SOL9 Sample: Direct3D12ApplicationView
|
1 Screenshot
2 Source code
/*
* Direct3D12ApplicationView.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
// 2016/11/14
// 2017/01/28 Updated to use ModuleFileName and caught macro.
#define COMMONCONTROLS_V6
#define WIN10
#include <sol/CriticalSection.h>
#include <sol/direct3d12/DirectX3D12MainView.h>
#include <sol/direct3d12/DirectX3D12View.h>
#include <sol/direct3d12/DirectXMatrix.h>
#include <sol/direct3d12/Direct3D12CommandAllocator.h>
#include <sol/direct3d12/Direct3D12RenderTargetView.h>
#include <sol/direct3d12/Direct3D12DepthStencilView.h>
#include <sol/direct3d12/Direct3D12TransformConstantBufferView.h>
#include <sol/direct3d12/Direct3D12RootSignature.h>
#include <sol/direct3d12/Direct3D12BarrieredGraphicsCommandList.h>
#include <sol/direct3d12/Direct3D12PipelineState.h>
#include <sol/direct3d12/D3D12RasterizerDesc.h>
#include <sol/direct3d12/D3D12BlendDesc.h>
#include <sol/direct3d12/D3D12GraphicsPipelineStateDesc.h>
#include <sol/direct3d12/D3D12Transform.h>
#include <sol/direct3d12/D3D12GraphicsPipelineStateDesc.h>
#include <sol/direct3d12/Direct3D12Synchronizer.h>
#include <sol/direct3d12/Direct3DX12Sphere.h>
#include <sol/direct3d12/DirectXTransform.h>
#include <sol/direct3d12/Direct3D12CommonDescriptorHeap.h>
#include <sol/direct3d12/DirectX3D12TimerThread.h>
#include "resource.h"
namespace SOL {
class MainView :public DirectX3D12MainView {
private:
SmartPtr<Direct3D12CommandQueue> commandQueue;
SmartPtr<DirectXGISwapChain3> swapChain;
SmartPtr<Direct3D12CommandAllocator> commandAllocator;
SmartPtr<Direct3D12RenderTargetView> renderTargetView;
SmartPtr<Direct3D12DepthStencilView> depthStencilView;
SmartPtr<Direct3D12RootSignature> rootSignature;
SmartPtr<Direct3D12CommonDescriptorHeap> commonDescriptorHeap;
SmartPtr<Direct3D12TransformConstantBufferView> constantBufferView;
SmartPtr<Direct3D12BarrieredGraphicsCommandList> graphicsCommandList;
SmartPtr<Direct3D12PipelineState> pipelineState;
SmartPtr<Direct3D12Synchronizer> synchronizer;
SmartPtr<Direct3DX12Sphere> sphere;
UINT frameIndex;
SmartPtr<DirectX3D12TimerThread> timerThread;
int renderingInterval;
DirectXTransform worldViewProjection;
float angle;
StringT<TCHAR> directory;
CriticalSection criticalSection;
private:
DirectXGISwapChain3* getSwapChain3()
{
return swapChain;
}
Direct3D12CommandQueue* getCommandQueue()
{
return commandQueue;
}
virtual void createPipelineState(ID3D12Device* device)
{
//Create a graphicPipelineStateDes.
D3D12GraphicsPipelineStateDesc graphicsPipelineStateDesc(*rootSignature);
UINT count = 0;
const D3D12_INPUT_ELEMENT_DESC* inputElements = sphere->getInputElementDesc(count);
D3D12RasterizerDesc rasterDesc(D3D12_FILL_MODE_WIREFRAME, D3D12_CULL_MODE_NONE, true);
D3D12BlendDesc blendDesc;
graphicsPipelineStateDesc.setInputLayput(inputElements, count);
graphicsPipelineStateDesc.setRasterizerState(rasterDesc);
graphicsPipelineStateDesc.setBlendState(blendDesc);
StringT<TCHAR> vsshaderFile = getShaderFilePath(directory, _T("VertexShader.cso"));
StringT<TCHAR> psshaderFile = getShaderFilePath(directory, _T("PixelShader.cso"));
graphicsPipelineStateDesc.setVertexShader(vsshaderFile);
graphicsPipelineStateDesc.setPixelShader(psshaderFile);
pipelineState = new Direct3D12PipelineState(device, graphicsPipelineStateDesc);
}
void setDirectXTransform()
{
int width = 0;
int height = 0;
getClientSize(width, height);
try {
XMVECTOR eye = XMVectorSet( 1.0f, 1.0f, -4.0f, 0.0f );
XMVECTOR at = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f );
XMVECTOR up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
worldViewProjection.world = DirectXMatrix::rotationX( angle );
worldViewProjection.view = DirectXMatrix::lookAtLH(eye, at, up);
worldViewProjection.projection = DirectXMatrix::perspectiveFovLH( XM_PIDIV2*0.3f,
width / (FLOAT)height, 0.01f, 100.0f );
if (constantBufferView) {
constantBufferView->update(worldViewProjection);
}
} catch (Exception& ex) {
caught(ex);
}
}
public:
//Create a renderTargetView and a depthStencilView.
void createViews(ID3D12Device* device, IDXGISwapChain3* swapChain,
int width, int height)
{
renderTargetView = new Direct3D12RenderTargetView(device, swapChain);
depthStencilView = new Direct3D12DepthStencilView(device, width, height);
}
//Delete a renderTargetView and a depthStencilView.
void deleteViews()
{
if (graphicsCommandList == nullptr) {
throw IException("GraphicsCommandList is NULL.")
}
graphicsCommandList->setOMRenderTargets(0, nullptr, FALSE, nullptr);
renderTargetView = NULL;
depthStencilView = NULL;
}
virtual void initialize()
{
int width = 0;
int height = 0;
validateClientSize(width, height);
DirectXGIFactory4* factory = getDXGIFactory4(); //From DirectX3D12MainView
Direct3D12Device* device = getD3D12Device(); //From DirectX3D12MainView
try {
commandQueue = new Direct3D12CommandQueue(*device);
bool enableFullscreen = false;
swapChain = new DirectXGISwapChain3(*factory, *commandQueue, 2,
getWindow(), width, height, enableFullscreen);
commandAllocator = new Direct3D12CommandAllocator(*device);
renderTargetView = new Direct3D12RenderTargetView(*device, *swapChain);
depthStencilView = new Direct3D12DepthStencilView(*device, width, height);
graphicsCommandList = new Direct3D12BarrieredGraphicsCommandList(*device, *commandAllocator);
rootSignature = new Direct3D12RootSignature(*device);
commonDescriptorHeap = new Direct3D12CommonDescriptorHeap(*device, 1);
constantBufferView = new Direct3D12TransformConstantBufferView(*device,
commonDescriptorHeap->getCPUHandle(0) );
synchronizer = new Direct3D12Synchronizer(*device, *commandQueue);
//1 Create a renderTargetView and depthStencilView
createViews(*device, *swapChain, width, height);
//2 Define your own specific initialization procedures.
// Create your own shape
sphere = new Direct3DX12Sphere(*device, 0.5f, 20, 20);
//3 Create two pipelineState(wireframe and solid) from the sphere.
createPipelineState(*device);
//4 Set world, view and projection to the constantBuffer.
setDirectXTransform();
//5 Create a rendering TimerThread.
timerThread = new DirectX3D12TimerThread(this, renderingInterval);
timerThread -> start();
} catch (Exception& ex) {
caught(ex);
}
}
bool ready()
{
Direct3D12Device* device = getD3D12Device();
DirectXGISwapChain3* swapChain = getSwapChain3();
Direct3D12CommandQueue* commandQueue = getCommandQueue();
if (
device == nullptr ||
commandQueue == nullptr ||
swapChain == nullptr ||
commandAllocator == nullptr ||
renderTargetView == nullptr ||
depthStencilView == nullptr ||
rootSignature == nullptr ||
commonDescriptorHeap == nullptr ||
constantBufferView == nullptr ||
sphere == nullptr ||
graphicsCommandList == nullptr ||
pipelineState == nullptr ||
timerThread == nullptr ||
synchronizer == nullptr ) {
return false;
}
return true;
}
virtual void display()
{
int width = 0;
int height = 0;
validateClientSize(width, height);
if ( !ready() ) {
return;
}
criticalSection.enter();
angle += 0.2f;
try {
DirectXGISwapChain3* swapChain = getSwapChain3();
Direct3D12CommandQueue* commandQueue = getCommandQueue();
setDirectXTransform();
frameIndex = swapChain -> getCurrentBackBufferIndex();
graphicsCommandList->startRendering(renderTargetView->getResource(frameIndex));
graphicsCommandList->setDescriptorHeap(*commonDescriptorHeap);
graphicsCommandList->setGraphicsRootSignature(*rootSignature);
graphicsCommandList->setPipelineState(*pipelineState);
graphicsCommandList->setGraphicsRootDescriptorTable(0,
commonDescriptorHeap->getGPUHandle(0));
graphicsCommandList-> setRSViewport(0, 0, width, height);
graphicsCommandList-> setRSScissorRect(0, 0, width, height);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = renderTargetView->getHandle(frameIndex);
graphicsCommandList->clearRenderTargetView(rtvHandle, XMColor(0.2f, 0.2f, 0.6f, 1.0f));
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = *depthStencilView;
graphicsCommandList->clearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH);
graphicsCommandList->setOMRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);
sphere->drawIndexedInstanced(graphicsCommandList);
graphicsCommandList->endRendering();
commandQueue->executeCommandList(*graphicsCommandList);
swapChain->present(1, 0);
synchronizer->waitForCompletion();
} catch (Exception& ex) {
caught(ex);
}
criticalSection.leave();
}
virtual void resize(int width, int height)
{
Direct3D12Device* device = getD3D12Device();
DirectXGISwapChain3* swapChain = getSwapChain3();
if (device == NULL ||
swapChain == NULL) {
return ;
}
try {
deleteViews();
swapChain->resizeBuffers(width, height);
createViews(*device, *swapChain, width, height);
} catch (Exception& ex) {
caught(ex);
}
}
public:
MainView(Application& applet, const TCHAR* name, Args& args)
:DirectX3D12MainView(applet, name, args),
angle(1.0f),
frameIndex(0),
directory(_T("")),
timerThread(NULL),
renderingInterval(100)
{
directory = (const TCHAR*)args.get(XmNapplicationDirectory);
renderingInterval = (int) args.get(XmNrenderingInterval);
restorePlacement();
postResizeRequest();
}
~MainView()
{
}
};
}
//////////////////////////////////////////////
//
void Main(int argc, TCHAR** argv)
{
ModuleFileName module(argv[0]);
const TCHAR* directory = module.getDirectory();
const TCHAR* appClass = module.getAppName();
try {
Application applet(appClass, argc, argv);
Args args;
args.set(XmNx, 0);
args.set(XmNy, 0);
args.set(XmNwidth, 480);
args.set(XmNheight, 480);
args.set(XmNapplicationDirectory, directory);
args.set(XmNrenderingInterval, 150); //150ms
MainView mainView(applet, appClass, args);
mainView.realize();
applet.run();
} catch (Exception& ex) {
caught(ex);
}
}
Last modified: 1 Feb 2017
Copyright (c) 2017 Antillia.com ALL RIGHTS RESERVED.