-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathmain.cpp
288 lines (257 loc) · 8.29 KB
/
main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
#include <assert.h>
#include <stdio.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <windows.h>
#include <wrl/client.h>
#include "scene.hpp"
#include "utils.hpp" // DX12 tests' utils.hpp
#include "util.hpp" // Cyclimb's util.hpp
int WIN_W = 800, WIN_H = 480;
int SHADOW_RES = 512;
const int FRAME_COUNT = 2;
HWND g_hwnd;
ID3D12Device* g_device12;
IDXGIFactory4* g_factory;
ID3D12CommandQueue* g_command_queue;
ID3D12Fence* g_fence;
int g_fence_value = 0;
HANDLE g_fence_event;
IDXGISwapChain3* g_swapchain;
ID3D12DescriptorHeap* g_rtv_heap;
ID3D12Resource* g_rendertargets[FRAME_COUNT];
unsigned g_rtv_descriptor_size;
int g_frame_index;
static Scene* g_scenes[5];
static int g_scene_idx = 0;
// Override the following functions for DX12
GraphicsAPI g_api = GraphicsAPI::ClimbD3D12;
bool IsGL() { return false; }
bool IsD3D11() { return false; }
bool IsD3D12() { return true; }
void UpdateGlobalPerObjectCB(const DirectX::XMMATRIX* M, const DirectX::XMMATRIX* V, const DirectX::XMMATRIX* P) {}
ID3D11Device* g_device11;
ID3D11DeviceContext* g_context11;
ID3D11VertexShader* g_vs_simpletexture;
ID3D11PixelShader* g_ps_simpletexture;
ID3DBlob* g_vs_textrender_blob, * g_ps_textrender_blob;
ID3D11BlendState* g_blendstate11;
ID3D11Buffer* g_simpletexture_cb;
int g_font_size;
ID3D11VertexShader* g_vs_textrender;
ID3D11PixelShader* g_ps_textrender;
GLuint g_programs[10];
// Shared across all scenes
void InitDeviceAndCommandQ() {
unsigned dxgi_factory_flags = 0;
bool use_warp_device = false;
ID3D12Debug* debug_controller;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller)))) {
debug_controller->EnableDebugLayer();
dxgi_factory_flags |= DXGI_CREATE_FACTORY_DEBUG;
printf("Enabling debug layer\n");
}
CE(CreateDXGIFactory2(dxgi_factory_flags, IID_PPV_ARGS(&g_factory)));
if (use_warp_device) {
IDXGIAdapter* warp_adapter;
CE(g_factory->EnumWarpAdapter(IID_PPV_ARGS(&warp_adapter)));
CE(D3D12CreateDevice(warp_adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&g_device12)));
printf("Created a WARP device=%p\n", g_device12);;
}
else {
IDXGIAdapter1* hw_adapter;
for (int idx = 0; g_factory->EnumAdapters1(idx, &hw_adapter) != DXGI_ERROR_NOT_FOUND; idx++) {
DXGI_ADAPTER_DESC1 desc;
hw_adapter->GetDesc1(&desc);
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) continue;
else {
CE(D3D12CreateDevice(hw_adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&g_device12)));
printf("Created a hardware device = %p\n", g_device12);
break;
}
}
}
assert(g_device12 != nullptr);
{
D3D12_COMMAND_QUEUE_DESC desc = {
.Type = D3D12_COMMAND_LIST_TYPE_DIRECT,
.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
};
CE(g_device12->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_command_queue)));
}
CE(g_device12->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)));
g_fence_value = 1;
g_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
}
void InitSwapChain() {
DXGI_SWAP_CHAIN_DESC1 desc = {
.Width = (UINT)WIN_W,
.Height = (UINT)WIN_H,
.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
.SampleDesc = {
.Count = 1,
},
.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
.BufferCount = 2,
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
};
IDXGISwapChain1* swapchain1;
CE(g_factory->CreateSwapChainForHwnd(g_command_queue,
g_hwnd, &desc, nullptr, nullptr, &swapchain1));
g_swapchain = (IDXGISwapChain3*)swapchain1;
CE(g_factory->MakeWindowAssociation(g_hwnd, DXGI_MWA_NO_ALT_ENTER));
g_frame_index = g_swapchain->GetCurrentBackBufferIndex();
printf("Created swapchain.\n");
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
.NumDescriptors = 2,
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
};
CE(g_device12->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_rtv_heap)));
printf("Created RTV heap.\n");
}
g_rtv_descriptor_size = g_device12->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(g_rtv_heap->GetCPUDescriptorHandleForHeapStart());
for (int i = 0; i < FRAME_COUNT; i++) {
CE(g_swapchain->GetBuffer(i, IID_PPV_ARGS(&g_rendertargets[i])));
g_device12->CreateRenderTargetView(g_rendertargets[i], nullptr, rtv_handle);
rtv_handle.Offset(1, g_rtv_descriptor_size);
wchar_t buf[100];
_snwprintf_s(buf, sizeof(buf), L"Render Target Frame %d", i);
g_rendertargets[i]->SetName(buf);
}
printf("Created RTV and pointed RTVs to backbuffers.\n");
}
void WaitForPreviousFrame() {
int value = g_fence_value++;
CE(g_command_queue->Signal(g_fence, value));
if (g_fence->GetCompletedValue() < value) {
CE(g_fence->SetEventOnCompletion(value, g_fence_event));
CE(WaitForSingleObject(g_fence_event, INFINITE));
}
g_frame_index = g_swapchain->GetCurrentBackBufferIndex();
}
void OnKeyDown(WPARAM wParam, LPARAM lParam) {
if (lParam & 0x40000000) return;
switch (wParam) {
case VK_ESCAPE:
PostQuitMessage(0);
break;
case '0': {
printf("Current scene set to 0\n");
g_scene_idx = 0; break;
}
case '1': {
printf("Current scene set to 1\n");
g_scene_idx = 1; break;
}
case '2': {
printf("Current scene set to 2\n");
g_scene_idx = 2; break;
}
case '3': {
printf("Current scene set to 3\n");
g_scene_idx = 3; break;
}
case '4': {
printf("Current scene set to 4\n");
g_scene_idx = 4; break;
}
default: break;
}
}
// https://gamedev.stackexchange.com/questions/26759/best-way-to-get-elapsed-time-in-miliseconds-in-windows?utm_medium=organic&utm_source=google_rich_qa&utm_campaign=google_rich_qa
long long MillisecondsNow() {
static LARGE_INTEGER s_frequency;
static BOOL s_use_qpc = QueryPerformanceFrequency(&s_frequency);
if (s_use_qpc) {
LARGE_INTEGER now;
QueryPerformanceCounter(&now);
return (1000LL * now.QuadPart) / s_frequency.QuadPart;
}
else {
return GetTickCount();
}
}
static long long g_last_ms;
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_CREATE:
{
LPCREATESTRUCT pCreateStruct = reinterpret_cast<LPCREATESTRUCT>(lParam);
SetWindowLongPtr(g_hwnd, GWLP_USERDATA, (LONG_PTR)pCreateStruct->lpCreateParams);
break;
}
case WM_KEYDOWN:
OnKeyDown(wParam, lParam);
return 0;
case WM_PAINT: {
long long ms = MillisecondsNow();
g_scenes[g_scene_idx]->Update((ms - g_last_ms) / 1000.0f);
g_last_ms = ms;
g_scenes[g_scene_idx]->Render();
return 0;
}
case WM_DESTROY:
PostQuitMessage(0);
return 0;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
void CreateCyclimbWindow() {
AllocConsole();
freopen_s((FILE**)stdin, "CONIN$", "r", stderr);
freopen_s((FILE**)stdout, "CONOUT$", "w", stdout);
freopen_s((FILE**)stderr, "CONOUT$", "w", stderr);
WNDCLASS windowClass = { 0 };
windowClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
windowClass.hInstance = NULL;
windowClass.lpfnWndProc = WndProc;
windowClass.lpszClassName = "Window in Console"; //needs to be the same name
//when creating the window as well
windowClass.style = CS_HREDRAW | CS_VREDRAW;
LPCSTR window_name = "ChaoyueClimb (D3D12)";
LPCSTR class_name = "ChaoyueClimb_class";
HINSTANCE hinstance = GetModuleHandle(nullptr);
if (!RegisterClass(&windowClass)) {
printf("Cannot register window class\n");
}
g_hwnd = CreateWindowA(
windowClass.lpszClassName,
window_name,
WS_OVERLAPPEDWINDOW,
16,
16,
WIN_W, WIN_H,
nullptr, nullptr,
hinstance, nullptr);
}
int main() {
AllocConsole();
freopen_s((FILE**)stdout, "CONOUT$", "w", stdout);
freopen_s((FILE**)stderr, "CONOUT$", "w", stderr);
CreateCyclimbWindow();
ShowWindow(g_hwnd, SW_RESTORE);
InitDeviceAndCommandQ();
InitSwapChain();
g_scenes[0] = new DX12ClearScreenScene();
g_scenes[1] = new DX12HelloTriangleScene();
g_scenes[2] = new DX12ChunksScene();
g_scenes[3] = new DX12TextScene();
g_scenes[4] = new DX12LightScatterScene();
// Main message loop
g_last_ms = MillisecondsNow();
MSG msg = { 0 };
while (msg.message != WM_QUIT) {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return 0;
}