOR_HEAP_DESC rtvDesc{};
rtvDesc.NumDescriptors = SwapChainBufferCount;
rtvDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
ThrowIfFailed(mDevice->CreateDescriptorHeap(&rtvDesc, IID_PPV_ARGS(&mRTVHeap)));
CreateRTV();
CreateDepthStencil();
// Fence ñîçäà¸ì ÏÅÐÂÛÌ — îí íóæåí âíóòðè BuildTextures/FlushCommandQueue
ThrowIfFailed(mDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence)));
mFenceValue = 0;
BuildRootSignature();
BuildPSO();
BuildConstantBuffer();
BuildGeometry();
BuildTextures();
BuildViewportScissor();
}
// ================================================================
void D3DApp::CreateRTV()
{
D3D12_CPU_DESCRIPTOR_HANDLE handle =
mRTVHeap->GetCPUDescriptorHandleForHeapStart();
for (int i = 0; i < SwapChainBufferCount; ++i)
{
ThrowIfFailed(mSwapChain->GetBuffer(i, IID_PPV_ARGS(&mSwapChainBuffer[i])));
mDevice->CreateRenderTargetView(mSwapChainBuffer[i].Get(), nullptr, handle);
handle.ptr += (SIZE_T)mRTVDescriptorSize;
}
}
// ================================================================
void D3DApp::CreateDepthStencil()
{
D3D12_DESCRIPTOR_HEAP_DESC dsvDesc{};
dsvDesc.NumDescriptors = 1;
dsvDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(mDevice->CreateDescriptorHeap(&dsvDesc, IID_PPV_ARGS(&mDSVHeap)));
D3D12_RESOURCE_DESC depthDesc{};
depthDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
depthDesc.Width = (UINT64)mClientWidth;
depthDesc.Height = (UINT)mClientHeight;
depthDesc.DepthOrArraySize = 1;
depthDesc.MipLevels = 1;
depthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthDesc.SampleDesc.Count = 1;
depthDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE optClear{};
optClear.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
optClear.DepthStencil.Depth = 1.0f;
optClear.DepthStencil.Stencil = 0;
D3D12_HEAP_PROPERTIES heapProps{};
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
ThrowIfFailed(mDevice->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE,
&depthDesc, D3D12_RESOURCE_STATE_DEPTH_WRITE,
&optClear, IID_PPV_ARGS(&mDepthStencilBuffer)));
D3D12_DEPTH_STENCIL_VIEW_DESC dsvViewDesc{};
dsvViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
dsvViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvViewDesc.Flags = D3D12_DSV_FLAG_NONE;
mDevice->CreateDepthStencilView(
mDepthStencilBuffer.Get(), &dsvViewDesc,
mDSVHeap->GetCPUDescriptorHandleForHeapStart());
}
// ================================================================
// RootSignature:
// slot 0 ? òàáëèöà [CBV(b0)]
// slot 1 ? òàáëèöà [SRV(t0)]
// ñòàòè÷åñêèé ñýìïëåð s0
// ================================================================
void D3DApp::BuildRootSignature()
{
// ?? Äèàïàçîíû äåñêðèïòîðîâ ????????????????????????????????
D3D12_DESCRIPTOR_RANGE cbvRange{};
cbvRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
cbvRange.NumDescriptors = 1;
cbvRange.BaseShaderRegister = 0;
cbvRange.OffsetInDescriptorsFromTableStart = 0;
D3D12_DESCRIPTOR_RANGE srvRange{};
srvRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
srvRange.NumDescriptors = 1;
srvRange.BaseShaderRegister = 0;
srvRange.OffsetInDescriptorsFromTableStart = 0;
// ?? Root ïàðàìåòðû ????????????????????????????????????????
D3D12_ROOT_PARAMETER params[2]{};
// slot 0: CBV òàáëèöà
params[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
params[0].DescriptorTable.NumDescriptorRanges = 1;
params[0].DescriptorTable.pDescriptorRanges = &cbvRange;
params[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
// slot 1: SRV òàáëèöà (òåêñòóðà)
params[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
params[1].DescriptorTable.NumDescriptorRanges = 1;
params[1].DescriptorTable.pDescriptorRanges = &srvRange;
params[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
// ?? Ñòàòè÷åñêèé ñýìïëåð (s0) — LINEAR WRAP ???????????????
D3D12_STATIC_SAMPLER_DESC sampler{};
sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler.MipLODBias = 0.0f;
sampler.MaxAnisotropy = 1;
sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
sampler.MinLOD = 0.0f;
sampler.MaxLOD = D3D12_FLOAT32_MAX;
sampler.ShaderRegister = 0; // s0
sampler.RegisterSpace = 0;
sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
D3D12_ROOT_SIGNATURE_DESC rsDesc{};
rsDesc.NumParameters = _countof(params);
rsDesc.pParameters = params;
rsDesc.NumStaticSamplers = 1;
rsDesc.pStaticSamplers = &sampler;
rsDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
ComPtr<ID3DBlob> serialized, errors;
ThrowIfFailed(D3D12SerializeRootSignature(
&rsDesc, D3D_ROOT_SIGNATURE_VERSION_1, &serialized, &errors));
ThrowIfFailed(mDevice->CreateRootSignature(
0, serialized->GetBufferPointer(), serialized->GetBufferSize(),
IID_PPV_ARGS(&mRootSig)));
}
// ================================================================
void D3DApp::BuildPSO()
{
auto vs = CompileShader(L"Shaders.hlsl", "VSMain", "vs_5_0");
auto ps = CompileShader(L"Shaders.hlsl", "PSMain", "ps_5_0");
// Âåðøèííûé ôîðìàò òåïåðü âêëþ÷àåò TEXCOORD
D3D12_INPUT_ELEMENT_DESC inputLayout[] =
{
{ "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, // ? íîâîå
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 32,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
D3D12_RASTERIZER_DESC rast{};
rast.FillMode = D3D12_FILL_MODE_SOLID;
rast.CullMode = D3D12_CULL_MODE_BACK;
rast.FrontCounterClockwise = FALSE;
rast.DepthClipEnable = TRUE;
D3D12_BLEND_DESC blend{};
blend.AlphaToCoverageEnable = FALSE;
blend.IndependentBlendEnable = FALSE;
const D3D12_RENDER_TARGET_BLEND_DESC rtBlend =
{
FALSE, FALSE,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL
};
for (int i = 0; i < 8; i++) blend.RenderTarget[i] = rtBlend;
D3D12_DEPTH_STENCIL_DESC ds{};
ds.DepthEnable = TRUE;
ds.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
ds.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
ds.StencilEnable = FALSE;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso{};
pso.InputLayout = { inputLayout, _countof(inputLayout) };
pso.pRootSignature = mRootSig.Get();
pso.VS = { vs->GetBufferPointer(), vs->GetBufferSize() };
pso.PS = { ps->GetBufferPointer(), ps->GetBufferSize() };
pso.RasterizerState = rast;
pso.BlendState = blend;
pso.DepthStencilState = ds;
pso.SampleMask = UINT_MAX;
pso.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso.NumRenderTargets = 1;
pso.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
pso.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
pso.SampleDesc.Count = 1;
ThrowIfFailed(mDevice->CreateGraphicsPipelineState(&pso, IID_PPV_ARGS(&mPSO)));
}
// ================================================================
// BuildConstantBuffer — îáùàÿ CBV/SRV-êó÷à:
// ñëîò 0 = CBV
// ñëîòû 1..MaxTextures = SRV òåêñòóð
// ================================================================
void D3DApp::BuildConstantBuffer()
{
// Ñîçäà¸ì îáùóþ CBV_SRV_UAV êó÷ó
D3D12_DESCRIPTOR_HEAP_DESC heapDesc{};
heapDesc.NumDescriptors = 1 + MaxTextures; // CBV + SRVs
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(mDevice->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&mSrvHeap)));
// Êîíñòàíòíûé áóôåð
UINT cbSize = (sizeof(PerObjectCB) + 255) & ~255u;
D3D12_HEAP_PROPERTIES heapProps{};
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC cbDesc{};
cbDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
cbDesc.Width = cbSize;
cbDesc.Height = 1;
cbDesc.DepthOrArraySize = 1;
cbDesc.MipLevels = 1;
cbDesc.SampleDesc.Count = 1;
cbDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ThrowIfFailed(mDevice->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE,
&cbDesc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(&mConstBuffer)));
ThrowIfFailed(mConstBuffer->Map(0, nullptr, (void**)&mCbvMappedData));
// CBV äåñêðèïòîð â ñëîò 0
D3D12_CONSTANT_BUFFER_VIEW_DESC cbv{};
cbv.BufferLocation = mConstBuffer->GetGPUVirtualAddress();
cbv.SizeInBytes = cbSize;
mDevice->CreateConstantBufferView(
&cbv, mSrvHeap->GetCPUDescriptorHandleForHeapStart());
mNextSrvIndex = 1; // ñëåäóþùèé ñâîáîäíûé ñëîò äëÿ SRV
}
// ================================================================
// Çàãðóçêà DDS òåêñòóðû (DDSTextureLoader12)
// Âîçâðàùàåò èíäåêñ SRV â êó÷å (?1) èëè -1 ïðè îøèáêå
// ================================================================
int D3DApp::LoadTextureDDS(const std::wstring& path)
{
// ?? Øàã 1: çàãðóçèòü äàííûå DDS ñ äèñêà (áåç GPU upload) ?????
ComPtr<ID3D12Resource> tex;
std::unique_ptr<uint8_t[]> ddsData;
std::vector<D3D12_SUBRESOURCE_DATA> subresources;
HRESULT hr = DirectX::LoadDDSTextureFromFile(
mDevice.Get(),
path.c_str(),
tex.GetAddressOf(),
ddsData,
subresources);
if (FAILED(hr))
return -1;
// ?? Øàã 2: ñîçäàòü upload heap è ñêîïèðîâàòü äàííûå íà GPU ???
const UINT64 uploadSize = GetRequiredIntermediateSize(
tex.Get(), 0, (UINT)subresources.size());
D3D12_HEAP_PROPERTIES uploadHeap{};
uploadHeap.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC uploadDesc{};
uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
uploadDesc.Width = uploadSize;
uploadDesc.Height = 1;
uploadDesc.DepthOrArraySize = 1;
uploadDesc.MipLevels = 1;
uploadDesc.SampleDesc.Count = 1;
uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ComPtr<ID3D12Resource> uploadBuf;
ThrowIfFailed(mDevice->CreateCommittedResource(
&uploadHeap, D3D12_HEAP_FLAG_NONE,
&uploadDesc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(&uploadBuf)));
// ?? Øàã 3: çàïèñàòü êîìàíäû copy â command list ???????????????
ThrowIfFailed(mCmdAllocator->Reset());
ThrowIfFailed(mCmdList->Reset(mCmdAllocator.Get(), nullptr));
// Áàðüåð: COMMON ? COPY_DEST
{
D3D12_RESOURCE_BARRIER barrier{};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = tex.Get();
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
mCmdList->ResourceBarrier(1, &barrier);
}
UpdateSubresources(
mCmdList.Get(),
tex.Get(),
uploadBuf.Get(),
0, 0,
(UINT)subresources.size(),
subresources.data());
// Áàðüåð: COPY_DEST ? PIXEL_SHADER_RESOURCE
{
D3D12_RESOURCE_BARRIER barrier{};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = tex.Get();
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
mCmdList->ResourceBarrier(1, &barrier);
}
ThrowIfFailed(mCmdList->Close());
ID3D12CommandList* cmds[] = { mCmdList.Get() };
mCommandQueue->ExecuteCommandLists(1, cmds);
FlushCommandQueue(); // æä¸ì ïîêà GPU çàêîí÷èò êîïèðîâàíèå
// ?? Øàã 4: ñîçäàòü SRV äåñêðèïòîð ????????????????????????????
int idx = mNextSrvIndex++;
D3D12_CPU_DESCRIPTOR_HANDLE handle =
mSrvHeap->GetCPUDescriptorHandleForHeapStart();
handle.ptr += (SIZE_T)idx * (SIZE_T)mSrvDescriptorSize;
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc{};
srvDesc.Format = tex->GetDesc().Format;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = tex->GetDesc().MipLevels;
srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
mDevice->CreateShaderResourceView(tex.Get(), &srvDesc, handle);
mTextures.push_back(tex);
mTextureUploads.push_back(uploadBuf); // äåðæèì äî ñëåäóþùåãî FlushCommandQueue
return idx;
}
// ================================================================
// BuildTextures — çàãðóæàåì òåêñòóðû äëÿ âñåõ îáúåêòîâ
// ================================================================
void D3DApp::BuildTextures()
{
for (auto& ri : mRenderItems)
{
if (!ri.material.diffuseTexture.empty())
{
// Êîíâåðòèðóåì string ? wstring
std::wstring wpath(
ri.material.diffuseTexture.begin(),
ri.material.diffuseTexture.end());
// Ïðîáóåì çàãðóçèòü DDS (ìîæíî äîáàâèòü WIC äëÿ jpg/png)
int idx = LoadTextureDDS(wpath);
ri.SrvIndex = idx;
}
}
}
// ================================================================
// BuildGeometry — çàãðóæàåì OBJ è ñîçäà¸ì RenderItem íà ãðóïïó
// ================================================================
void D3DApp::BuildGeometry()
{
auto groups = LoadOBJ("model/model.obj");
D3D12_HEAP_PROPERTIES uploadHeap{};
uploadHeap.Type = D3D12_HEAP_TYPE_UPLOAD;
for (auto& grp : groups)
{
RenderItem ri;
ri.material = grp.material;
ri.IndexCount = (UINT)grp.mesh.indices.size();
UINT vbSize = (UINT)(grp.mesh.vertices.size() * sizeof(Vertex));
UINT ibSize = (UINT)(grp.mesh.indices.size() * sizeof(uint32_t));
// Vertex buffer
D3D12_RESOURCE_DESC bufDesc{};
bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
bufDesc.Width = vbSize;
bufDesc.Height = 1;
bufDesc.DepthOrArraySize = 1;
bufDesc.MipLevels = 1;
bufDesc.SampleDesc.Count = 1;
bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ThrowIfFailed(mDevice->CreateCommittedResource(
&uploadHeap, D3D12_HEAP_FLAG_NONE,
&bufDesc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(&ri.VB)));
void* mapped = nullptr;
ThrowIfFailed(ri.VB->Map(0, nullptr, &mapped));
memcpy(mapped, grp.mesh.vertices.data(), vbSize);
ri.VB->Unmap(0, nullptr);
ri.VBV.BufferLocation = ri.VB->GetGPUVirtualAddress();
ri.VBV.StrideInBytes = sizeof(Vertex);
ri.VBV.SizeInBytes = vbSize;
// Index buffer
bufDesc.Width = ibSize;
ThrowIfFailed(mDevice->CreateCommittedResource(
&uploadHeap, D3D12_HEAP_FLAG_NONE,
&bufDesc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(&ri.IB)));
ThrowIfFailed(ri.IB->Map(0, nullptr, &mapped));
memcpy(mapped, grp.mesh.indices.data(), ibSize);
ri.IB->Unmap(0, nullptr);
ri.IBV.BufferLocation = ri.IB->GetGPUVirtualAddress();
ri.IBV.Format = DXGI_FORMAT_R32_UINT;
ri.IBV.SizeInBytes = ibSize;
mRenderItems.push_back(std::move(ri));
}
}
// ================================================================
void D3DApp::BuildViewportScissor()
{
mViewport.TopLeftX = 0;
mViewport.TopLeftY = 0;
mViewport.Width = (float)mClientWidth;
mViewport.Height = (float)mClientHeight;
mViewport.MinDepth = 0.0f;
mViewport.MaxDepth = 1.0f;
mScissor = { 0, 0, mClientWidth, mClientHeight };
}
// ================================================================
// UpdateCB — îáíîâëÿåì êàìåðó è UV-àíèìàöèþ
// ================================================================
void D3DApp::UpdateCB(float dt)
{
mTotalTime += dt;
mCamera.Update(dt);
XMMATRIX world = XMMatrixIdentity();
XMMATRIX view = mCamera.GetViewMatrix();
XMMATRIX proj = XMMatrixPerspectiveFovLH(
XM_PIDIV4,
(float)mClientWidth / (float)mClientHeight,
0.1f, 1000.0f);
PerObjectCB cb{};
XMStoreFloat4x4(&cb.World, XMMatrixTranspose(world));
XMStoreFloat4x4(&cb.WorldViewProj, XMMatrixTranspose(world * view * proj));
cb.LightPosW = { 5.0f, 8.0f, -5.0f };
cb.EyePosW = mCamera.GetEyePosW();
cb.DiffuseColor = { 0.8f, 0.8f, 0.8f, 1.0f };
cb.SpecColorPower = { 1.0f, 1.0f, 1.0f, 32.0f };
// ?? Òåêñòóðíàÿ àíèìàöèÿ: ïðîêðóòêà + òàéëèíã ?????????????
// Òàéëèíã: òåêñòóðà ïîâòîðÿåòñÿ 2x2
cb.UVTileX = 2.0f;
cb.UVTileY = 2.0f;
// Àíèìàöèÿ: ìåäëåííàÿ ïðîêðóòêà ïî U
cb.UVOffsetX = mTotalTime * 0.05f; // ñêîðîñòü ïðîêðóòêè
cb.UVOffsetY = 0.0f;
// UseTexture ïðîñòàâëÿåòñÿ â Draw() îòäåëüíî äëÿ êàæäîãî îáúåêòà
cb.UseTexture = 0;
memcpy(mCbvMappedData, &cb, sizeof(cb));
}
// ================================================================
// Draw
// ================================================================
void D3DApp::Draw()
{
ThrowIfFailed(mCmdAllocator->Reset());
ThrowIfFailed(mCmdList->Reset(mCmdAllocator.Get(), nullptr));
// PRESENT ? RENDER_TARGET
{
D3D12_RESOURCE_BARRIER barrier{};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = mSwapChainBuffer[mCurrBackBuffer].Get();
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
mCmdList->ResourceBarrier(1, &barrier);
}
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle =
mRTVHeap->GetCPUDescriptorHandleForHeapStart();
rtvHandle.ptr += (SIZE_T)mCurrBackBuffer * (SIZE_T)mRTVDescriptorSize;
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle =
mDSVHeap->GetCPUDescriptorHandleForHeapStart();
mCmdList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);
float clearColor[] = { 0.18f, 0.18f, 0.22f, 1.0f };
mCmdList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
mCmdList->ClearDepthStencilView(dsvHandle,
D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL,
1.0f, 0, 0, nullptr);
mCmdList->RSSetViewports(1, &mViewport);
mCmdList->RSSetScissorRects(1, &mScissor);
mCmdList->SetGraphicsRootSignature(mRootSig.Get());
mCmdList->SetPipelineState(mPSO.Get());
// Óñòàíàâëèâàåì îáùóþ CBV/SRV êó÷ó
ID3D12DescriptorHeap* heaps[] = { mSrvHeap.Get() };
mCmdList->SetDescriptorHeaps(1, heaps);
// slot 0: CBV (äåñêðèïòîð â ïîçèöèè 0 êó÷è)
mCmdList->SetGraphicsRootDescriptorTable(
0, mSrvHeap->GetGPUDescriptorHandleForHeapStart());
mCmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// ?? Ðèñóåì êàæäûé RenderItem ?????????????????????????????
for (const auto& ri : mRenderItems)
{
// Îáíîâëÿåì UseTexture â CB
// Ïàò÷èðóåì òîëüêî ýòî ïîëå áåç ïåðåñ÷¸òà ìàòðèö
bool hasTexture = (ri.SrvIndex >= 1);
PerObjectCB* cbPtr = reinterpret_cast<PerObjectCB*>(mCbvMappedData);
cbPtr->UseTexture = hasTexture ? 1 : 0;
// Äèôôóçíûé öâåò èç ìàòåðèàëà (èñïîëüçóåòñÿ êîãäà íåò òåêñòóðû)
cbPtr->DiffuseColor = {
ri.material.Kd[0], ri.material.Kd[1], ri.material.Kd[2], 1.0f
};
cbPtr->SpecColorPower = {
ri.material.Ks[0], ri.material.Ks[1], ri.material.Ks[2],
ri.material.Ns
};
if (hasTexture)
{
// slot 1: SRV òåêñòóðû ýòîãî îáúåêòà
D3D12_GPU_DESCRIPTOR_HANDLE srvGpu =
mSrvHeap->GetGPUDescriptorHandleForHeapStart();
srvGpu.ptr += (SIZE_T)ri.SrvIndex * (SIZE_T)mSrvDescriptorSize;
mCmdList->SetGraphicsRootDescriptorTable(1, srvGpu);
}
else
{
// Óêàçûâàåì íà ñëîò 0 (CBV) — øåéäåð âñ¸ ðàâíî íå áóäåò
// ñýìïëèðîâàòü (UseTexture == 0), íî äåñêðèïòîð äîëæåí
// áûòü âàëèäíûì — óêàçûâàåì íà ïåðâûé SRV åñëè åñòü,
// èíà÷å íà CBV (áåçîïàñíî ïðè UseTexture=0).
mCmdList->SetGraphicsRootDescriptorTable(
1, mSrvHeap->GetGPUDescriptorHandleForHeapStart());
}
mCmdList->IASetVertexBuffers(0, 1, &ri.VBV);
mCmdList->IASetIndexBuffer(&ri.IBV);
mCmdList->DrawIndexedInstanced(ri.IndexCount, 1, 0, 0, 0);
}
// RENDER_TARGET ? PRESENT
{
D3D12_RESOURCE_BARRIER barrier{};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = mSwapChainBuffer[mCurrBackBuffer].Get();
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
mCmdList->ResourceBarrier(1, &barrier);
}
ThrowIfFailed(mCmdList->Close());
ID3D12CommandList* cmds[] = { mCmdList.Get() };
mCommandQueue->ExecuteCommandLists(1, cmds);
ThrowIfFailed(mSwapChain->Present(1, 0));
mCurrBackBuffer = (mCurrBackBuffer + 1) % SwapChainBufferCount;
FlushCommandQueue();
}
// ================================================================
void D3DApp::FlushCommandQueue()
{
mFenceValue++;
ThrowIfFailed(mCommandQueue->Signal(mFence.Get(), mFenceValue));
if (mFence->GetCompletedValue() < mFenceValue)
{
HANDLE ev = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ThrowIfFailed(mFence->SetEventOnCompletion(mFenceValue, ev));
WaitForSingleObject(ev, INFINITE);
CloseHandle(ev);
}
}
// ================================================================
ComPtr<ID3DBlob> D3DApp::CompileShader(
const wchar_t* filename,
const char* entry,
const char* target)
{
UINT flags = 0;
#if defined(_DEBUG)
flags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
ComPtr<ID3DBlob> bytecode, errors;
HRESULT hr = D3DCompileFromFile(
filename, nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE,
entry, target, flags, 0, &bytecode, &errors);
if (errors) OutputDebugStringA((char*)errors->GetBufferPointer());
ThrowIfFailed(hr);
return bytecode;
}