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DirectXTKSimpleSample12.cpp
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//--------------------------------------------------------------------------------------
// DirectXTKSimpleSample12.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "DirectXTKSimpleSample12.h"
extern void ExitSample();
using namespace DirectX;
using Microsoft::WRL::ComPtr;
using namespace DirectX::SimpleMath;
Sample::Sample() :
m_frame(0)
{
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_D32_FLOAT, 2,
DX::DeviceResources::c_Enable4K_UHD);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window)
{
m_gamePad = std::make_unique<GamePad>();
m_deviceResources->SetWindow(window);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
// Create DirectXTK for Audio objects
AUDIO_ENGINE_FLAGS eflags = AudioEngine_UseMasteringLimiter;
#ifdef _DEBUG
eflags = eflags | AudioEngine_Debug;
#endif
m_audEngine = std::make_unique<AudioEngine>(eflags);
m_audioEvent = 0;
m_audioTimerAcc = 10.f;
m_waveBank = std::make_unique<WaveBank>(m_audEngine.get(), L"xmadroid.xwb");
m_soundEffect = std::make_unique<SoundEffect>(m_audEngine.get(), L"MusicMono_xma.wav");
m_effect1 = m_soundEffect->CreateInstance();
m_effect2 = m_waveBank->CreateInstance(10);
m_effect1->Play(true);
m_effect2->Play();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Frame %I64u", m_frame);
m_timer.Tick([&]()
{
Update(m_timer);
});
// Only update audio engine once per frame
if (!m_audEngine->Update())
{
if (m_audEngine->IsCriticalError())
{
// This would only happen if we were rendering to a headset that was disconnected
// This sample always renders to the 'default' system audio device, not to headsets
assert(false);
}
}
Render();
PIXEndEvent();
m_frame++;
}
// Updates the world.
void Sample::Update(DX::StepTimer const& timer)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
Vector3 eye(0.0f, 0.7f, 1.5f);
Vector3 at(0.0f, -0.1f, 0.0f);
m_view = Matrix::CreateLookAt(eye, at, Vector3::UnitY);
m_world = Matrix::CreateRotationY(float(timer.GetTotalSeconds() * XM_PIDIV4));
m_lineEffect->SetView(m_view);
m_lineEffect->SetWorld(Matrix::Identity);
m_shapeEffect->SetView(m_view);
m_audioTimerAcc -= (float)timer.GetElapsedSeconds();
if (m_audioTimerAcc < 0)
{
m_audioTimerAcc = 4.f;
m_waveBank->Play(m_audioEvent++);
if (m_audioEvent >= 11)
m_audioEvent = 0;
}
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
m_gamePadButtons.Update(pad);
if (pad.IsViewPressed())
{
ExitSample();
}
}
else
{
m_gamePadButtons.Reset();
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
auto size = m_deviceResources->GetOutputSize();
RECT safeRect = SimpleMath::Viewport::ComputeTitleSafeArea(size.right, size.bottom);
// Prepare the command list to render a new frame.
m_deviceResources->Prepare();
Clear();
auto commandList = m_deviceResources->GetCommandList();
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Render");
// Draw procedurally generated dynamic grid
const XMVECTORF32 xaxis = { 20.f, 0.f, 0.f };
const XMVECTORF32 yaxis = { 0.f, 0.f, 20.f };
DrawGrid(xaxis, yaxis, g_XMZero, 20, 20, Colors::Gray);
// Set the descriptor heaps
ID3D12DescriptorHeap* heaps[] = { m_resourceDescriptors->Heap(), m_states->Heap() };
commandList->SetDescriptorHeaps(_countof(heaps), heaps);
// Draw sprite
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Draw sprite");
m_sprites->Begin(commandList);
m_sprites->Draw(m_resourceDescriptors->GetGpuHandle(Descriptors::WindowsLogo), GetTextureSize(m_texture2.Get()),
XMFLOAT2(float(safeRect.left), float(safeRect.top + 50)));
m_font->DrawString(m_sprites.get(), L"DirectXTK Simple Sample",
XMFLOAT2(float(safeRect.left), float(safeRect.top)), Colors::Yellow);
m_sprites->End();
PIXEndEvent(commandList);
// Draw 3D object
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Draw teapot");
XMMATRIX local = m_world * Matrix::CreateTranslation(-2.f, -2.f, -4.f);
m_shapeEffect->SetWorld(local);
m_shapeEffect->Apply(commandList);
m_shape->Draw(commandList);
PIXEndEvent(commandList);
// Draw model
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Draw model");
const XMVECTORF32 scale = { 0.01f, 0.01f, 0.01f };
const XMVECTORF32 translate = { 3.f, -2.f, -4.f };
XMVECTOR rotate = Quaternion::CreateFromYawPitchRoll(XM_PI / 2.f, 0.f, -XM_PI / 2.f);
local = m_world * XMMatrixTransformation(g_XMZero, Quaternion::Identity, scale, g_XMZero, rotate, translate);
Model::UpdateEffectMatrices(m_modelEffects, local, m_view, m_projection);
heaps[0] = m_modelResources->Heap();
commandList->SetDescriptorHeaps(_countof(heaps), heaps);
m_model->Draw(commandList, m_modelEffects.begin());
PIXEndEvent(commandList);
PIXEndEvent(commandList);
// Show the new frame.
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
m_graphicsMemory->Commit(m_deviceResources->GetCommandQueue());
PIXEndEvent();
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto commandList = m_deviceResources->GetCommandList();
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto rtvDescriptor = m_deviceResources->GetRenderTargetView();
auto dsvDescriptor = m_deviceResources->GetDepthStencilView();
commandList->OMSetRenderTargets(1, &rtvDescriptor, FALSE, &dsvDescriptor);
commandList->ClearRenderTargetView(rtvDescriptor, Colors::CornflowerBlue, 0, nullptr);
commandList->ClearDepthStencilView(dsvDescriptor, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
// Set the viewport and scissor rect.
auto viewport = m_deviceResources->GetScreenViewport();
auto scissorRect = m_deviceResources->GetScissorRect();
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
PIXEndEvent(commandList);
}
void XM_CALLCONV Sample::DrawGrid(FXMVECTOR xAxis, FXMVECTOR yAxis, FXMVECTOR origin, size_t xdivs, size_t ydivs, GXMVECTOR color)
{
auto commandList = m_deviceResources->GetCommandList();
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Draw grid");
m_lineEffect->Apply(commandList);
m_batch->Begin(commandList);
xdivs = std::max<size_t>(1, xdivs);
ydivs = std::max<size_t>(1, ydivs);
for (size_t i = 0; i <= xdivs; ++i)
{
float fPercent = float(i) / float(xdivs);
fPercent = (fPercent * 2.0f) - 1.0f;
XMVECTOR vScale = XMVectorScale(xAxis, fPercent);
vScale = XMVectorAdd(vScale, origin);
VertexPositionColor v1(XMVectorSubtract(vScale, yAxis), color);
VertexPositionColor v2(XMVectorAdd(vScale, yAxis), color);
m_batch->DrawLine(v1, v2);
}
for (size_t i = 0; i <= ydivs; i++)
{
float fPercent = float(i) / float(ydivs);
fPercent = (fPercent * 2.0f) - 1.0f;
XMVECTOR vScale = XMVectorScale(yAxis, fPercent);
vScale = XMVectorAdd(vScale, origin);
VertexPositionColor v1(XMVectorSubtract(vScale, xAxis), color);
VertexPositionColor v2(XMVectorAdd(vScale, xAxis), color);
m_batch->DrawLine(v1, v2);
}
m_batch->End();
PIXEndEvent(commandList);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnSuspending()
{
m_audEngine->Suspend();
auto queue = m_deviceResources->GetCommandQueue();
queue->SuspendX(0);
}
void Sample::OnResuming()
{
auto queue = m_deviceResources->GetCommandQueue();
queue->ResumeX();
m_timer.ResetElapsedTime();
m_gamePadButtons.Reset();
m_audEngine->Resume();
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto device = m_deviceResources->GetD3DDevice();
m_graphicsMemory = std::make_unique<GraphicsMemory>(device);
void *grfxMemory = nullptr; // we just leak the graphics memory...
DX::ThrowIfFailed(
Xbox::CreateDDSTextureFromFile(device, L"assets\\seafloor.dds", m_texture1.ReleaseAndGetAddressOf(), &grfxMemory)
);
DX::ThrowIfFailed(
Xbox::CreateDDSTextureFromFile(device, L"assets\\windowslogo.dds", m_texture2.ReleaseAndGetAddressOf(), &grfxMemory)
);
m_resourceDescriptors = std::make_unique<DescriptorHeap>(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
Descriptors::Count);
m_states = std::make_unique<CommonStates>(device);
CreateShaderResourceView(device, m_texture1.Get(), m_resourceDescriptors->GetCpuHandle(Descriptors::SeaFloor));
CreateShaderResourceView(device, m_texture2.Get(), m_resourceDescriptors->GetCpuHandle(Descriptors::WindowsLogo));
m_batch = std::make_unique<PrimitiveBatch<VertexPositionColor>>(device);
m_shape = GeometricPrimitive::CreateTeapot(4.f, 8);
// SDKMESH has to use clockwise winding with right-handed coordinates, so textures are flipped in U
m_model = Model::CreateFromSDKMESH(L"tiny.sdkmesh");
{
ResourceUploadBatch resourceUpload(device);
resourceUpload.Begin();
m_model->LoadStaticBuffers(device, resourceUpload);
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(), m_deviceResources->GetDepthBufferFormat());
{
EffectPipelineStateDescription pd(
&VertexPositionColor::InputLayout,
CommonStates::Opaque,
CommonStates::DepthNone,
CommonStates::CullNone,
rtState,
D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE);
m_lineEffect = std::make_unique<BasicEffect>(device, EffectFlags::VertexColor, pd);
}
{
EffectPipelineStateDescription pd(
&GeometricPrimitive::VertexType::InputLayout,
CommonStates::Opaque,
CommonStates::DepthDefault,
CommonStates::CullNone,
rtState);
m_shapeEffect = std::make_unique<BasicEffect>(device, EffectFlags::PerPixelLighting | EffectFlags::Texture, pd);
m_shapeEffect->EnableDefaultLighting();
m_shapeEffect->SetTexture(m_resourceDescriptors->GetGpuHandle(Descriptors::SeaFloor), m_states->AnisotropicWrap());
}
{
SpriteBatchPipelineStateDescription pd(rtState);
m_sprites = std::make_unique<SpriteBatch>(device, resourceUpload, pd);
}
m_modelResources = m_model->LoadTextures(device, resourceUpload, L"assets\\");
{
EffectPipelineStateDescription psd(
nullptr,
CommonStates::Opaque,
CommonStates::DepthDefault,
CommonStates::CullClockwise, // Using RH coordinates, and SDKMESH is in LH coordiantes
rtState);
EffectPipelineStateDescription alphapsd(
nullptr,
CommonStates::NonPremultiplied, // Using straight alpha
CommonStates::DepthRead,
CommonStates::CullClockwise, // Using RH coordinates, and SDKMESH is in LH coordiantes
rtState);
m_modelEffects = m_model->CreateEffects(psd, alphapsd, m_modelResources->Heap(), m_states->Heap());
}
m_font = std::make_unique<SpriteFont>(device, resourceUpload,
L"SegoeUI_18.spritefont",
m_resourceDescriptors->GetCpuHandle(Descriptors::SegoeFont),
m_resourceDescriptors->GetGpuHandle(Descriptors::SegoeFont));
// Upload the resources to the GPU.
auto uploadResourcesFinished = resourceUpload.End(m_deviceResources->GetCommandQueue());
// Wait for the upload thread to terminate
uploadResourcesFinished.wait();
}
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
auto size = m_deviceResources->GetOutputSize();
float aspectRatio = float(size.right) / float(size.bottom);
float fovAngleY = 70.0f * XM_PI / 180.0f;
// This is a simple example of change that can be made when the app is in
// portrait or snapped view.
if (aspectRatio < 1.0f)
{
fovAngleY *= 2.0f;
}
// This sample makes use of a right-handed coordinate system using row-major matrices.
m_projection = Matrix::CreatePerspectiveFieldOfView(
fovAngleY,
aspectRatio,
0.01f,
100.0f
);
m_lineEffect->SetProjection(m_projection);
m_shapeEffect->SetProjection(m_projection);
auto viewport = m_deviceResources->GetScreenViewport();
m_sprites->SetViewport(viewport);
}
#pragma endregion