SOL9 Sample: Direct3D12MultipleColoredCubesRotationByKey

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * Direct3D12MultipleColoredCubesRotationByKey.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


// 2016/10/10
// 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/Direct3D12Debug.h>
#include <sol/direct3d12/Direct3D12CommandAllocator.h>
#include <sol/direct3d12/Direct3D12RenderTargetView.h>
#include <sol/direct3d12/Direct3D12DepthStencilView.h>
#include <sol/direct3d12/Direct3D12CommonDescriptorHeap.h>

#include <sol/direct3d12/Direct3D12TransformConstantBufferView.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/D3D12Transform.h>

#include <sol/direct3d12/D3D12GraphicsPipelineStateDesc.h>

#include <sol/direct3d12/Direct3D12Synchronizer.h>

#include <sol/direct3d12/Direct3DX12ColoredCube.h>
#include <sol/direct3d12/DirectXTransform.h>

#include "resource.h"

namespace SOL {
  
class MainView :public DirectX3D12MainView {
private:
  static const size_t NUMBER_OF_CUBES = 10;
  
  //Inner class 
  class SimpleView :public DirectX3D12View {
  private:
    SmartPtr<Direct3D12CommandAllocator>     commandAllocator;
    SmartPtr<Direct3D12RenderTargetView>     renderTargetView;
    SmartPtr<Direct3D12DepthStencilView>     depthStencilView;
    SmartPtr<Direct3D12RootSignature>        rootSignature;
    SmartPtr<Direct3D12CommonDescriptorHeap> commonDescriptorHeap;
    SmartPtr<Direct3D12TransformConstantBufferView>   constantBufferView;
    SmartPtr<Direct3D12GraphicsCommandList>  graphicsCommandList;
    SmartPtr<Direct3D12PipelineState>        pipelineState;
    SmartPtr<Direct3D12Synchronizer>         synchronizer;
    SmartPtr<Direct3DX12ColoredCube>         cubes[NUMBER_OF_CUBES];
    
  
    UINT                            frameIndex;
    
   // UINT                            vertexCount;
    DirectXTransform                worldViewProjection;
    float                           angle;
    StringT<TCHAR>                  directory;

  private:

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

      
      UINT count = 0;
      const D3D12_INPUT_ELEMENT_DESC* inputElements = cubes[0]->getInputElementDesc(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 setDirectXTransform()
    {
      int width = 0;
      int height = 0;
      getClientSize(width, height);

      try {        
        XMVECTOR eye = XMVectorSet(  0.0f,  2.0f, -6.0f,  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::rotationY( 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 != nullptr) {
          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()
    {
      graphicsCommandList->setOMRenderTargets(0, nullptr, FALSE, nullptr);
    
      renderTargetView = NULL;
      depthStencilView = NULL;
    }
    
    virtual void initialize()
    {
      int width  = 0;
      int height = 0;
      validateClientSize(width, height);
      Direct3D12Device*    device    = getD3D12Device();
      DirectXGISwapChain3* swapChain = getSwapChain3();
      Direct3D12CommandQueue* commandQueue = getCommandQueue();
      
      try {

        commandAllocator         = new Direct3D12CommandAllocator(*device);

        renderTargetView         = new Direct3D12RenderTargetView(*device, *swapChain);

        depthStencilView         = new Direct3D12DepthStencilView(*device,  width, height);

        graphicsCommandList      = new Direct3D12GraphicsCommandList(*device, *commandAllocator);

        rootSignature            = new Direct3D12RootSignature(*device);
        commonDescriptorHeap = new Direct3D12CommonDescriptorHeap(*device, 1);

        constantBufferView       = new Direct3D12TransformConstantBufferView(*device,
                      commonDescriptorHeap->getCPUHandle(CBV_HANDLE) );

        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
        for (size_t i = 0; i<NUMBER_OF_CUBES; i++) {
          float x = -3.0f + 0.5f * (float)i;
          float y =  0.5f;
          if (i > NUMBER_OF_CUBES) {
            y = -0.5f;
          }
          float z =  1.5f - 0.4f * (float)i;
          cubes[i]   = new Direct3DX12ColoredCube(*device, 0.2f, x, y, z);
        }
        
        //3 Create a pipelineState from the box.
        createPipelineState(*device);
        
        //4 Set world, view and projection to the constantBuffer.
       setDirectXTransform();

      } 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 ||
//        box                       == 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;
      }
      try {
        DirectXGISwapChain3*    swapChain = getSwapChain3();
        Direct3D12CommandQueue* commandQueue = getCommandQueue();

        setDirectXTransform();
        
        //worldViewProjection.world = DirectXMatrix::rotationY( angle );

        //constantBufferView->update(worldViewProjection);
        
        commandAllocator    -> reset();
        
        graphicsCommandList -> reset(*commandAllocator, *pipelineState);
        
        frameIndex = swapChain -> getCurrentBackBufferIndex();
        
        D3D12ResourceBarrier barrier(renderTargetView->getResource(frameIndex));
        
        barrier.startRendering();

        graphicsCommandList->resourceBarrier(1, barrier);

        
        graphicsCommandList->setDescriptorHeap(*commonDescriptorHeap);

        graphicsCommandList->setGraphicsRootSignature(*rootSignature);

        graphicsCommandList->setPipelineState(*pipelineState);
        
        graphicsCommandList->setGraphicsRootDescriptorTable(CBV_HANDLE, 
            commonDescriptorHeap->getGPUHandle(CBV_HANDLE));

        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);
        for (size_t i = 0; i<NUMBER_OF_CUBES; i++) {
          cubes[i] -> drawIndexedInstanced(graphicsCommandList);
        }
        
        barrier.endRendering();
        
        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);
      }
    }
    
    void incrementAngle()
    {
      angle += 0.1f;
      display();
    }
    
    void decrementAngle()
    {
      angle -= 0.1f;
      display();
    }
    
  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) )
  {
    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);      
    }
  }  

  virtual void keyDown(Event& event)
  {
      WPARAM wparam = event.getWParam();
      switch(wparam) {
      case VK_LEFT:
        view -> decrementAngle();
        break;
        
      case VK_RIGHT:
        view -> incrementAngle();
        break;
      }  
  }
};
}


//////////////////////////////////////////////
//
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

Copyright (c) 2017 Antillia.com ALL RIGHTS RESERVED.