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Camera.cpp
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111 lines (89 loc) · 3.4 KB
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#include "Camera.h"
Camera::Camera() {}
Camera::~Camera() {}
// Init
void Camera::Init(int w, int h, Microsoft::WRL::ComPtr<ID3D12Device> dev, Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> cmdList) {
_mainWindow_width = w;
_mainWindow_height = h;
_dev = dev;
_cmdList = cmdList;
CreateCameraBuffer();
CreateCameraView();
}
// Cameraの情報を格納するバッファーを生成する関数
HRESULT Camera::CreateCameraBuffer() {
_transform.position = { 0.0f, 0.0f, -5.0f };
_sceneData.ligVec = { 1.0f, -1.0f, 1.0f };
_sceneData.ligCol = { 1.0f, 1.0f, 1.0f };
XMMATRIX viewRotMat = XMMatrixRotationRollPitchYaw(
_transform.rotation.x * XM_PI / 180.0f,
_transform.rotation.y * XM_PI / 180.0f,
_transform.rotation.z * XM_PI / 180.0f);
XMMATRIX viewTraMat = XMMatrixTranslation(_transform.position.x, _transform.position.y, _transform.position.z);
_sceneData.world = XMMatrixIdentity();
_sceneData.view = XMMatrixInverse(nullptr, viewRotMat * viewTraMat);
//_sceneData.view = XMMatrixLookAtLH(XMLoadFloat3(&eye), XMLoadFloat3(&target), XMLoadFloat3(&up));
_sceneData.proj = XMMatrixPerspectiveFovLH(_fov * XM_PI / 180.0f,
static_cast<float>(_mainWindow_width) / static_cast<float>(_mainWindow_height),
_clippingPlanes.x,
_clippingPlanes.y
);
_sceneData.eye = _transform.position;
//_sceneData.eye = eye;
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 = _sceneData;
}
// Cameraの情報を格納するバッファーのビューを生成する関数
HRESULT Camera::CreateCameraView() {
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;
HRESULT result = _dev->CreateDescriptorHeap(&descHeapDesc, IID_PPV_ARGS(_basicHeap.ReleaseAndGetAddressOf()));
if (FAILED(result)) {
assert(0);
return result;
}
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;
}
// Update
void Camera::Update() {
XMMATRIX viewRotMat = XMMatrixRotationRollPitchYaw(
_transform.rotation.x * XM_PI / 180.0f,
_transform.rotation.y * XM_PI / 180.0f,
_transform.rotation.z * XM_PI / 180.0f);
XMMATRIX viewTraMat = XMMatrixTranslation(_transform.position.x, _transform.position.y, _transform.position.z);
_sceneData.view = XMMatrixInverse(nullptr, viewRotMat * viewTraMat);
//_viewMat = XMMatrixLookAtLH(XMLoadFloat3(&eye), XMLoadFloat3(&target), XMLoadFloat3(&up));
_sceneData.proj = XMMatrixPerspectiveFovLH(_fov * XM_PI / 180.0f,
static_cast<float>(_mainWindow_width) / static_cast<float>(_mainWindow_height),
_clippingPlanes.x,
_clippingPlanes.y
);
_sceneData.eye = _transform.position;
*_sceneMap = _sceneData;
}