SOL9 Sample: Direct3D12LightedShapesWithMultipleConstantBufferViews

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * Direct3D12LightedShapesWithMultipleConstantBufferViews.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


// 2016/12/15
// 2017/01/28 Updated to use ModuleFileName class and caught macro.

#define COMMONCONTROLS_V6
#define WIN10

#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/Direct3D12CommonDescriptorHeap.h>
#include <sol/direct3d12/Direct3D12TransformLightConstantBufferView.h>
#include <sol/direct3d12/Direct3D12RootSignature.h>
#include <sol/direct3d12/Direct3D12GraphicsCommandList.h>
#include <sol/direct3d12/Direct3D12PipelineState.h>
#include <sol/direct3d12/D3D12RasterizerDesc.h>
#include <sol/direct3d12/D3D12BlendDesc.h>
#include <sol/direct3d12/D3D12GraphicsPipelineStateDesc.h>
#include <sol/direct3d12/D3D12ResourceBarrier.h>
#include <sol/direct3d12/D3D12TransformLight.h>
#include <sol/direct3d12/Direct3D12Synchronizer.h>

#include <sol/direct3d12/Direct3DX12Box.h>
#include <sol/direct3d12/Direct3DX12Cylinder.h>
#include <sol/direct3d12/Direct3DX12Sphere.h>
#include <sol/direct3d12/Direct3DX12Torus.h>

#include <sol/direct3d12/DirectXTransformLight.h>

#include "resource.h"

namespace SOL {
  
class MainView :public DirectX3D12MainView {      
private:
  static const UINT  NUMBER_OF_CONSTANT_BUFFER_VIEW = 4; //The number of shapes.
  static const UINT  NUMBER_OF_SHADER_RESOURCE_VIEW = 1; //Unused;

  static const int                SHAPES = 4;  //Sphere, Torus, Cylinder and Cube.

  /////////////////////////////////////////////////////////////////
  //Inner class 
  class SimpleView :public DirectX3D12View {
  private:
    
    SmartPtr<Direct3D12CommandAllocator>     commandAllocator;
    SmartPtr<Direct3D12RenderTargetView>     renderTargetView;
    SmartPtr<Direct3D12DepthStencilView>     depthStencilView;
    SmartPtr<Direct3D12RootSignature>        rootSignature;
    SmartPtr<Direct3D12CommonDescriptorHeap> commonDescriptorHeap;
    SmartPtr<Direct3D12GraphicsCommandList>  graphicsCommandList;
    SmartPtr<Direct3D12PipelineState>        pipelineState;
    SmartPtr<Direct3D12Synchronizer>         synchronizer;
    SmartPtr<Direct3DX12Shape>               shapes[SHAPES];
    SmartPtr<Direct3D12TransformLightConstantBufferView>   constantBufferView[SHAPES];
      
    UINT                           frameIndex;
    DirectXTransformLight          lightedConstantBuffer;
    float                          angle;
    StringT<TCHAR>                 directory;

  private:
        
    virtual void createPipelineState(ID3D12Device* device)
    {
      //Create a graphicPipelineStateDes.
      D3D12GraphicsPipelineStateDesc graphicsPipelineStateDesc(*rootSignature);

      UINT count = 0;
      static const D3D12_INPUT_ELEMENT_DESC* inputElements = D3D12InputElements::getPosNormalDesc(count); 
          
      D3D12RasterizerDesc  rasterDesc(
        D3D12_FILL_MODE_SOLID, 
        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 setDirectXTransformLight(int i) //i: shape index
    {
      int width = 0;
      int height = 0;
      getClientSize(width, height);

      try {         
        XMFLOAT3 pos[SHAPES] = {
            XMFLOAT3(-1.5f,  1.5f,   1.0f),
            XMFLOAT3( 1.5f,  1.5f,   1.0f),
            XMFLOAT3(-1.5f, -1.5f,   0.0f),
            XMFLOAT3( 1.5f, -1.5f,  -1.0f)  
        };
        DirectXMatrix world =  DirectXMatrix::rotationY( angle );
        DirectXMatrix m = DirectXMatrix::translation(pos[i].x, pos[i].y, pos[i].z);
        world += m;
                      
        XMVECTOR eye = XMVectorSet(  0.0f,  2.0f, -8.0f,  0.0f );
        XMVECTOR at  = XMVectorSet(  0.0f,  0.0f,  0.0f,  0.0f );
        XMVECTOR up  = XMVectorSet(  0.0f,  1.0f,  0.0f,  0.0f );

        lightedConstantBuffer.world      = world;

        lightedConstantBuffer.view       = DirectXMatrix::lookAtLH(eye, at, up);
        lightedConstantBuffer.projection = DirectXMatrix::perspectiveFovLH( XM_PIDIV2*0.3f, 
             width / (FLOAT)height, 0.01f, 100.0f );
        lightedConstantBuffer.lightDirection = XMFLOAT4( -0.8f, 0.8f, 0.3f, 1.0f );
        XMFLOAT4 colors[SHAPES] = {
          XMFLOAT4(  0.0f, 0.0f, 1.0f, 1.0f ),
          XMFLOAT4(  1.0f, 0.0f, 0.0f, 1.0f ),
          XMFLOAT4(  0.0f, 1.0f, 0.0f, 1.0f ),
          XMFLOAT4(  0.4f, 0.4f, 0.4f, 1.0f )
        };
        lightedConstantBuffer.lightColor     = colors[i]; //XMFLOAT4(  0.0f, 0.8f, 0.0f, 1.0f );
        
         constantBufferView[i] ->update(lightedConstantBuffer);

      } catch (Exception& ex) {
        caught(ex);      
      }
    }
    
    //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()
    {
      graphicsCommandList->setOMRenderTargets(0, nullptr, FALSE, nullptr);
    
      renderTargetView = NULL;
      depthStencilView = NULL;
    }
   
    void createShapes(ID3D12Device* device)
    {
      try {
        int i = 0;
        //1 Create a box.
        {
          float fWidth   = 0.8f; 
          float fHeight  = 0.8f; 
          float fDepth   = 0.8f;
          shapes[i++] = new Direct3DX12Box(device,
              fWidth, fHeight, fDepth);
        }
        
        //2 Create a torus.
        {
          float fInnerRadius = 0.2f;
          float fOuterRadius = 0.6f;
          UINT uSides  = 30;
          UINT uRings  = 30; 
          shapes[i++] = new Direct3DX12Torus(device,
                    fInnerRadius, fOuterRadius, uSides,
                                uRings);
        }
        
        //3 Create a sphere.
        {
          float fRadius = 0.6f;
          UINT  uSlices = 20;
          UINT  uStacks = 20;      
          shapes[i++] = new Direct3DX12Sphere(device,
            fRadius, uSlices, uStacks);
        }
 
        //4 Create a cylinder.
        {
          float fRadius1  = 0.3f;
          float fRadius2  = 0.5f;
          float fLength   = 1.0f; 
          UINT uSlices    = 20;
          UINT uStacks    = 20;
          shapes[i] = new Direct3DX12Cylinder(device,
            fRadius1, fRadius2, fLength, uSlices, uStacks);
        }
      } catch (Exception& ex) {
        caught(ex);
      }
    }
    
  public:
    virtual void initialize()
    {
      int width  = 0;
      int height = 0;
      validateClientSize(width, height);
      Direct3D12Device*       device    = getD3D12Device();
      DirectXGISwapChain3*    swapChain = getSwapChain3();
      Direct3D12CommandQueue* commandQueue = getCommandQueue();
      
      try {
        //1 Create a commandAllocator.
        commandAllocator         = new Direct3D12CommandAllocator(*device);

        //2 Creaate a commadList.
        graphicsCommandList      = new Direct3D12GraphicsCommandList(*device, *commandAllocator);

        //3 Create a rootSignature specified by the parameters:
        //    NUMBER_OF_CONSTANT_BUFFER_VIEW and NUMBER_OF_SHADER_RESOURCE_VIEW
        rootSignature            = new Direct3D12RootSignature(*device,
                                      NUMBER_OF_CONSTANT_BUFFER_VIEW,
                                      NUMBER_OF_SHADER_RESOURCE_VIEW);

        //4 Create a commonDescriptorHeap of size of
        //    UMBER_OF_CONSTANT_BUFFER_VIEW + NUMBER_OF_SHADER_RESOURCE_VIEW
        commonDescriptorHeap     = new Direct3D12CommonDescriptorHeap(*device, 
                            NUMBER_OF_CONSTANT_BUFFER_VIEW + NUMBER_OF_SHADER_RESOURCE_VIEW);

        //5 Create NUMBER_OF_CONSTANT_BUFFER_VIEW constantBufferViews. 
        for (UINT i = 0; i < NUMBER_OF_CONSTANT_BUFFER_VIEW; i++) {
          constantBufferView[i]  = new Direct3D12TransformLightConstantBufferView(*device,
                                                  commonDescriptorHeap->getCPUHandle(CBV_HANDLE + i));
        }
        //6 Create a synchronizer.
        synchronizer             = new Direct3D12Synchronizer(*device, *commandQueue);

        //7 Create views.
        createViews(*device, *swapChain, width, height);
        
        //8 Create shapes
        createShapes(*device);
        
        //9 Create a pipelineState.
        createPipelineState(*device);
        
      } 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 ||
        graphicsCommandList       == nullptr ||
        pipelineState             == nullptr ||
        synchronizer              == nullptr ) {

        return false;
      }
      return true;
    }
    
    virtual void display()
    {
      int width  = 0;
      int height = 0;
      validateClientSize(width, height);
      if ( !ready() ) {
        return;
      }     
      Direct3D12Device*       device       = getD3D12Device();
      DirectXGISwapChain3*    swapChain    = getSwapChain3();
      Direct3D12CommandQueue* commandQueue = getCommandQueue();

      try {
        commandAllocator->reset();

        graphicsCommandList->reset(*commandAllocator, nullptr);

        frameIndex = swapChain->getCurrentBackBufferIndex();

        D3D12ResourceBarrier barrier(renderTargetView->getResource(frameIndex));

        barrier.startTransition();

        graphicsCommandList->resourceBarrier(1, barrier);

        graphicsCommandList->setGraphicsRootSignature(*rootSignature);
 
        graphicsCommandList->setDescriptorHeap(*commonDescriptorHeap);

        graphicsCommandList->setPipelineState(*pipelineState);
        
        graphicsCommandList->setRSViewport(width, height);

        graphicsCommandList->setRSScissorRect(width, height);

        D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = renderTargetView->getHandle(frameIndex);

        graphicsCommandList->clearRenderTargetView(rtvHandle, XMColor(0.0f, 0.0f, 0.0f, 1.0f));

        D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = *depthStencilView;

        graphicsCommandList->clearDepthStencilView(dsvHandle);

        graphicsCommandList->setOMRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);

        for (int i = 0; i<SHAPES; i++) {
          //Update transformation matrix and light variables for each shape 
          setDirectXTransformLight(i); 
          //Set each constantBufferView adddres for each shap to commandList.
          graphicsCommandList->setGraphicsRootDescriptorTable(CBV_HANDLE,
              commonDescriptorHeap->getGPUHandle(CBV_HANDLE + i));
          //Draw each shape.
          shapes[i]->drawIndexedInstanced(graphicsCommandList);
        }
        
        barrier.endTransition();

        graphicsCommandList->resourceBarrier(1, barrier);

        graphicsCommandList->close();

        commandQueue->executeCommandList( *graphicsCommandList);
        
        swapChain->present(1, 0);
        
        synchronizer->waitForCompletion();

      } catch (Exception& ex) {
        caught(ex);
      }
    }
        
    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:
    //Constructor
    SimpleView(DirectX3D12MainView* parent, const TCHAR* name, Args& args)
    :DirectX3D12View(parent, name, args),
    angle (0.6f),
    frameIndex(0),
    directory(_T(""))
    {
      directory = (const TCHAR*)args.get(XmNapplicationDirectory);
      postResizeRequest();
    }
    
    ~SimpleView()
    {
    }
  };
  // Inner class ends.
  
private:
  SmartPtr<SimpleView> view;

public:
  /**
   * Constructor
   */
  MainView(Application& applet, const TCHAR* name, Args& args)
  :DirectX3D12MainView(applet, name,
                 args.set(XmNstyle, (ulong)WS_CLIPCHILDREN|WS_CLIPSIBLINGS) ),
  view(NULL)
  {
    const TCHAR* directory = (const TCHAR*)args.get(XmNapplicationDirectory);
    // 1 Restore the replacement of MainView 
    restorePlacement();

    // 2 Create a view of SimpleView.
    Args ar;
    int width  = 0;
    int height = 0;
    getClientSize(width, height);

    ar.set(XmNwidth, width);
    ar.set(XmNheight,height);
    ar.set(XmNapplicationDirectory, (const TCHAR*)directory);

    ar.set(XmNstyle, WS_BORDER|WS_CHILD|WS_VISIBLE);
    view = new SimpleView(this, _T(""), ar);

    // 3 Post a resize request to this MainView.
    postResizeRequest();
  }

public:
  ~MainView()
  {
  }

  void resize(int width, int height)
  {
    if (view != nullptr) {
      view -> reshape(0, 0, width, height);      
    }
  } 
};
}


//////////////////////////////////////////////
//
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(XmNwidth,  480);
    args.set(XmNheight, 480);
    args.set(XmNapplicationDirectory, directory);

    MainView mainView(applet, appClass, args);
    mainView.realize();

    applet.run();
  } catch (Exception& ex) {
    caught(ex);
  }
}


Last modified: 1 Feb 2017

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