/* * Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #include "MeshRenderer.h" #include "d3dx12.h" #include #include "D3D12Mesh.h" #include void MeshRenderer::Initialize(ID3D12Device* device) { CD3DX12_ROOT_PARAMETER rootParameters[2]; rootParameters[0].InitAsConstants(32, 0, 0, D3D12_SHADER_VISIBILITY_VERTEX); // MatView and MatViewProj; rootParameters[1].InitAsConstants(16, 1, 0, D3D12_SHADER_VISIBILITY_VERTEX); // MatWorld; D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc{}; rootSignatureDesc.NumParameters = ARRAYSIZE(rootParameters); rootSignatureDesc.pParameters = rootParameters; rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; rootSignatureDesc.NumStaticSamplers = 0; rootSignatureDesc.pStaticSamplers = nullptr; ID3DBlob* rootSignatureBlob = nullptr; D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, nullptr); device->CreateRootSignature(0, rootSignatureBlob->GetBufferPointer(), rootSignatureBlob->GetBufferSize(), IID_PPV_ARGS(&mRootSignature)); D3D12_INPUT_ELEMENT_DESC inputLayout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0} }; D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; ID3D10Blob* vs = nullptr; ID3D10Blob* ps = nullptr; ID3D10Blob* errors = nullptr; D3DCompileFromFile(L"..\\Media\\StaticMesh.hlsl", nullptr, nullptr, "VSMain", "vs_5_1", 0, 0, &vs, &errors); D3DCompileFromFile(L"..\\Media\\StaticMesh.hlsl", nullptr, nullptr, "PSMain", "ps_5_1", 0, 0, &ps, &errors); psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.InputLayout.NumElements = ARRAYSIZE(inputLayout); psoDesc.InputLayout.pInputElementDescs = inputLayout; psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; psoDesc.pRootSignature = mRootSignature.Get(); psoDesc.VS.pShaderBytecode = vs->GetBufferPointer(); psoDesc.VS.BytecodeLength = vs->GetBufferSize(); psoDesc.PS.pShaderBytecode = ps->GetBufferPointer(); psoDesc.PS.BytecodeLength = ps->GetBufferSize(); psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT); psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT); psoDesc.DepthStencilState.DepthEnable = true; psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; psoDesc.DepthStencilState.StencilEnable = false; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; psoDesc.SampleDesc.Count = 1; device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&mPSO)); mPSO->SetName(L"ViewerPSO"); } void MeshRenderer::RenderMeshes(ID3D12GraphicsCommandList* commandList, const std::vector& meshes, const Camera& camera) { commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); commandList->SetPipelineState(mPSO.Get()); commandList->SetGraphicsRootSignature(mRootSignature.Get()); commandList->SetGraphicsRoot32BitConstants(0, 16, &camera.mMatView, 0); commandList->SetGraphicsRoot32BitConstants(0, 16, &camera.mMatViewProj, 16); for (const D3D12Mesh& mesh : meshes) { commandList->IASetIndexBuffer(&mesh.mIndexBuffer); commandList->IASetVertexBuffers(0, 1, &mesh.mVertexBuffer); commandList->SetGraphicsRoot32BitConstants(1, 16, &mesh.mMatWorld, 0); commandList->DrawIndexedInstanced(mesh.mNumIndices, 1, 0, 0, 0); } }