Further directx cleaning.
This commit is contained in:
parent
d99a36f24f
commit
7fcc8e43ae
23 changed files with 401 additions and 304 deletions
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@ -173,6 +173,23 @@ std::string StringUtils::convert(const std::wstring& input)
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#endif
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}
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std::wstring StringUtils::convert(const std::string& input)
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{
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if (input.empty())
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{
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return std::wstring();
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}
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#ifdef _WIN32
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const auto charsNeeded = ::MultiByteToWideChar(CP_UTF8, 0, input.data(), (int)input.size(), NULL, 0);
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std::vector<wchar_t> buffer(charsNeeded);
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const auto charsConverted = ::MultiByteToWideChar(CP_UTF8, 0, input.data(), (int)input.size(), &buffer[0], buffer.size());
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return std::wstring(&buffer[0], charsConverted);
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#else
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throw std::logic_error("Not implemented");
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#endif
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}
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std::string StringUtils::toPaddedString(unsigned numBytes, unsigned entry)
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{
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std::stringstream sstr;
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@ -20,6 +20,8 @@ public:
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static std::string convert(const std::wstring& input);
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static std::wstring convert(const std::string& input);
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static bool isAlphaNumeric(char c);
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static bool isAlphabetical(char c);
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@ -5,6 +5,15 @@ class DrawingContext;
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class AbstractPainter
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{
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public:
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AbstractPainter(DrawingContext* context)
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: mDrawingContext(context)
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{
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}
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virtual ~AbstractPainter() = default;
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virtual void paint(DrawingContext* context) = 0;
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virtual void paint() = 0;
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protected:
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DrawingContext* mDrawingContext{ nullptr };
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};
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@ -18,7 +18,9 @@ list(APPEND graphics_LIB_INCLUDES
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list(APPEND graphics_HEADERS
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${platform_HEADERS}
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RasterPainter.h
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DrawingContext.h
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PainterFactory.h
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AbstractPainter.h
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)
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if(UNIX)
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set(OpenGL_GL_PREFERENCE "GLVND")
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@ -44,12 +46,14 @@ if(UNIX)
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endif()
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else()
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list(APPEND graphics_LIB_INCLUDES
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directx/DirectXMesh.cpp
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directx/DirectXPainter.cpp
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directx/DirectXTextPainter.cpp
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directx/DirectXMeshPainter.cpp
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directx/DirectXShaderProgram.cpp
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)
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list(APPEND graphics_HEADERS
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directx/DirectXMesh.h
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directx/DirectXPainter.h
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directx/DirectXTextPainter.h
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directx/DirectXMeshPainter.h
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@ -14,7 +14,7 @@ DrawingContext::DrawingContext(DrawingSurface* surface, FontsManager* fontsManag
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mDrawingMode(requestedDrawingMode),
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mFontsManager(fontsManager)
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{
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mPainter = PainterFactory::Create(mDrawingMode);
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mPainter = PainterFactory::Create(this, mDrawingMode);
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}
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std::unique_ptr<DrawingContext> DrawingContext::Create(DrawingSurface* surface, FontsManager* fontsManager, DrawingMode requestedDrawingMode)
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@ -38,8 +38,7 @@ void DrawingContext::paint()
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{
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mSurface->getScene()->update(mFontsManager);
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}
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mPainter->paint(this);
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mPainter->paint();
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}
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AbstractPainter* DrawingContext::getPainter() const
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@ -8,42 +8,41 @@
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#include "OpenGlFontTexture.h"
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#endif
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#ifdef _WIN32
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#include "DirectXPainter.h"
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//#include "DirectXMeshPainter.h"
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//#include "DirectXTextPainter.h"
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//#include "DirectXShaderProgram.h"
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#endif
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#include "Grid.h"
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#include "RasterPainter.h"
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#include "DrawingContext.h"
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std::unique_ptr<AbstractPainter> PainterFactory::Create(DrawingMode drawMode)
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#ifdef _WIN32
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#include "DirectXPainter.h"
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#include "DirectXMesh.h"
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#include "DirectXMeshPainter.h"
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#include "DirectXTextPainter.h"
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#endif
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std::unique_ptr<AbstractPainter> PainterFactory::Create(DrawingContext* context, DrawingMode drawMode)
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{
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#ifdef _WIN32
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if (drawMode == DrawingMode::GRAPH)
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{
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return std::make_unique<DirectXPainter>();
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return std::make_unique<DirectXPainter>(context);
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}
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else
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{
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return std::make_unique<RasterPainter>();
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return std::make_unique<RasterPainter>(context);
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}
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#else
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#ifdef HAS_OPENGL
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if (drawMode == DrawingMode::GRAPH)
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{
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return std::make_unique<OpenGlPainter>();
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return std::make_unique<OpenGlPainter>(context);
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}
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else
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{
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return std::make_unique<RasterPainter>();
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return std::make_unique<RasterPainter>(context);
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}
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#else
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return std::make_unique<RasterPainter>();
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return std::make_unique<RasterPainter>(context);
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#endif
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#endif
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}
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@ -5,9 +5,10 @@
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#include <memory>
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enum class DrawingMode;
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class DrawingContext;
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class PainterFactory
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{
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public:
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static std::unique_ptr<AbstractPainter> Create(DrawingMode drawMode);
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static std::unique_ptr<AbstractPainter> Create(DrawingContext* context, DrawingMode drawMode);
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};
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@ -4,16 +4,17 @@
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#include "DrawingContext.h"
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#include "Grid.h"
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RasterPainter::RasterPainter()
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: mGrid(std::make_unique<Grid<unsigned char> >(Rectangle(Point(0, 0), Point(100, 100))))
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RasterPainter::RasterPainter(DrawingContext* context)
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: AbstractPainter(context),
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mGrid(std::make_unique<Grid<unsigned char> >(Rectangle(Point(0, 0), Point(100, 100))))
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{
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}
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void RasterPainter::paint(DrawingContext* context)
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void RasterPainter::paint()
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{
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const auto width = context->getSurface()->getWidth();
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const auto height = context->getSurface()->getHeight();
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const auto width = mDrawingContext->getSurface()->getWidth();
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const auto height = mDrawingContext->getSurface()->getHeight();
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mGrid->resetBounds(Rectangle(Point(0, 0), Point(width, height)));
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/*
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@ -11,9 +11,9 @@ class Grid;
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class RasterPainter : public AbstractPainter
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{
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public:
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RasterPainter();
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RasterPainter(DrawingContext* context);
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void paint(DrawingContext* context) override;
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void paint() override;
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private:
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std::unique_ptr<Grid<unsigned char> > mGrid;
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111
src/graphics/directx/DirectXMesh.cpp
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111
src/graphics/directx/DirectXMesh.cpp
Normal file
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@ -0,0 +1,111 @@
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#include "DirectXMesh.h"
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#include "SceneModel.h"
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#include "DrawingContext.h"
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#include "DrawingSurface.h"
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#include "TriMesh.h"
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#include <directx/d3dx12.h>
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DirectXMesh::DirectXMesh(SceneModel* model)
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: mModel(model)
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{
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}
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void DirectXMesh::update(DrawingContext* context, ID3D12Device* device)
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{
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mVertexBuffer.clear();
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mIndexBuffer.clear();
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const auto width = float(context->getSurface()->getWidth());
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const auto height = float(context->getSurface()->getHeight());
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auto model_color = mModel->getColor().getAsVectorDouble();
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std::vector<float> color = { float(model_color[0]), float(model_color[1]), float(model_color[2]), float(model_color[3]) };
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auto transform = mModel->getTransform();
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for (const auto& node : mModel->getMesh()->getNodes())
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{
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auto x = node->getPoint().getX() * transform.getScaleX() + transform.getLocation().getX();
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x = 2 * x / width - 1.0;
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auto y = node->getPoint().getY() * transform.getScaleY() + transform.getLocation().getY();
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y = 2 * y / height;
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Vertex vert;
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vert.position = DirectX::XMFLOAT3(x, y, 0.0);
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vert.color = DirectX::XMFLOAT4(color[0], color[1], color[2], color[3]);
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mVertexBuffer.push_back(vert);
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}
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mIndexBuffer = dynamic_cast<TriMesh*>(mModel->getMesh())->getFaceNodeIds();
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createD3dVertexBuffer(device);
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createD3dIndexBuffer(device);
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mVertexBuffer.clear();
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mIndexBuffer.clear();
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}
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void DirectXMesh::createD3dVertexBuffer(ID3D12Device* device)
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{
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// Note: using upload heaps to transfer static data like vert buffers is not
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// recommended. Every time the GPU needs it, the upload heap will be marshalled
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// over. Please read up on Default Heap usage. An upload heap is used here for
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// code simplicity and because there are very few verts to actually transfer.
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CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_UPLOAD);
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const auto buffer_size = mVertexBuffer.size() * sizeof(Vertex);
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auto desc = CD3DX12_RESOURCE_DESC::Buffer(buffer_size);
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device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&mD3dVertexBuffer));
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UINT8* pDataBegin;
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CD3DX12_RANGE readRange(0, 0);
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mD3dVertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pDataBegin));
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uploadVertexBuffer(pDataBegin);
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mD3dVertexBuffer->Unmap(0, nullptr);
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mVertexBufferView.BufferLocation = mD3dVertexBuffer->GetGPUVirtualAddress();
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mVertexBufferView.StrideInBytes = sizeof(Vertex);
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mVertexBufferView.SizeInBytes = buffer_size;
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}
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void DirectXMesh::uploadVertexBuffer(unsigned char* pBuffer) const
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{
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memcpy(pBuffer, mVertexBuffer.data(), mVertexBuffer.size() * sizeof(Vertex));
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}
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void DirectXMesh::createD3dIndexBuffer(ID3D12Device* device)
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{
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CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_UPLOAD);
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const auto buffer_size = mIndexBuffer.size() * sizeof(unsigned);
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auto desc = CD3DX12_RESOURCE_DESC::Buffer(buffer_size);
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device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&mD3dIndexBuffer));
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UINT8* pDataBegin;
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CD3DX12_RANGE readRange(0, 0);
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mD3dIndexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pDataBegin));
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uploadIndexBuffer(pDataBegin);
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mD3dIndexBuffer->Unmap(0, nullptr);
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mIndexBufferView.BufferLocation = mD3dIndexBuffer->GetGPUVirtualAddress();
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mIndexBufferView.SizeInBytes = buffer_size;
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}
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void DirectXMesh::uploadIndexBuffer(unsigned char* pBuffer) const
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{
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memcpy(pBuffer, mIndexBuffer.data(), mIndexBuffer.size() * sizeof(unsigned));
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}
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const D3D12_VERTEX_BUFFER_VIEW& DirectXMesh::getVertBufferView() const
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{
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return mVertexBufferView;
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}
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const D3D12_INDEX_BUFFER_VIEW& DirectXMesh::getIndexBufferView() const
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{
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return mIndexBufferView;
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}
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SceneModel* DirectXMesh::getModel() const
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{
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return mModel;
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}
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48
src/graphics/directx/DirectXMesh.h
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48
src/graphics/directx/DirectXMesh.h
Normal file
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#pragma once
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#include <wrl.h>
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#include <directxmath.h>
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#include <d3d12.h>
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#include <memory>
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#include <vector>
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class SceneModel;
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class DrawingContext;
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class DirectXMesh
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{
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public:
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DirectXMesh(SceneModel* model);
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const D3D12_VERTEX_BUFFER_VIEW& getVertBufferView() const;
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const D3D12_INDEX_BUFFER_VIEW& getIndexBufferView() const;
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SceneModel* getModel() const;
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void update(DrawingContext* context, ID3D12Device* device);
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private:
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struct Vertex
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{
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DirectX::XMFLOAT3 position;
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DirectX::XMFLOAT4 color;
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};
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void createD3dVertexBuffer(ID3D12Device* device);
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void uploadVertexBuffer(unsigned char* pBuffer) const;
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void createD3dIndexBuffer(ID3D12Device* device);
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void uploadIndexBuffer(unsigned char* pBuffer) const;
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SceneModel* mModel{ nullptr };
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std::vector<Vertex> mVertexBuffer;
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Microsoft::WRL::ComPtr<ID3D12Resource> mD3dVertexBuffer;
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D3D12_VERTEX_BUFFER_VIEW mVertexBufferView{};
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std::vector<unsigned> mIndexBuffer;
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Microsoft::WRL::ComPtr<ID3D12Resource> mD3dIndexBuffer;
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D3D12_INDEX_BUFFER_VIEW mIndexBufferView{};
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};
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@ -2,12 +2,14 @@
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#include "DrawingContext.h"
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#include "DrawingSurface.h"
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#include "Scene.h"
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#include "SceneModel.h"
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#include "TriMesh.h"
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#include "LineMesh.h"
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#include "DirectXShaderProgram.h"
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#include "DirectXMesh.h"
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#include <windows.h>
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#include <iostream>
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DirectXMeshPainter::DirectXMeshPainter()
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{
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const float aspectRatio = 1.0;
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mVertexBuffer =
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{
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{ { 0.0f, 0.25f * aspectRatio, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } },
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{ { 0.25f, -0.25f * aspectRatio, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } },
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{ { -0.25f, -0.25f * aspectRatio, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }
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};
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auto shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders.hlsl";
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mShaderProgram = std::make_unique<DirectXShaderProgram>(shader_path, shader_path);
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}
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@ -34,172 +28,10 @@ void DirectXMeshPainter::initializeShader()
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}
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DirectXShaderProgram* DirectXMeshPainter::getShaderProgram() const
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void DirectXMeshPainter::initializeD3d(ID3D12Device* device)
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{
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return mShaderProgram.get();
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}
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unsigned int DirectXMeshPainter::getVertexBufferSize() const
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{
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return mVertexBuffer.size()*sizeof(Vertex);
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}
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unsigned int DirectXMeshPainter::getVertexSize() const
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{
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return sizeof(Vertex);
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}
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ID3D12PipelineState* DirectXMeshPainter::getPipelineState() const
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{
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return mPipelineState.Get();
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}
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ID3D12RootSignature* DirectXMeshPainter::getRootSignature() const
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{
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return mRootSignature.Get();
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}
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void DirectXMeshPainter::updateVertexBuffer(unsigned char* pBuffer) const
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{
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memcpy(pBuffer, mVertexBuffer.data(), getVertexBufferSize());
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}
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void DirectXMeshPainter::updateCommandList(const CD3DX12_CPU_DESCRIPTOR_HANDLE& rtvHandle, ID3D12GraphicsCommandList* commandList)
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{
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const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
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commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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commandList->IASetVertexBuffers(0, 1, &mVertexBufferView);
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commandList->DrawInstanced(3, 1, 0, 0);
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}
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void DirectXMeshPainter::initializeBuffers()
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{
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/*
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glGenBuffers(1, &mVertexBuffer);
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glGenBuffers(1, &mElementBuffer);
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glGenVertexArrays(1, &mVertexArray);
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*/
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}
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void DirectXMeshPainter::paint(const std::vector<float>& verts, const std::vector<unsigned>& elements, const std::vector<float>& color, bool lines)
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{
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/*
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glBindVertexArray(mVertexArray);
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glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(float), verts.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(unsigned), elements.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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//glm::mat4 projection = glm::ortho(0.0f, width, 0.0f, height);
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//glUniformMatrix4fv(glGetUniformLocation(mShaderProgram->getHandle(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUseProgram(mShaderProgram->getHandle());
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glBindVertexArray(mVertexArray);
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||||
int vertexColorLocation = glGetUniformLocation(mShaderProgram->getHandle(), "ourColor");
|
||||
glUniform4f(vertexColorLocation, float(color[0]), float(color[1]), float(color[2]), float(color[3]));
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
if (lines)
|
||||
{
|
||||
glDrawElements(GL_LINES, elements.size(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
*/
|
||||
}
|
||||
|
||||
void DirectXMeshPainter::paint(SceneModel* model, DrawingContext* context)
|
||||
{
|
||||
return;
|
||||
/*
|
||||
if (!mShaderProgram)
|
||||
{
|
||||
initializeShader();
|
||||
}
|
||||
|
||||
if (mVertexArray == 0)
|
||||
{
|
||||
initializeBuffers();
|
||||
}
|
||||
|
||||
auto surface = context->getSurface();
|
||||
const auto width = float(surface->getWidth());
|
||||
const auto height = float(surface->getHeight());
|
||||
|
||||
auto transform = model->getTransform();
|
||||
auto vertices = model->getMesh()->getVerticesFlat<float>();
|
||||
for (std::size_t idx = 0; idx < vertices.size(); idx++)
|
||||
{
|
||||
if (idx % 3 == 0)
|
||||
{
|
||||
auto x = vertices[idx] * transform.getScaleX() + transform.getLocation().getX();
|
||||
vertices[idx] = 2 * x / width - 1.0;
|
||||
}
|
||||
else if (idx % 3 == 1)
|
||||
{
|
||||
auto y = vertices[idx] * transform.getScaleY() + transform.getLocation().getY();
|
||||
vertices[idx] = 1.0 - 2 * y / height;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<unsigned> indices;
|
||||
const bool line_mesh = model->getMesh()->getType() == AbstractMesh::MeshType::LINE;
|
||||
if (line_mesh)
|
||||
{
|
||||
indices = dynamic_cast<LineMesh*>(model->getMesh())->getEdgeNodeIds();
|
||||
}
|
||||
else
|
||||
{
|
||||
indices = dynamic_cast<TriMesh*>(model->getMesh())->getFaceNodeIds();
|
||||
}
|
||||
|
||||
auto model_color = model->getColor().getAsVectorDouble();
|
||||
std::vector<float> color = { float(model_color[0]), float(model_color[1]), float(model_color[2]), float(model_color[3]) };
|
||||
|
||||
paint(vertices, indices, color, line_mesh);
|
||||
|
||||
if (model->getShowOutline())
|
||||
{
|
||||
auto edge_indices = dynamic_cast<TriMesh*>(model->getMesh())->getEdgeNodeIds();
|
||||
paint(vertices, edge_indices, { 0, 0, 0, 1 }, true);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void DirectXMeshPainter::createVertexBuffer(ID3D12Device* device)
|
||||
{
|
||||
// Note: using upload heaps to transfer static data like vert buffers is not
|
||||
// recommended. Every time the GPU needs it, the upload heap will be marshalled
|
||||
// over. Please read up on Default Heap usage. An upload heap is used here for
|
||||
// code simplicity and because there are very few verts to actually transfer.
|
||||
CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_UPLOAD);
|
||||
auto desc = CD3DX12_RESOURCE_DESC::Buffer(getVertexBufferSize());
|
||||
device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&mD3dVertexBuffer));
|
||||
|
||||
// Copy the mesh data to the vertex buffer.
|
||||
UINT8* pVertexDataBegin;
|
||||
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU.
|
||||
mD3dVertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin));
|
||||
updateVertexBuffer(pVertexDataBegin);
|
||||
mD3dVertexBuffer->Unmap(0, nullptr);
|
||||
|
||||
// Initialize the vertex buffer view.
|
||||
mVertexBufferView.BufferLocation = mD3dVertexBuffer->GetGPUVirtualAddress();
|
||||
mVertexBufferView.StrideInBytes = getVertexSize();
|
||||
mVertexBufferView.SizeInBytes = getVertexBufferSize();
|
||||
createRootSignature(device);
|
||||
createPipelineStateObject(device);
|
||||
}
|
||||
|
||||
void DirectXMeshPainter::createRootSignature(ID3D12Device* device)
|
||||
|
@ -240,3 +72,43 @@ void DirectXMeshPainter::createPipelineStateObject(ID3D12Device* device)
|
|||
psoDesc.SampleDesc.Count = 1;
|
||||
device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&mPipelineState));
|
||||
}
|
||||
|
||||
ID3D12PipelineState* DirectXMeshPainter::getPipelineState() const
|
||||
{
|
||||
return mPipelineState.Get();
|
||||
}
|
||||
|
||||
ID3D12RootSignature* DirectXMeshPainter::getRootSignature() const
|
||||
{
|
||||
return mRootSignature.Get();
|
||||
}
|
||||
|
||||
void DirectXMeshPainter::updateCommandList(ID3D12GraphicsCommandList* commandList)
|
||||
{
|
||||
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
for (const auto& mesh : mDxMeshes)
|
||||
{
|
||||
commandList->IASetVertexBuffers(0, 1, &mesh->getVertBufferView());
|
||||
commandList->IASetIndexBuffer(&mesh->getIndexBufferView());
|
||||
commandList->DrawInstanced(3, 1, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void DirectXMeshPainter::updateBuffers(DrawingContext* context, ID3D12Device* device)
|
||||
{
|
||||
mDxMeshes.clear();
|
||||
auto scene = context->getSurface()->getScene();
|
||||
for (const auto item : scene->getItems())
|
||||
{
|
||||
if (item->getType() == SceneItem::Type::MODEL && item->isVisible())
|
||||
{
|
||||
auto model = dynamic_cast<SceneModel*>(item);
|
||||
auto dx_mesh = std::make_unique<DirectXMesh>(model);
|
||||
dx_mesh->update(context, device);
|
||||
mDxMeshes.push_back(std::move(dx_mesh));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
#include <wrl.h>
|
||||
#include <directxmath.h>
|
||||
#include <d3d12.h>
|
||||
|
||||
#include <memory>
|
||||
|
@ -9,49 +8,26 @@
|
|||
|
||||
class DrawingContext;
|
||||
class DirectXShaderProgram;
|
||||
class SceneModel;
|
||||
|
||||
struct CD3DX12_CPU_DESCRIPTOR_HANDLE;
|
||||
class DirectXMesh;
|
||||
|
||||
class DirectXMeshPainter
|
||||
{
|
||||
public:
|
||||
DirectXMeshPainter();
|
||||
|
||||
void paint(SceneModel* model, DrawingContext* context);
|
||||
|
||||
DirectXShaderProgram* getShaderProgram() const;
|
||||
|
||||
void createVertexBuffer(ID3D12Device* device);
|
||||
void createRootSignature(ID3D12Device* device);
|
||||
void createPipelineStateObject(ID3D12Device* device);
|
||||
|
||||
ID3D12PipelineState* getPipelineState() const;
|
||||
ID3D12RootSignature* getRootSignature() const;
|
||||
|
||||
void updateCommandList(const CD3DX12_CPU_DESCRIPTOR_HANDLE& rtvHandle, ID3D12GraphicsCommandList* commandList);
|
||||
void initializeD3d(ID3D12Device* device);
|
||||
|
||||
void updateBuffers(DrawingContext* context, ID3D12Device* device);
|
||||
void updateCommandList(ID3D12GraphicsCommandList* commandList);
|
||||
private:
|
||||
struct Vertex
|
||||
{
|
||||
DirectX::XMFLOAT3 position;
|
||||
DirectX::XMFLOAT4 color;
|
||||
};
|
||||
|
||||
void initializeShader();
|
||||
void initializeBuffers();
|
||||
void createRootSignature(ID3D12Device* device);
|
||||
void createPipelineStateObject(ID3D12Device* device);
|
||||
|
||||
unsigned int getVertexBufferSize() const;
|
||||
unsigned int getVertexSize() const;
|
||||
void updateVertexBuffer(unsigned char* pBuffer) const;
|
||||
|
||||
void paint(const std::vector<float>& verts, const std::vector<unsigned>& elements, const std::vector<float>& color, bool lines = false);
|
||||
|
||||
unsigned int mVertexBufferSize{ 0 };
|
||||
std::vector<Vertex> mVertexBuffer;
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12Resource> mD3dVertexBuffer;
|
||||
D3D12_VERTEX_BUFFER_VIEW mVertexBufferView{};
|
||||
std::vector<std::unique_ptr<DirectXMesh> > mDxMeshes;
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12RootSignature> mRootSignature;
|
||||
Microsoft::WRL::ComPtr<ID3D12PipelineState> mPipelineState;
|
||||
|
|
|
@ -16,15 +16,18 @@
|
|||
#include "DirectXShaderProgram.h"
|
||||
#include "DirectXMeshPainter.h"
|
||||
#include "DirectXTextPainter.h"
|
||||
#include "DirectXMesh.h"
|
||||
|
||||
#include "File.h"
|
||||
|
||||
#include <windows.h>
|
||||
#include <directx/d3dx12.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
DirectXPainter::DirectXPainter()
|
||||
: mMeshPainter(std::make_unique<DirectXMeshPainter>()),
|
||||
DirectXPainter::DirectXPainter(DrawingContext* context)
|
||||
: AbstractPainter(context),
|
||||
mMeshPainter(std::make_unique<DirectXMeshPainter>()),
|
||||
mTextPainter(std::make_unique<DirectXTextPainter>())
|
||||
{
|
||||
|
||||
|
@ -40,34 +43,48 @@ DirectXTextPainter* DirectXPainter::getTextPainter() const
|
|||
return mTextPainter.get();
|
||||
}
|
||||
|
||||
void DirectXPainter::paint(DrawingContext* context)
|
||||
void DirectXPainter::initializeMesh(ID3D12Device* device)
|
||||
{
|
||||
auto surface = context->getSurface();
|
||||
const auto width = double(surface->getWidth());
|
||||
const auto height = double(surface->getHeight());
|
||||
mMeshPainter->initializeD3d(device);
|
||||
}
|
||||
|
||||
/*
|
||||
glViewport(0, 0, width, height);
|
||||
glOrtho(0, width, 0, height, -1.0, 1.0);
|
||||
void DirectXPainter::initializeText(ID2D1DeviceContext2* d2dContext, IDWriteFactory* directWriteFactory)
|
||||
{
|
||||
mTextPainter->initialize(d2dContext, directWriteFactory);
|
||||
}
|
||||
|
||||
glClearColor(0.5, 0.5, 1.0, 0.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
*/
|
||||
void DirectXPainter::updateMesh(ID3D12Device* device)
|
||||
{
|
||||
mMeshPainter->updateBuffers(mDrawingContext, device);
|
||||
}
|
||||
|
||||
auto scene = context->getSurface()->getScene();
|
||||
void DirectXPainter::paint()
|
||||
{
|
||||
}
|
||||
|
||||
void DirectXPainter::paintBackground(const CD3DX12_CPU_DESCRIPTOR_HANDLE& rtvHandle, ID3D12GraphicsCommandList* commandList)
|
||||
{
|
||||
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
|
||||
commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
|
||||
}
|
||||
|
||||
void DirectXPainter::paintMesh(ID3D12GraphicsCommandList* commandList)
|
||||
{
|
||||
mMeshPainter->updateCommandList(commandList);
|
||||
}
|
||||
|
||||
void DirectXPainter::paintText(ID2D1DeviceContext2* d2dContext, IDWriteFactory* directWriteFactory)
|
||||
{
|
||||
auto scene = mDrawingContext->getSurface()->getScene();
|
||||
|
||||
auto width = mDrawingContext->getSurface()->getWidth();
|
||||
auto height = mDrawingContext->getSurface()->getHeight();
|
||||
for (const auto item : scene->getItems())
|
||||
{
|
||||
if (item->getType() == SceneItem::Type::MODEL)
|
||||
if (item->getType() == SceneItem::Type::TEXT && item->isVisible())
|
||||
{
|
||||
mMeshPainter->paint(dynamic_cast<SceneModel*>(item), context);
|
||||
}
|
||||
else if (item->getType() == SceneItem::Type::TEXT)
|
||||
{
|
||||
mTextPainter->paint(dynamic_cast<SceneText*>(item), context);
|
||||
auto text = dynamic_cast<SceneText*>(item);
|
||||
mTextPainter->paint(text, mDrawingContext, d2dContext, width, height);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
glFlush();
|
||||
*/
|
||||
}
|
||||
|
|
|
@ -1,21 +1,41 @@
|
|||
#pragma once
|
||||
|
||||
#include "AbstractPainter.h"
|
||||
|
||||
#include <dwrite.h>
|
||||
#include <d2d1_3.h>
|
||||
#include <d2d1_1.h>
|
||||
#include <d3d12.h>
|
||||
|
||||
#include <memory>
|
||||
|
||||
class DrawingContext;
|
||||
class DirectXMeshPainter;
|
||||
class DirectXTextPainter;
|
||||
|
||||
struct CD3DX12_CPU_DESCRIPTOR_HANDLE;
|
||||
|
||||
class DirectXPainter : public AbstractPainter
|
||||
{
|
||||
public:
|
||||
DirectXPainter();
|
||||
void paint(DrawingContext* context) override;
|
||||
DirectXPainter(DrawingContext* context);
|
||||
void paint() override;
|
||||
|
||||
DirectXMeshPainter* getMeshPainter() const;
|
||||
DirectXTextPainter* getTextPainter() const;
|
||||
|
||||
void initializeMesh(ID3D12Device* device);
|
||||
|
||||
void initializeText(ID2D1DeviceContext2* d2dContext, IDWriteFactory* directWriteFactory);
|
||||
|
||||
void paintBackground(const CD3DX12_CPU_DESCRIPTOR_HANDLE& rtvHandle, ID3D12GraphicsCommandList* commandList);
|
||||
|
||||
void paintMesh(ID3D12GraphicsCommandList* commandList);
|
||||
|
||||
void paintText(ID2D1DeviceContext2* d2dContext, IDWriteFactory* directWriteFactory);
|
||||
|
||||
void updateMesh(ID3D12Device* device);
|
||||
|
||||
private:
|
||||
std::unique_ptr<DirectXMeshPainter> mMeshPainter;
|
||||
std::unique_ptr<DirectXTextPainter> mTextPainter;
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
|
||||
#include "SceneText.h"
|
||||
|
||||
#include "StringUtils.h"
|
||||
#include "File.h"
|
||||
|
||||
#include <windows.h>
|
||||
|
@ -24,26 +25,15 @@ DirectXTextPainter::DirectXTextPainter()
|
|||
|
||||
}
|
||||
|
||||
|
||||
void DirectXTextPainter::paint(SceneText* text, DrawingContext* context)
|
||||
void DirectXTextPainter::initialize(ID2D1DeviceContext2* d2dContext, IDWriteFactory* directWriteFactory)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void DirectXTextPainter::paint(ID2D1DeviceContext2* d2dContext, float width, float height)
|
||||
{
|
||||
D2D1_RECT_F textRect = D2D1::RectF(0, 0, width, height);
|
||||
static const WCHAR text[] = L"11On12";
|
||||
|
||||
d2dContext->BeginDraw();
|
||||
d2dContext->SetTransform(D2D1::Matrix3x2F::Identity());
|
||||
d2dContext->DrawText(text, _countof(text) - 1, mTextFormat.Get(), &textRect, mTextBrush.Get());
|
||||
d2dContext->EndDraw();
|
||||
initializeBrush(d2dContext);
|
||||
initializeTextFormat(directWriteFactory);
|
||||
}
|
||||
|
||||
void DirectXTextPainter::initializeBrush(ID2D1DeviceContext2* d2dContext)
|
||||
{
|
||||
d2dContext->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &mTextBrush);
|
||||
d2dContext->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &mTextBrush);
|
||||
}
|
||||
|
||||
void DirectXTextPainter::initializeTextFormat(IDWriteFactory* directWriteFactory)
|
||||
|
@ -62,3 +52,17 @@ void DirectXTextPainter::initializeTextFormat(IDWriteFactory* directWriteFactory
|
|||
mTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
|
||||
}
|
||||
|
||||
void DirectXTextPainter::paint(SceneText* text, DrawingContext* context, ID2D1DeviceContext2* d2dContext, float width, float height)
|
||||
{
|
||||
D2D1_RECT_F textRect = D2D1::RectF(0, 0, width, height);
|
||||
|
||||
auto content = StringUtils::convert(text->getTextData().mContent);
|
||||
|
||||
d2dContext->BeginDraw();
|
||||
d2dContext->SetTransform(D2D1::Matrix3x2F::Identity());
|
||||
d2dContext->DrawText(content.c_str(), static_cast<UINT32>(content.size()) - 1, mTextFormat.Get(), &textRect, mTextBrush.Get());
|
||||
d2dContext->EndDraw();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include <dwrite.h>
|
||||
#include <d2d1_3.h>
|
||||
#include <d2d1_1.h>
|
||||
#include <d3d12.h>
|
||||
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
@ -23,15 +24,14 @@ class DirectXTextPainter
|
|||
public:
|
||||
DirectXTextPainter();
|
||||
|
||||
void paint(SceneText* text, DrawingContext* context);
|
||||
void initialize(ID2D1DeviceContext2* d2dContext, IDWriteFactory* directWriteFactory);
|
||||
|
||||
void paint(ID2D1DeviceContext2* d2dContext, float width, float height);
|
||||
|
||||
void initializeBrush(ID2D1DeviceContext2* d2dContext);
|
||||
|
||||
void initializeTextFormat(IDWriteFactory* directWriteFactory);
|
||||
void paint(SceneText* text, DrawingContext* context, ID2D1DeviceContext2* d2dContext, float width, float height);
|
||||
|
||||
private:
|
||||
void initializeBrush(ID2D1DeviceContext2* d2dContext);
|
||||
void initializeTextFormat(IDWriteFactory* directWriteFactory);
|
||||
|
||||
Microsoft::WRL::ComPtr<ID2D1SolidColorBrush> mTextBrush;
|
||||
Microsoft::WRL::ComPtr<IDWriteTextFormat> mTextFormat;
|
||||
};
|
||||
|
|
|
@ -20,10 +20,6 @@
|
|||
|
||||
#include "File.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glu.h>
|
||||
|
@ -35,14 +31,15 @@
|
|||
|
||||
#include <iostream>
|
||||
|
||||
OpenGlPainter::OpenGlPainter()
|
||||
: mMeshPainter(std::make_unique<OpenGlMeshPainter>()),
|
||||
mTextPainter(std::make_unique<OpenGlTextPainter>())
|
||||
OpenGlPainter::OpenGlPainter(DrawingContext* context)
|
||||
: AbstractPainter(context)
|
||||
mMeshPainter(std::make_unique<OpenGlMeshPainter>()),
|
||||
mTextPainter(std::make_unique<OpenGlTextPainter>())
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OpenGlPainter::paint(DrawingContext* context)
|
||||
void OpenGlPainter::paint()
|
||||
{
|
||||
auto surface = context->getSurface();
|
||||
const auto width = double(surface->getWidth());
|
||||
|
@ -54,16 +51,16 @@ void OpenGlPainter::paint(DrawingContext* context)
|
|||
glClearColor(0.5, 0.5, 1.0, 0.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
auto scene = context->getSurface()->getScene();
|
||||
auto scene = mDrawingContext->getSurface()->getScene();
|
||||
for (const auto item : scene->getItems())
|
||||
{
|
||||
if (item->getType() == SceneItem::Type::MODEL)
|
||||
{
|
||||
mMeshPainter->paint(dynamic_cast<SceneModel*>(item), context);
|
||||
mMeshPainter->paint(dynamic_cast<SceneModel*>(item), mDrawingContext);
|
||||
}
|
||||
else if (item->getType() == SceneItem::Type::TEXT)
|
||||
{
|
||||
mTextPainter->paint(dynamic_cast<SceneText*>(item), context);
|
||||
mTextPainter->paint(dynamic_cast<SceneText*>(item), mDrawingContext);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -14,8 +14,8 @@ class TriMesh;
|
|||
class OpenGlPainter : public AbstractPainter
|
||||
{
|
||||
public:
|
||||
OpenGlPainter();
|
||||
void paint(DrawingContext* context) override;
|
||||
OpenGlPainter(DrawingContext* context);
|
||||
void paint() override;
|
||||
|
||||
private:
|
||||
std::unique_ptr<OpenGlMeshPainter> mMeshPainter;
|
||||
|
|
|
@ -21,6 +21,16 @@ bool AbstractMesh::hasVectorAttribute(const std::string& tag) const
|
|||
return mVectorAttributes.find(tag) != mVectorAttributes.end();
|
||||
}
|
||||
|
||||
unsigned AbstractMesh::getNumNodes() const
|
||||
{
|
||||
return unsigned(mNodes.size());
|
||||
}
|
||||
|
||||
const VecNodes& AbstractMesh::getNodes() const
|
||||
{
|
||||
return mNodes;
|
||||
}
|
||||
|
||||
std::vector<double> AbstractMesh::getVectorAttribute(const std::string& tag) const
|
||||
{
|
||||
auto iter = mVectorAttributes.find(tag);
|
||||
|
|
|
@ -58,10 +58,9 @@ public:
|
|||
|
||||
void transform(const Transform& transform);
|
||||
|
||||
unsigned getNumNodes() const
|
||||
{
|
||||
return unsigned(mNodes.size());
|
||||
}
|
||||
unsigned getNumNodes() const;
|
||||
|
||||
const VecNodes& getNodes() const;
|
||||
|
||||
protected:
|
||||
std::unordered_map<std::string, std::vector<double> > mVectorAttributes;
|
||||
|
|
|
@ -92,7 +92,8 @@ void Win32DxWindowInterface::populateCommandList()
|
|||
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(mRtvHeap->GetCPUDescriptorHandleForHeapStart(), static_cast<INT>(mFrameIndex), mRtvDescriptorSize);
|
||||
mCommandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
|
||||
|
||||
painter->getMeshPainter()->updateCommandList(rtvHandle, mCommandList.Get());
|
||||
painter->paintBackground(rtvHandle, mCommandList.Get());
|
||||
painter->paintMesh(mCommandList.Get());
|
||||
|
||||
// Indicate that the back buffer will now be used to present.
|
||||
//barrier = CD3DX12_RESOURCE_BARRIER::Transition(mRenderTargets[mFrameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
|
||||
|
@ -110,8 +111,7 @@ void Win32DxWindowInterface::renderD2d()
|
|||
mDxInterface->getD2dContext()->SetTarget(mD2dRenderTargets[mFrameIndex].Get());
|
||||
|
||||
auto painter = dynamic_cast<DirectXPainter*>(mWindow->getDrawingContent()->getPainter());
|
||||
D2D1_SIZE_F rtSize = mD2dRenderTargets[mFrameIndex]->GetSize();
|
||||
painter->getTextPainter()->paint(mDxInterface->getD2dContext(), rtSize.width, rtSize.height);
|
||||
painter->paintText(mDxInterface->getD2dContext(), mDxInterface->getDirectWriteFactory());
|
||||
|
||||
// Release our wrapped render target resource. Releasing
|
||||
// transitions the back buffer resource to the state specified
|
||||
|
@ -205,6 +205,19 @@ void Win32DxWindowInterface::setupDescriptorHeaps()
|
|||
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
mDxInterface->getDevice()->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&mRtvHeap));
|
||||
|
||||
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;
|
||||
mDxInterface->getDevice()->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&mSrvHeap));
|
||||
|
||||
D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {};
|
||||
cbvHeapDesc.NumDescriptors = 1;
|
||||
cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
mDxInterface->getDevice()->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&mCbvHeap));
|
||||
|
||||
mRtvDescriptorSize = mDxInterface->getDevice()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
}
|
||||
|
||||
|
@ -253,25 +266,22 @@ bool Win32DxWindowInterface::loadAssets()
|
|||
{
|
||||
auto painter = dynamic_cast<DirectXPainter*>(mWindow->getDrawingContent()->getPainter());
|
||||
|
||||
painter->getMeshPainter()->createRootSignature(mDxInterface->getDevice());
|
||||
painter->getMeshPainter()->createPipelineStateObject(mDxInterface->getDevice());
|
||||
painter->initializeMesh(mDxInterface->getDevice());
|
||||
|
||||
// Create the command list.
|
||||
mDxInterface->getDevice()->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCommandAllocator.Get(),
|
||||
painter->getMeshPainter()->getPipelineState(), IID_PPV_ARGS(&mCommandList));
|
||||
|
||||
// Create D2D/DWrite objects for rendering text.
|
||||
painter->getTextPainter()->initializeBrush(mDxInterface->getD2dContext());
|
||||
painter->getTextPainter()->initializeTextFormat(mDxInterface->getDirectWriteFactory());
|
||||
painter->initializeText(mDxInterface->getD2dContext(), mDxInterface->getDirectWriteFactory());
|
||||
|
||||
// Command lists are created in the recording state, but there is nothing
|
||||
// to record yet. The main loop expects it to be closed, so close it now.
|
||||
mCommandList->Close();
|
||||
|
||||
painter->getMeshPainter()->createVertexBuffer(mDxInterface->getDevice());
|
||||
painter->updateMesh(mDxInterface->getDevice());
|
||||
|
||||
createSyncObjects();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -306,6 +316,5 @@ void Win32DxWindowInterface::waitForPreviousFrame()
|
|||
mFence->SetEventOnCompletion(fence, mFenceEvent);
|
||||
::WaitForSingleObject(mFenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
mFrameIndex = mSwapChain->GetCurrentBackBufferIndex();
|
||||
}
|
|
@ -72,6 +72,8 @@ private:
|
|||
Microsoft::WRL::ComPtr<IDXGISwapChain4> mSwapChain;
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> mRtvHeap;
|
||||
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> mSrvHeap;
|
||||
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> mCbvHeap;
|
||||
UINT mRtvDescriptorSize{ 0 };
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D12Resource> mRenderTargets[FrameCount];
|
||||
|
|
Loading…
Reference in a new issue