STL betöltő hozzáírva

This commit is contained in:
Wiesner András 2020-03-14 17:32:26 +01:00
parent c836535da6
commit 41eafc716e
9 changed files with 165 additions and 89 deletions

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@ -3,6 +3,6 @@ project(WinApi)
set(CMAKE_CXX_STANDARD 14)
add_executable(WinApi WIN32 main.cpp d3dx12.h DXWindow.cpp DXWindow.h Logger.cpp Logger.h utils.cpp utils.h Window.cpp Window.h Timer.cpp Timer.h IDrawable.h Geometry.h EventHandler.cpp EventHandler.h)
add_executable(WinApi WIN32 main.cpp d3dx12.h DXWindow.cpp DXWindow.h Logger.cpp Logger.h utils.cpp utils.h Window.cpp Window.h Timer.cpp Timer.h IDrawable.h Geometry.h EventHandler.cpp EventHandler.h Vertex.cpp Vertex.h)
target_link_libraries(WinApi d3d12.lib dxgi.lib dxguid.lib d3dcompiler.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib)

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@ -9,6 +9,8 @@ namespace eg3d {
{
init();
initDrawObjects();
rotAngle = 0.0f;
}
@ -291,7 +293,6 @@ namespace eg3d {
mCommandList->SetGraphicsRootConstantBufferView(0, cbResource->GetGPUVirtualAddress());
////////// OBJEKTUMOK KIRAJZOLÁSA
//drawObject();
for (unsigned i = 0; i < drawables.size(); i++)
{
@ -351,64 +352,22 @@ namespace eg3d {
void DXWindow::initDrawObjects()
{
initVertices();
setupInputLayout();
createBuffers();
uploadBuffers();
loadShaders();
createConstantBuffers();
createRootSignature();
createPSO();
}
void DXWindow::initVertices()
{
vertices = {
{ -0.5f, -0.5f, 0.1f, 1.0f, 0.0f, 0.0f },
{ 0.5f, -0.5f, 0.1f , 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.98f, 0.1f, 0.0f, 0.0f, 1.0f },
};
indices = { 0, 2, 1 };
}
void DXWindow::setupInputLayout()
{
inputElements = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}
//{"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}
// TODO további elemek létrehozása
};
}
void DXWindow::createBuffers()
{
// --- vertex buffer létrehozása
vertexBuffer = createBuffer_UH(mDevice, vertices.size() * sizeof(Vertex));
vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
vertexBufferView.StrideInBytes = sizeof(Vertex);
vertexBufferView.SizeInBytes = vertices.size() * sizeof(Vertex);
// --- index buffer létrehozása TODO átírás createBuffer_UH() használatával
indexBuffer = createBuffer_UH(mDevice, indices.size() * sizeof(uint32_t));
indexBufferView.Format = DXGI_FORMAT_R32_UINT;
indexBufferView.BufferLocation = indexBuffer->GetGPUVirtualAddress();
indexBufferView.SizeInBytes = indices.size() * sizeof(uint32_t);
}
void DXWindow::uploadBuffers()
{
// --- vertex buffer feltöltése
bufferMapCopy(vertexBuffer, vertices.data(), vertices.size() * sizeof(Vertex));
// --- index buffer feltöltése
bufferMapCopy(indexBuffer, indices.data(), indices.size() * sizeof(uint32_t));
}
void DXWindow::createConstantBuffers()
{
cbResource = createBuffer_UH(mDevice, calc256AlignedSize(sizeof(constantBuffer)));
@ -418,7 +377,19 @@ namespace eg3d {
{
// transzformáció frissítése
//DirectX::XMStoreFloat4x4(&constantBuffer.transformMatrix, DirectX::XMMatrixScaling(2.0, 1.0, 1.0));
DirectX::XMStoreFloat4x4(&constantBuffer.transformMatrix, DirectX::XMMatrixRotationZ(XM_PI));
rotAngle = rotAngle - 0.01;
if (rotAngle > XM_2PI)
{
rotAngle -= XM_2PI;
}
float viewHeight = 1.5;
DirectX::XMStoreFloat4x4(&constantBuffer.projMatrix,
//XMMatrixScaling(0.00001, 0.00001, 0.00001) * XMMatrixTranslation(0.0f, 0.0f, -100000.0f) *
DirectX::XMMatrixPerspectiveLH(viewHeight * getAspectRatio(), viewHeight, 0.5, 10));
DirectX::XMStoreFloat4x4(&constantBuffer.transformMatrix, DirectX::XMMatrixRotationZ(rotAngle));
bufferMapCopy(cbResource, static_cast<void *>(&constantBuffer), sizeof(constantBuffer));
}
@ -454,6 +425,8 @@ namespace eg3d {
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoD = {};
psoD.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
//psoD.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
//psoD.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME;
psoD.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoD.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
psoD.SampleMask = UINT_MAX;
@ -487,12 +460,4 @@ namespace eg3d {
}
}
void DXWindow::drawObject()
{
mCommandList->IASetVertexBuffers(0, 1, &vertexBufferView);
mCommandList->IASetIndexBuffer(&indexBufferView);
mCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
mCommandList->DrawIndexedInstanced(indices.size(), 1, 0, 0, 0);
}
}

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@ -16,17 +16,13 @@
#include <DirectXMath.h>
// Vertex struktúrája
struct Vertex
{
float x, y, z;
float r, g, b;
};
#include "Vertex.h"
// konstansbuffer struktúrája
struct ConstantBuffer
{
DirectX::XMFLOAT4X4 transformMatrix;
DirectX::XMFLOAT4X4 projMatrix; // vetítési mátrix
};
namespace eg3d {
@ -92,18 +88,15 @@ namespace eg3d {
ComPtr<ID3D12Resource> cbResource; // konstansbuffer DX-objektuma
ConstantBuffer constantBuffer; // konstansbuffer
// TODO TRANSZFORMÁCIÓS TULAJDONSÁGOK
float rotAngle; // forgatás szöge
void initDrawObjects(); // kirajzolandó objektumok inicializálása
void initVertices(); // vertexek inicializálása
void setupInputLayout(); // input layout beállítása
void createBuffers(); // bufferek elkészítése, tartalmuk betöltése
void uploadBuffers(); // bufferek feltöltése
void loadShaders(); // shaderek betöltése
void createConstantBuffers(); // konstansbufferek létrehozása
void createRootSignature(); // root signature létrehozása
void createPSO(); // PSO létrehozása
void drawObject(); // objektum kirajzolása
void updateConstantBuffers(); // konstansbufferek frissítése

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@ -3,17 +3,25 @@
#include <vector>
#include <mutex>
#include "IDrawable.h"
#include "Vertex.h"
#include <DirectXMath.h>
using namespace DirectX;
namespace eg3d {
template<typename vertex_t>
struct STLTriangle {
XMFLOAT3 normal;
XMFLOAT3 v1, v2, v3;
uint16_t attributeByteCount;
};
class Geometry : public IDrawable {
private:
ComPtr<ID3D12Device> mDevice; // device
std::vector<vertex_t> mVertices; // vertexek
std::vector<Vertex> mVertices; // vertexek
std::vector<uint32_t> mIndices; // indexek
std::mutex mModifMtx; // ...
@ -42,10 +50,10 @@ namespace eg3d {
}
// vertexek beállítása
void setVertices(const std::vector<vertex_t> &vertices) {
void setVertices(const std::vector<Vertex> &vertices) {
mVertices = vertices;
size_t bufferSize = mVertices.size() * sizeof(vertex_t); // buffer mérete
size_t bufferSize = mVertices.size() * sizeof(Vertex); // buffer mérete
mVertexBuffer.Reset(); // buffer törlése
mVertexBuffer = createBuffer_UH(mDevice, bufferSize); // buffer létrehozása
@ -53,12 +61,12 @@ namespace eg3d {
// vertex buffer view beállítása
mVertexBufferView.BufferLocation = mVertexBuffer->GetGPUVirtualAddress();
mVertexBufferView.StrideInBytes = sizeof(vertex_t);
mVertexBufferView.StrideInBytes = sizeof(Vertex);
mVertexBufferView.SizeInBytes = bufferSize;
}
// vertexek lekérése
std::vector<vertex_t> getVertices() const {
std::vector<Vertex> getVertices() const {
return mVertices;
}
@ -109,9 +117,74 @@ namespace eg3d {
setupInputAssembler(commandList); // input assembler beállítása
commandList->DrawIndexedInstanced(mIndices.size(), 1, 0, 0, 0); // rajzolás
}
// két geometria egyesítése
Geometry& operator+=(const Geometry& other)
{
std::vector<Vertex> vertices = mVertices;
vertices.insert(vertices.end(), other.mVertices.begin(), other.mVertices.end());
uint32_t offset = mIndices.size() - 1;
std::vector<uint32_t> indices = mIndices;
indices.insert(indices.end(), other.mIndices.begin(), other.mIndices.end());
// indexek megváltozatása offsettel
for (uint32_t i = offset + 1; i < indices.size(); i++)
{
indices[i] += offset;
}
// bufferek újrafoglalása a videokártyán
setVertices(vertices);
setIndices(indices);
return *this;
}
// bináris STL fájl betöltése
void loadBinarySTL(const std::string& fileName) {
auto inFile = std::ifstream(fileName, std::ios::in | std::ios::binary); // bináris fájl megnyitása olvasásra
if (!inFile.is_open()) { // megnézzük, hogy sikerült-e megnyitni a fájlt
LOG("Failed to open file: '" + fileName + "'! STL geometry loading failed!");
return;
}
// vertexek és indexek
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
uint32_t triN; // háromszögek száma
inFile.seekg(80, std::ios::beg); // fejléc átugrása
inFile.read((char *)&triN, sizeof(triN)); // háromszögek számának kiolvasása
// vertexek kiolvasása
for (uint32_t i = 0; i < triN; i++) {
STLTriangle triangle;
inFile.read((char *)&triangle, sizeof(triangle)); // egy háromszög betöltése
vertices.push_back(triangle.v1);
vertices.push_back(triangle.v2);
vertices.push_back(triangle.v3);
// indexek vektorának feltöltése
uint32_t firstIndex = 3 * i;
indices.push_back(firstIndex);
indices.push_back(firstIndex + 1);
indices.push_back(firstIndex + 2);
}
inFile.close();
setVertices(vertices);
setIndices(indices);
LOG("Successful geometry loading from file '" + fileName + "' of " + std::to_string(triN) + " triangles.");
}
};
// geometriatároló típusa
template <typename vertex_t>
using GeometryPool = std::vector<std::shared_ptr<Geometry<vertex_t>>>;
using GeometryPool = std::vector<std::shared_ptr<Geometry>>;
}

BIN
RUNTIME/assets/crate.stl Normal file

Binary file not shown.

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@ -1,7 +1,7 @@
struct VSInput // vertex shader bemeneti struktúra
{
float3 position_D : POSITION;
float3 color : COLOR;
//float3 color : COLOR;
};
struct VSOutput // vertex shader kimeneti struktúra
@ -13,14 +13,15 @@ struct VSOutput // vertex shader kimeneti strukt
cbuffer CBuf : register(b0)
{
float4x4 transformMatrix;
float4x4 projMatrix;
};
VSOutput vs_main(VSInput input)
{
VSOutput output; // vertex shader kimenete
output.position_H = mul(transformMatrix, float4(input.position_D, 1.0));
output.color = input.color;
output.position_H = mul(projMatrix, mul(transformMatrix, float4(input.position_D, 1.0)));
output.color = float3(1.0, 1.0, 1.0);
return output;
}

20
Vertex.cpp Normal file
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@ -0,0 +1,20 @@
//
// Created by Epagris on 2020. 03. 14..
//
#include "Vertex.h"
eg3d::Vertex::Vertex() : x(0.0f), y(0.0f), z(0.0f) {}
eg3d::Vertex::Vertex(const DirectX::XMFLOAT3 xmf3) : x(xmf3.x), y(xmf3.y), z(xmf3.z) {}
eg3d::Vertex::Vertex(std::initializer_list<float> initList) {
if (initList.size() >= 3) {
const float *pParams = initList.begin();
// paraméterek elkérése
x = pParams[0];
y = pParams[1];
z = pParams[2];
}
}

26
Vertex.h Normal file
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@ -0,0 +1,26 @@
//
// Created by Epagris on 2020. 03. 14..
//
#ifndef VERTEX
#define VERTEX
#include <DirectXMath.h>
#include <initializer_list>
namespace eg3d {
struct Vertex {
public:
float x, y, z; // koordináták
// float nx, ny, nz; // normálvektorok TODO
Vertex(); // default konstruktor
Vertex(const DirectX::XMFLOAT3 xmf3); // betöltés XMFLOAT3-ból
Vertex(std::initializer_list<float> initList); // konstruktor struktúraszerû inicializációval
};
}
#endif //VERTEX

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@ -10,6 +10,7 @@
#include "Timer.h"
#include "Geometry.h"
#include "not_used/vertex_types.h"
// FPS-mérés
size_t gFrames = 0;
@ -38,31 +39,28 @@ int WINAPI WinMain(HINSTANCE hThisInstance, HINSTANCE hPrevInstance, LPSTR lpszA
gTmr1s.reg(timerCBData);
std::vector<Vertex> vertices = { // vertexek
{ -0.5f, -0.5f, 0.1f, 1.0f, 0.0f, 0.0f },
{ 0.5f, -0.5f, 0.1f , 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.98f, 0.1f, 0.0f, 0.0f, 1.0f },
{ -0.5f, -0.5f, 1.0f },
{ 0.5f, -0.5f, 1.0f },
{ 0.0f, 0.98f, 1.0f },
};
std::vector<uint32_t> indices = { 0, 2, 1 }; // indexek
auto pGeo = std::shared_ptr<Geometry<Vertex>>(new Geometry<Vertex>(win.getDevice()));
auto pGeo = std::shared_ptr<Geometry>(new Geometry(win.getDevice()));
pGeo->setVertices(vertices);
pGeo->setIndices(indices);
auto pGeo2 = std::shared_ptr<Geometry>(new Geometry(win.getDevice()));
pGeo2->loadBinarySTL("assets/crate.stl");
//drawables.push_back(pGeo2);
//(*pGeo) += (*pGeo2);
DrawablePool drawables; // geometriák halmaza
drawables.push_back(pGeo); // pGeo geometria hozzáadása
vertices = { // vertexek
{ -0.3f, -0.5f, 0.05f, 1.0f, 0.2f, 0.0f },
{ 0.3f, -0.5f, 0.05f , 0.2f, 1.0f, 0.0f },
{ 0.0f, 0.7f, 0.05f, 0.0f, 0.2f, 1.0f },
};
auto pGeo2 = std::shared_ptr<Geometry<Vertex>>(new Geometry<Vertex>(win.getDevice()));
pGeo2->setVertices(vertices);
pGeo2->setIndices(indices);
drawables.push_back(pGeo2);
// ------------------------------------
MSG msg = { };