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Application.cpp
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838 lines (676 loc) · 25.6 KB
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#include"OBJFVLib.h"
#include"Application.h"
#include"Model.h"
#include<Windows.h>
#include<fstream>
#include<iostream>
using namespace std;
// デバッグレイヤーを有効にする
void EnableDebugLayer() {
ID3D12Debug* debugLayer = nullptr;
auto result = D3D12GetDebugInterface(IID_PPV_ARGS(&debugLayer));
debugLayer->EnableDebugLayer();
debugLayer->Release();
}
// DXGIの初期化
HRESULT Application::InitializeDXGIDevice() {
// DXGIFactoryの初期化
UINT flagsDXGI = 0;
flagsDXGI |= DXGI_CREATE_FACTORY_DEBUG; // DXGIのエラーを表示できるようにする
HRESULT result = CreateDXGIFactory2(flagsDXGI, IID_PPV_ARGS(_dxgiFactory.ReleaseAndGetAddressOf()));
// 失敗したら終了
if (FAILED(result)) {
assert(0);
return result;
}
// 使用するアダプター(=GPU)を決める
vector<IDXGIAdapter*> adapters;
IDXGIAdapter* tmpAdapter = nullptr;
// PCに搭載されているアダプター(=GPU)を取得し、記録する
for (int i = 0; _dxgiFactory->EnumAdapters(i, &tmpAdapter) != DXGI_ERROR_NOT_FOUND; i++) {
adapters.push_back(tmpAdapter);
}
// NVIDIAのアダプターを見つける
for (auto adpt : adapters) {
DXGI_ADAPTER_DESC adesc = {};
adpt->GetDesc(&adesc);
wstring strDesc = adesc.Description;
if (strDesc.find(L"NVIDIA") != string::npos) {
tmpAdapter = adpt;
break;
}
}
result = S_FALSE;
D3D_FEATURE_LEVEL featureLevel;
// フィーチャーレベルの列挙
D3D_FEATURE_LEVEL levels[] = {
D3D_FEATURE_LEVEL_12_2,
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0
};
// アダプターに適応するフィーチャーレベルを探し、デバイスを初期化
for (auto l : levels) {
if (SUCCEEDED(D3D12CreateDevice(tmpAdapter, l, IID_PPV_ARGS(_dev.ReleaseAndGetAddressOf())))) {
featureLevel = l;
result = S_OK;
break;
}
}
return result;
}
// Comand系統の初期化
HRESULT Application::InitializeCommand() {
// コマンドアロケーターの生成
HRESULT result = _dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(_cmdAllocator.ReleaseAndGetAddressOf()));
if (FAILED(result)) {
assert(0);
return result;
}
// コマンドリストの生成
result = _dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, _cmdAllocator.Get(), nullptr, IID_PPV_ARGS(_cmdList.ReleaseAndGetAddressOf()));
if (FAILED(result)) {
assert(0);
return result;
}
// コマンドキューの生成
D3D12_COMMAND_QUEUE_DESC cmdQueueDesc = {};
cmdQueueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
cmdQueueDesc.NodeMask = 0;
cmdQueueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
cmdQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
result = _dev->CreateCommandQueue(&cmdQueueDesc, IID_PPV_ARGS(_cmdQueue.ReleaseAndGetAddressOf()));
if (FAILED(result)) {
assert(0);
}
return 0;
}
// スワップチェーンの生成
HRESULT Application::CreateSwapChain() {
// スワップチェインの生成
DXGI_SWAP_CHAIN_DESC1 swapchainDesc = {};
swapchainDesc.Width = _mainWindow_width;
swapchainDesc.Height = _mainWindow_height;
swapchainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapchainDesc.Stereo = false;
swapchainDesc.SampleDesc.Count = 1;
swapchainDesc.SampleDesc.Quality = 0;
swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchainDesc.BufferCount = 2;
swapchainDesc.Scaling = DXGI_SCALING_STRETCH;
swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapchainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
swapchainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
HRESULT result = _dxgiFactory->CreateSwapChainForHwnd(_cmdQueue.Get(),
_mainWindow->_hwnd,
&swapchainDesc,
nullptr,
nullptr,
(IDXGISwapChain1**)_swapchain.ReleaseAndGetAddressOf());
return result;
}
// 最終的なレンダーターゲットの生成
HRESULT Application::CreateFinalRenderTarget() {
// RTV用のディスクリプタヒープを生成
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
heapDesc.NodeMask = 0;
heapDesc.NumDescriptors = 2; // ダブルバッファ
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
HRESULT result = _dev->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(_rtvHeap.ReleaseAndGetAddressOf()));
if (FAILED(result)) {
assert(0);
return result;
}
// スワップチェーンの情報を取得
DXGI_SWAP_CHAIN_DESC swcDesc = {};
result = _swapchain->GetDesc(&swcDesc);
if (FAILED(result)) {
assert(0);
return result;
}
_backBuffers.resize(swcDesc.BufferCount); // スワップチェーンのバッファー数に合わせてバックバッファの数を変更
// ディスクリプタヒープのハンドルを取得
D3D12_CPU_DESCRIPTOR_HANDLE handle = _rtvHeap->GetCPUDescriptorHandleForHeapStart();
// RTVを設定
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
for (size_t i = 0; i < swcDesc.BufferCount; i++) {
result = _swapchain->GetBuffer(static_cast<UINT>(i), IID_PPV_ARGS(&_backBuffers[i])); // スワップチェーンのバックバッファのアドレスを記録
assert(SUCCEEDED(result));
rtvDesc.Format = _backBuffers[i]->GetDesc().Format;
_dev->CreateRenderTargetView(_backBuffers[i], &rtvDesc, handle); // RTVを生成
handle.ptr += _dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); // RTVの大きさ分ハンドルをずらす
}
// ビューポートを設定
_mainWindow->_viewPort = CD3DX12_VIEWPORT(_backBuffers[0]);
// シザー矩形を設定
_mainWindow->_scissorRect = CD3DX12_RECT(0, 0, _mainWindow_width, _mainWindow_height);
return result;
}
// 初期化
bool Application::Init() {
_modelManager = new ModelManager(); // ModelManagerインスタンスを生成
_camera = new Camera(); // Cameraインスタンスを生成
auto result = CoInitializeEx(0, COINIT_MULTITHREADED);
// 各Windowを生成
_mainWindow = new MainWindow(_hInstance, "Main", _modelManager, _camera, _mainWindow_x, _mainWindow_y, _mainWindow_width, _mainWindow_height);
_mainWindow->CreateNewWindow();
_sourceWindow = new SourceWindow(_hInstance, "Source", _modelManager, _camera, _sourceWindow_x, _sourceWindow_y, _sourceWindow_widht, _sourceWindow_height);
_sourceWindow->CreateNewWindow();
_modelWindow = new ModelWindow(_hInstance, "Model", _modelManager, _camera, _modelWindow_x, _modelWindow_y, _modelWindow_width, _modelWindow_height);
_modelWindow->CreateNewWindow();
_detailWindow = new DetailWindow(_hInstance, "Detail", _modelManager, _camera, _detailWindow_x, _detailWindow_y, _detailWindow_width, _detailWindow_height);
_detailWindow->CreateNewWindow();
// 各Windowの初期化
_sourceWindow->Init(_modelWindow);
_modelWindow->Init(_detailWindow);
#ifdef _DEBUG
// デバッグレイヤーを有効にする
EnableDebugLayer();
#endif
// shaderやmodelがあるフォルダへのPathを取得
CreatePath();
// DXGI関連の初期化
if (FAILED(InitializeDXGIDevice())) {
assert(0);
return false;
}
// コマンド関連の初期化
if (FAILED(InitializeCommand())) {
assert(0);
return false;
}
// スワップチェーンを生成
if (FAILED(CreateSwapChain())) {
assert(0);
return false;
}
// 最終的に表示するRTVを設定
if (FAILED(CreateFinalRenderTarget())) {
assert(0);
return false;
}
// フェンスの初期化
if (FAILED(_dev->CreateFence(_fenceVal, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(_fence.ReleaseAndGetAddressOf())))) {
assert(0);
return false;
}
// 深度ステンシルビューを生成
if (FAILED(CreateDepthStencilView())) {
assert(0);
return false;
}
// ルートシグネチャを生成
if (FAILED(CreateRootSignature())) {
assert(0);
return false;
}
// グラフィクスパイプラインを生成
if (FAILED(CreateBasicGraphicsPipeline())) {
assert(0);
return false;
}
/*
// 座標変換行列のビューを生成
if (FAILED(CreateSceneTransformView())) {
assert(0);
return false;
}
*/
// ModelManagerを初期化
_modelManager->Init(_dev, _cmdList, _rootSignature, _camera);
// Cameraを初期化
_camera->Init(_mainWindow_width, _mainWindow_height, _dev, _cmdList);
return true;
}
// Run
void Application::Run() {
// 各Windowを表示
ShowWindow(_mainWindow->_hwnd, SW_SHOW);
ShowWindow(_sourceWindow->_hwnd, SW_SHOW);
ShowWindow(_modelWindow->_hwnd, SW_SHOW);
ShowWindow(_detailWindow->_hwnd, SW_SHOW);
// objファイルを取得
searchOBJFile();
// SourceWindowにModel生成ボタンを生成
_sourceWindow->CreateSourceButtons(_objFiles);
// pngファイルを取得
searchPNGFile();
_detailWindow->SetComboBox();
// ModelWindowにTreeViewを生成
_modelWindow->CreateModelTree();
auto dsvH = _dsvHeap->GetCPUDescriptorHandleForHeapStart(); // 深度ステンシルビューのディスクリプタヒープハンドルを取得
MSG msg = {}; // ウィンドウメッセージ
// ループ
while (true) {
// ウィンドウメッセージの処理
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// アプリケーションの終了メッセージが入力されたら終了
if (msg.message == WM_QUIT) {
break;
}
UINT bbIdx = _swapchain->GetCurrentBackBufferIndex(); // 現在のバックバッファのインデックスを取得
// 【コマンドプッシュ】バックバッファーにバリアを設定
auto barrier = CD3DX12_RESOURCE_BARRIER::Transition(_backBuffers[bbIdx],
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET);
_cmdList->ResourceBarrier(1, &barrier);
// 【コマンドプッシュ】パイプラインステイトをセット
_cmdList->SetPipelineState(_pipelineState.Get());
// 【コマンドプッシュ】レンダーターゲットを指定
D3D12_CPU_DESCRIPTOR_HANDLE rtvH = _rtvHeap->GetCPUDescriptorHandleForHeapStart(); // RTVのディスクリプターヒープのハンドルを取得
rtvH.ptr += bbIdx * _dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); // 現在のバックバッファのRTVハンドルを取得
_cmdList->OMSetRenderTargets(1, &rtvH, false, &dsvH);
// 【コマンドプッシュ】深度ステンシルビューをクリア
_cmdList->ClearDepthStencilView(dsvH, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
//【コマンドをプッシュ】画面をクリア
float clearColor[] = { _camera->_background.x, _camera->_background.y, _camera->_background.z, 1.0f }; // RBGA
_cmdList->ClearRenderTargetView(rtvH, clearColor, 0, nullptr);
// 【コマンドプッシュ】ビューポートをセット
_cmdList->RSSetViewports(1, &_mainWindow->_viewPort);
// 【コマンドプッシュ】シザー矩形をセット
_cmdList->RSSetScissorRects(1, &_mainWindow->_scissorRect);
// 【コマンドプッシュ】ルートシグネチャをセット
_cmdList->SetGraphicsRootSignature(_rootSignature.Get());
// 【コマンドプッシュ】三角ポリゴンを使用
_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// モデルの描画
_modelManager->Draw();
//【コマンドプッシュ】バックバッファーのバリアをPresent状態に戻す
barrier = CD3DX12_RESOURCE_BARRIER::Transition(_backBuffers[bbIdx],
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT);
_cmdList->ResourceBarrier(1, &barrier);
// 【コマンドプッシュ】コマンド入力の終了
_cmdList->Close();
// コマンドの実行
ID3D12CommandList* cmdLists[] = { _cmdList.Get() };
_cmdQueue->ExecuteCommandLists(1, cmdLists);
// フェンスを使用し、GPUの処理を待つ
_cmdQueue->Signal(_fence.Get(), ++_fenceVal);
if (_fence->GetCompletedValue() != _fenceVal) { // CPUのフェンス値とGPUのフェンス値が異なる時
auto event = CreateEvent(nullptr, false, false, nullptr);
_fence->SetEventOnCompletion(_fenceVal, event);
WaitForSingleObject(event, INFINITE);
CloseHandle(event);
}
// コマンドリストをクリア
_cmdAllocator->Reset();
_cmdList->Reset(_cmdAllocator.Get(), nullptr);
// フリップ(画面の切り替え)
_swapchain->Present(1, 0); // 1フレームで切り替える
}
}
// アプリの終了
void Application::Terminate() {
//UnregisterClass(_windowClass.lpszClassName, _windowClass.hInstance);
UnregisterClass(_mainWindow->_windowClass.lpszClassName, _mainWindow->_windowClass.hInstance);
}
// Applicationインスタンスの生成
Application& Application::Instance(HINSTANCE hi) {
static Application instance;
instance._hInstance = hi;
return instance;
}
Application::~Application() {
}
// 深度ステンシルビューの生成
HRESULT Application::CreateDepthStencilView() {
auto depthResDesc = CD3DX12_RESOURCE_DESC::Tex2D(
DXGI_FORMAT_D32_FLOAT,
_mainWindow_width,
_mainWindow_height,
1,
1,
1,
0,
D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL
);
auto depthHeapProp = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
CD3DX12_CLEAR_VALUE depthClearValue(DXGI_FORMAT_D32_FLOAT, 1.0f, 0);
float clearColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
CD3DX12_CLEAR_VALUE rtClearValue(DXGI_FORMAT_R8G8B8A8_UINT, clearColor);
HRESULT result = _dev->CreateCommittedResource(
&depthHeapProp,
D3D12_HEAP_FLAG_NONE,
&depthResDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&depthClearValue,
IID_PPV_ARGS(_depthBuffer.ReleaseAndGetAddressOf())
);
D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
dsvHeapDesc.NumDescriptors = 1;
dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
result = _dev->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(_dsvHeap.ReleaseAndGetAddressOf()));
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
_dev->CreateDepthStencilView(_depthBuffer.Get(), &dsvDesc, _dsvHeap->GetCPUDescriptorHandleForHeapStart());
return result;
}
// 深度ステンシルビューの生成
HRESULT Application::CreateSceneTransformView() {
_worldMat = XMMatrixIdentity();
//XMFLOAT3 eye(0, 1, -3);
//XMFLOAT3 target(0, 1, 0);
//XMFLOAT3 up(0, 1, 0);
_cameraTrans.position = XMFLOAT3(0.0f, 0.0f, -5.0f);
_cameraTrans.rotation = XMFLOAT3(0.0f, 0.0f, 0.0f);
XMMATRIX viewRotMat = XMMatrixRotationRollPitchYaw(_cameraTrans.rotation.x, _cameraTrans.rotation.y, _cameraTrans.rotation.z);
XMMATRIX viewTraMat = XMMatrixTranslation(_cameraTrans.position.x, _cameraTrans.position.y, _cameraTrans.position.z);
_viewMat = XMMatrixInverse(nullptr, viewRotMat * viewTraMat);
//_viewMat = XMMatrixLookAtLH(XMLoadFloat3(&eye), XMLoadFloat3(&target), XMLoadFloat3(&up));
_projMat = XMMatrixPerspectiveFovLH(XM_PIDIV2,
static_cast<float>(_mainWindow_width) / static_cast<float>(_mainWindow_height),
1.0f,
1000.0f
);
auto heapPro = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
auto resDesc = CD3DX12_RESOURCE_DESC::Buffer((sizeof(SceneData) + 0xff) & ~0xff);
HRESULT result = _dev->CreateCommittedResource(
&heapPro,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(_constBuffer.ReleaseAndGetAddressOf())
);
if (FAILED(result)) {
assert(0);
return result;
}
result = _constBuffer->Map(0, nullptr, (void**)&_sceneMap);
if (FAILED(result)) {
assert(0);
return result;
}
_sceneMap->world = _worldMat;
_sceneMap->view = _viewMat;
_sceneMap->proj = _projMat;
_sceneMap->eye = _cameraTrans.position;
// ディスクリプターヒープ
D3D12_DESCRIPTOR_HEAP_DESC descHeapDesc = {};
descHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descHeapDesc.NodeMask = 0;
descHeapDesc.NumDescriptors = 1;
descHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
result = _dev->CreateDescriptorHeap(&descHeapDesc, IID_PPV_ARGS(_basicHeap.ReleaseAndGetAddressOf()));
auto basicHeapHandle = _basicHeap->GetCPUDescriptorHandleForHeapStart();
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
cbvDesc.BufferLocation = _constBuffer->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = static_cast<UINT>(_constBuffer->GetDesc().Width);
_dev->CreateConstantBufferView(&cbvDesc, basicHeapHandle);
return result;
}
// ルートシグネチャの生成
HRESULT Application::CreateRootSignature() {
D3D12_DESCRIPTOR_RANGE descTblRanges[5] = {};
// カメラ(変換行列)の情報
descTblRanges[0].NumDescriptors = 1;
descTblRanges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
descTblRanges[0].BaseShaderRegister = 0;
descTblRanges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
// ModelのSRT情報
descTblRanges[1].NumDescriptors = 1;
descTblRanges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
descTblRanges[1].BaseShaderRegister = 1;
descTblRanges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
// SubModelのSRT情報
descTblRanges[2].NumDescriptors = 1;
descTblRanges[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
descTblRanges[2].BaseShaderRegister = 2;
descTblRanges[2].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
// SubModelのMaterial情報
descTblRanges[3].NumDescriptors = 1;
descTblRanges[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
descTblRanges[3].BaseShaderRegister = 3;
descTblRanges[3].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
// SubModelのTexture情報
descTblRanges[4].NumDescriptors = 1;
descTblRanges[4].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descTblRanges[4].BaseShaderRegister = 0;
descTblRanges[4].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
D3D12_ROOT_PARAMETER rootparam[3] = {};
rootparam[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootparam[0].DescriptorTable.pDescriptorRanges = &descTblRanges[0];
rootparam[0].DescriptorTable.NumDescriptorRanges = 1;
rootparam[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootparam[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootparam[1].DescriptorTable.pDescriptorRanges = &descTblRanges[1];
rootparam[1].DescriptorTable.NumDescriptorRanges = 1;
rootparam[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootparam[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootparam[2].DescriptorTable.pDescriptorRanges = &descTblRanges[2];
rootparam[2].DescriptorTable.NumDescriptorRanges = 3;
rootparam[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
rootSignatureDesc.pParameters = rootparam;
rootSignatureDesc.NumParameters = 3;
D3D12_STATIC_SAMPLER_DESC samplerDesc = {};
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
samplerDesc.MinLOD = 0.0f;
samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
samplerDesc.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
rootSignatureDesc.pStaticSamplers = &samplerDesc;
rootSignatureDesc.NumStaticSamplers = 1;
Microsoft::WRL::ComPtr<ID3DBlob> rootSigBlob = nullptr;
Microsoft::WRL::ComPtr<ID3DBlob> errorBlob = nullptr;
HRESULT result = D3D12SerializeRootSignature(
&rootSignatureDesc,
D3D_ROOT_SIGNATURE_VERSION_1_0,
&rootSigBlob,
&errorBlob
);
if (FAILED(result)) {
assert(0);
return result;
}
result = _dev->CreateRootSignature(
0,
rootSigBlob->GetBufferPointer(),
rootSigBlob->GetBufferSize(),
IID_PPV_ARGS(_rootSignature.ReleaseAndGetAddressOf())
);
if (FAILED(result)) {
assert(0);
return result;
}
return result;
}
// グラフィクスパイプラインの生成
HRESULT Application::CreateBasicGraphicsPipeline() {
Microsoft::WRL::ComPtr<ID3DBlob> vsBlob = nullptr;
Microsoft::WRL::ComPtr<ID3DBlob> psBlob = nullptr;
Microsoft::WRL::ComPtr<ID3DBlob> errorBlob = nullptr;
string vsShaderPath = _shaderPath + "\\BasicVS.hlsl";
std::cout << vsShaderPath << endl;
wstring wvsShaderPath(vsShaderPath.begin(), vsShaderPath.end());
HRESULT result = D3DCompileFromFile(wvsShaderPath.c_str(),
nullptr,
D3D_COMPILE_STANDARD_FILE_INCLUDE,
"BasicVS",
"vs_5_0",
D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,
0,
&vsBlob,
&errorBlob
);
if (FAILED(result)) {
if (result == HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND)) {
::OutputDebugStringA("頂点シェーダファイルが見つかりません。");
}
else {
std::string errstr;
errstr.resize(errorBlob->GetBufferSize());
std::copy_n((char*)errorBlob->GetBufferPointer(), errorBlob->GetBufferSize(), errstr.begin());
errstr += "\n";
OutputDebugStringA(errstr.c_str());
}
return result;
}
string psShaderPath = _shaderPath + "\\BasicPS.hlsl";
std::cout << psShaderPath << endl;
wstring wpsShaderPath(psShaderPath.begin(), psShaderPath.end());
result = D3DCompileFromFile(wpsShaderPath.c_str(),
nullptr,
D3D_COMPILE_STANDARD_FILE_INCLUDE,
"BasicPS",
"ps_5_0",
D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,
0,
&psBlob,
&errorBlob
);
if (FAILED(result)) {
if (result == HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND)) {
::OutputDebugStringA("ピクセルシェーダファイルが見つかりません。");
}
else {
std::string errstr;
errstr.resize(errorBlob->GetBufferSize());
std::copy_n((char*)errorBlob->GetBufferPointer(), errorBlob->GetBufferSize(), errstr.begin());
errstr += "\n";
OutputDebugStringA(errstr.c_str());
}
return result;
}
D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
{ "POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,D3D12_APPEND_ALIGNED_ELEMENT,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0 },
{ "NORMAL",0,DXGI_FORMAT_R32G32B32_FLOAT,0,D3D12_APPEND_ALIGNED_ELEMENT,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0 },
{ "TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT,0,D3D12_APPEND_ALIGNED_ELEMENT,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0 }
};
D3D12_GRAPHICS_PIPELINE_STATE_DESC gpipeline = {};
gpipeline.pRootSignature = _rootSignature.Get();
gpipeline.VS = CD3DX12_SHADER_BYTECODE(vsBlob.Get());
gpipeline.PS = CD3DX12_SHADER_BYTECODE(psBlob.Get());
gpipeline.SampleMask = D3D12_DEFAULT_SAMPLE_MASK;
gpipeline.BlendState.AlphaToCoverageEnable = false;
gpipeline.BlendState.IndependentBlendEnable = false;
D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {
false, false,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL
};
for (int i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) {
gpipeline.BlendState.RenderTarget[i] = defaultRenderTargetBlendDesc;
}
gpipeline.BlendState.RenderTarget[0].BlendEnable = true;
gpipeline.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
gpipeline.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
//gpipeline.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
gpipeline.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
gpipeline.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; // カリングなし
gpipeline.DepthStencilState.DepthEnable = true;
gpipeline.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
gpipeline.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
gpipeline.DSVFormat = DXGI_FORMAT_D32_FLOAT;
gpipeline.DepthStencilState.StencilEnable = false;
gpipeline.InputLayout.pInputElementDescs = inputLayout;
gpipeline.InputLayout.NumElements = _countof(inputLayout);
gpipeline.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
gpipeline.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
gpipeline.NumRenderTargets = 1;
gpipeline.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
gpipeline.SampleDesc.Count = 1;
gpipeline.SampleDesc.Quality = 0;
result = _dev->CreateGraphicsPipelineState(&gpipeline,
IID_PPV_ARGS(_pipelineState.ReleaseAndGetAddressOf())
);
if (FAILED(result)) {
assert(0);
}
return result;
}
// shaderがあるフォルダへのPathを取得 -> _shaderPath, _shaderPathD
// modelがあるフォルダへのPathを取得 -> _modelPath, _modelPathD
void Application::CreatePath() {
char currentDirectoryPath[10000];
GetCurrentDirectory(10000, currentDirectoryPath);
_shaderPath = currentDirectoryPath;
_modelPath = string(currentDirectoryPath) + "\\model";
string currentDirectoryPathS = string(currentDirectoryPath);
size_t found = currentDirectoryPathS.rfind("x64");
if (found != string::npos) {
auto folderPath = currentDirectoryPathS.substr(0, found - 1);
_shaderPath = folderPath;
_modelPath = folderPath + "\\model";
}
return;
}
// フォルダ内にあるobjファイルやmtlファイルを取得 -> _objFiles
void Application::searchOBJFile() {
CreatePath();
_modelManager->SetModelPath(_modelPath);
_objFiles.clear();
WIN32_FIND_DATA findFileData;
string searchFile = _modelPath + "\\*.obj";
std::cout << "OBJファイルを検索します。パス:" << _modelPath << endl;
HANDLE hFind = FindFirstFile(searchFile.c_str(), &findFileData);
if (hFind == INVALID_HANDLE_VALUE) {
std::cout << "OBJファイルが見つかりませんでした。" << endl;
return;
}
do {
string fileName = findFileData.cFileName;
size_t dotPos = fileName.find_last_of(".");
if (dotPos != string::npos) {
string nameWithoutExt = fileName.substr(0, dotPos);
_objFiles.insert(make_pair(nameWithoutExt, false));
std::cout << "OBJファイルを見つけました:" << fileName << endl;
}
} while (FindNextFile(hFind, &findFileData) != 0);
std::cout << "mtl" << endl;
searchFile = _modelPath + "\\*.mtl";
hFind = FindFirstFile(searchFile.c_str(), &findFileData);
if (hFind == INVALID_HANDLE_VALUE) {
std::cout << "MTLファイルが見つかりませんでした。" << endl;
return;
}
do {
string fileName = findFileData.cFileName;
size_t dotPos = fileName.find_last_of(".");
if (dotPos != string::npos) {
string nameWithoutExt = fileName.substr(0, dotPos);
auto it = _objFiles.find(nameWithoutExt);
if (it != _objFiles.end()) {
std::cout << it->first << "のMTLファイルを見つけました。" << endl;
it->second = true;
}
}
} while (FindNextFile(hFind, &findFileData) != 0);
return;
}
// フォルダ内にあるpngファイルを取得 -> _pngFiles
void Application::searchPNGFile() {
CreatePath();
WIN32_FIND_DATA findFileData;
string searchFile = _modelPath + "\\*.png";
std::cout << "PNGファイルを検索します。パス:" << _modelPath << endl;
HANDLE hFind = FindFirstFile(searchFile.c_str(), &findFileData);
if (hFind == INVALID_HANDLE_VALUE) {
std::cout << "PNGファイルが見つかりませんでした。" << endl;
return;
}
do {
string fileName = findFileData.cFileName;
_pngFiles.push_back(fileName);
std::cout << fileName << "を見つけました。" << endl;
} while (FindNextFile(hFind, &findFileData) != 0);
_detailWindow->_pngFiles = _pngFiles;
}