1
0

finish buggy dx11 code

This commit is contained in:
2026-01-04 23:11:58 +08:00
parent a66d3dee8b
commit 7b234ec405
12 changed files with 432 additions and 219 deletions

View File

@@ -1,28 +1,28 @@
# Create shared library
add_library(DirectX11Engine SHARED "")
add_library(BasaltDirectX11Engine SHARED "")
# Setup sources
target_sources(DirectX11Engine
target_sources(BasaltDirectX11Engine
PRIVATE
main.cpp
)
# Setup header infomation
target_include_directories(DirectX11Engine
target_include_directories(BasaltDirectX11Engine
PRIVATE
"${CMAKE_CURRENT_LIST_DIR}"
)
# Setup linked library infomation
target_link_libraries(DirectX11Engine
target_link_libraries(BasaltDirectX11Engine
PRIVATE
BasaltShared
${DirectX11_LIBRARY}
)
# Enable export macro
target_compile_definitions(DirectX11Engine
target_compile_definitions(BasaltDirectX11Engine
PRIVATE
BS_EXPORTING
)
# Install DirectX11Engine only on Release mode
install(TARGETS DirectX11Engine
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}/plugins/engine"
# Install BasaltDirectX11Engine only on Release mode
install(TARGETS BasaltDirectX11Engine
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}/plugin/engine"
)

View File

@@ -1,4 +1,5 @@
#include <basalt_export.hpp>
#include <directx_util.hpp>
#include <engine.hpp>
#include <windows.h>
#include <d3d11.h>
@@ -8,204 +9,78 @@
#include <iostream>
using Microsoft::WRL::ComPtr;
#define DXCHK(condition) \
if (FAILED(condition)) { \
throw std::runtime_error("bad DirectX calling"); \
}
// 常量
constexpr UINT Width = 800;
constexpr UINT Height = 600;
constexpr const wchar_t* PipeName = L"\\\\.\\pipe\\54da494c-301a-47a9-9d67-4fbebaeda8cf";
// 立方体顶点(位置)
// 立方体顶点(位置)
struct Vertex {
float x, y, z;
};
// 立方体顶点
Vertex CubeVertices[] = {
// 前面
// 前面
{-1, -1, -1},
{1, -1, -1},
{1, 1, -1},
{-1, -1, -1},
{1, 1, -1},
{-1, 1, -1},
// 后面
// 后面
{-1, -1, 1},
{-1, 1, 1},
{1, 1, 1},
{-1, -1, 1},
{1, 1, 1},
{1, -1, 1},
// 其他面...(为简化,此处略,或用完整立方体)
// 实际建议使用完整12个三角面36顶点
// 左面
{-1, -1, -1},
{-1, -1, 1},
{-1, 1, 1},
{-1, -1, -1},
{-1, 1, 1},
{-1, 1, -1},
// 右面
{1, -1, -1},
{1, 1, -1},
{1, 1, 1},
{1, -1, -1},
{1, 1, 1},
{1, -1, 1},
// 顶面
{-1, 1, -1},
{1, 1, -1},
{1, 1, 1},
{-1, 1, -1},
{1, 1, 1},
{-1, 1, 1},
// 底面
{-1, -1, -1},
{-1, -1, 1},
{1, -1, 1},
{-1, -1, -1},
{1, -1, 1},
{1, -1, -1}
};
// 为简化,这里只渲染前面,实际请补全
// 简单顶点着色器(只传位置)
// 简单顶点着色器(只传位置)
const char* g_VS = R"(
float4 main(float3 pos : POSITION) : SV_POSITION {
return float4(pos, 1.0f);
}
)";
// 简单像素着色器(返回固定颜色)
// 简单像素着色器(返回固定颜色)
const char* g_PS = R"(
float4 main() : SV_TARGET {
return float4(0.2f, 0.4f, 0.8f, 1.0f);
}
)";
int main() {
// 初始化 COM
CoInitializeEx(nullptr, COINIT_APARTMENTTHREADED);
// 创建设备和上下文
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
D3D11CreateDevice(
nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, D3D11_CREATE_DEVICE_DEBUG, nullptr, 0, D3D11_SDK_VERSION, &device, nullptr, &context);
// 创建交换链(窗口可选,这里仅用于渲染上下文)
ComPtr<IDXGISwapChain> swapChain;
DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferDesc.Width = Width;
sd.BufferDesc.Height = Height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = GetConsoleWindow(); // 或创建窗口
sd.Windowed = TRUE;
ComPtr<IDXGIDevice> dxgiDevice;
device.As(&dxgiDevice);
ComPtr<IDXGIAdapter> adapter;
dxgiDevice->GetAdapter(&adapter);
ComPtr<IDXGIFactory> factory;
adapter->GetParent(IID_PPV_ARGS(&factory));
factory->CreateSwapChain(device.Get(), &sd, &swapChain);
// 创建渲染目标
ComPtr<ID3D11RenderTargetView> rtv;
ComPtr<ID3D11Texture2D> backBuffer;
swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
device->CreateRenderTargetView(backBuffer.Get(), nullptr, &rtv);
// 创建深度缓冲D32_FLOAT
ComPtr<ID3D11Texture2D> depthBuffer;
D3D11_TEXTURE2D_DESC depthDesc = {};
depthDesc.Width = Width;
depthDesc.Height = Height;
depthDesc.MipLevels = 1;
depthDesc.ArraySize = 1;
depthDesc.Format = DXGI_FORMAT_D32_FLOAT;
depthDesc.SampleDesc.Count = 1;
depthDesc.Usage = D3D11_USAGE_DEFAULT;
depthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
device->CreateTexture2D(&depthDesc, nullptr, &depthBuffer);
ComPtr<ID3D11DepthStencilView> dsv;
device->CreateDepthStencilView(depthBuffer.Get(), nullptr, &dsv);
// 创建 staging texture 用于 CPU 读取深度R32_FLOAT
ComPtr<ID3D11Texture2D> depthStaging;
D3D11_TEXTURE2D_DESC stagingDesc = depthDesc;
stagingDesc.Format = DXGI_FORMAT_R32_FLOAT; // 注意DSV 用 D32_FLOATstaging 用 R32_FLOAT
stagingDesc.BindFlags = 0;
stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
stagingDesc.Usage = D3D11_USAGE_STAGING;
device->CreateTexture2D(&stagingDesc, nullptr, &depthStaging);
// 编译并创建着色器
ComPtr<ID3D11VertexShader> vs;
ComPtr<ID3D11PixelShader> ps;
ComPtr<ID3DBlob> vsBlob, psBlob;
D3DCompile(g_VS, strlen(g_VS), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vsBlob, nullptr);
D3DCompile(g_PS, strlen(g_PS), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &psBlob, nullptr);
device->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &vs);
device->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &ps);
// 输入布局
D3D11_INPUT_ELEMENT_DESC layout[] = {{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}};
ComPtr<ID3D11InputLayout> inputLayout;
device->CreateInputLayout(layout, 1, vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &inputLayout);
// 顶点缓冲
ComPtr<ID3D11Buffer> vertexBuffer;
D3D11_BUFFER_DESC vbDesc = {};
vbDesc.ByteWidth = sizeof(CubeVertices);
vbDesc.Usage = D3D11_USAGE_DEFAULT;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA vbData = {CubeVertices};
device->CreateBuffer(&vbDesc, &vbData, &vertexBuffer);
// 深度测试启用
ComPtr<ID3D11DepthStencilState> depthState;
D3D11_DEPTH_STENCIL_DESC dsDesc = {};
dsDesc.DepthEnable = TRUE;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
device->CreateDepthStencilState(&dsDesc, &depthState);
// 视口
D3D11_VIEWPORT vp = {0, 0, (float) Width, (float) Height, 0, 1};
context->RSSetViewports(1, &vp);
// 打开命名管道(需另一进程已创建)
HANDLE hPipe = CreateFileW(PipeName, GENERIC_WRITE, 0, nullptr, OPEN_EXISTING, 0, nullptr);
if (hPipe == INVALID_HANDLE_VALUE) {
std::cerr << "Failed to open named pipe. Ensure another process created it.\n";
return -1;
}
constexpr size_t depthSize = Width * Height * sizeof(float);
std::vector<BYTE> depthData(depthSize);
// 渲染循环示例只渲染10帧
for (int frame = 0; frame < 10; ++frame) {
// 清屏
float clearColor[] = {0.1f, 0.1f, 0.1f, 1.0f};
context->ClearRenderTargetView(rtv.Get(), clearColor);
context->ClearDepthStencilView(dsv.Get(), D3D11_CLEAR_DEPTH, 1.0f, 0);
// 设置管线
context->OMSetRenderTargets(1, rtv.GetAddressOf(), dsv.Get());
context->OMSetDepthStencilState(depthState.Get(), 1);
context->VSSetShader(vs.Get(), nullptr, 0);
context->PSSetShader(ps.Get(), nullptr, 0);
context->IASetInputLayout(inputLayout.Get());
UINT stride = sizeof(Vertex), offset = 0;
context->IASetVertexBuffers(0, 1, vertexBuffer.GetAddressOf(), &stride, &offset);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// 绘制立方体
context->Draw(6, 0); // 仅前面实际应为36
// 复制深度缓冲到 staging texture
context->CopyResource(depthStaging.Get(), depthBuffer.Get());
// Map 获取数据
D3D11_MAPPED_SUBRESOURCE mapped;
context->Map(depthStaging.Get(), 0, D3D11_MAP_READ, 0, &mapped);
memcpy(depthData.data(), mapped.pData, depthSize);
context->Unmap(depthStaging.Get(), 0);
// 写入命名管道
DWORD written;
if (!WriteFile(hPipe, depthData.data(), static_cast<DWORD>(depthSize), &written, nullptr) || written != depthSize) {
std::cerr << "WriteFile failed or incomplete.\n";
break;
}
// 呈现(可选)
swapChain->Present(0, 0);
}
CloseHandle(hPipe);
CoUninitialize();
return 0;
}
using ::Basalt::Shared::Engine::EngineConfig;
using ::Basalt::Shared::Engine::IEngine;
namespace DxUtil = ::Basalt::Shared::DirectX;
class DirectX11Engine : public IEngine {
public:
@@ -213,15 +88,198 @@ public:
virtual ~DirectX11Engine() {}
private:
ComPtr<ID3D11Device> device; ///< 设备
ComPtr<ID3D11DeviceContext> context; ///< 上下文
ComPtr<IDXGISwapChain> swapChain; ///< 交换链
ComPtr<ID3D11Device> device; ///< 设备
ComPtr<ID3D11DeviceContext> context; ///< 上下文
ComPtr<IDXGISwapChain> swap_chain; ///< 交换链
ComPtr<ID3D11RenderTargetView> rtv; ///< 渲染目标视图
ComPtr<ID3D11Texture2D> back_buffer; ///< 后缓冲
ComPtr<ID3D11Texture2D> depth_buffer; ///< 深度缓冲
ComPtr<ID3D11DepthStencilView> dsv; ///< 深度模板视图
ComPtr<ID3D11Texture2D> depth_staging; ///< 用于CPU读取的深度暂存纹理
ComPtr<ID3D11VertexShader> vs; ///< 顶点着色器
ComPtr<ID3D11PixelShader> ps; ///< 像素着色器
ComPtr<ID3DBlob> vs_blob; ///< 顶点着色器字节码
ComPtr<ID3DBlob> ps_blob; ///< 像素着色器字节码
ComPtr<ID3D11InputLayout> input_layout; ///< 输入布局
ComPtr<ID3D11Buffer> vertex_buffer; ///< 顶点缓冲
ComPtr<ID3D11DepthStencilState> depth_state; ///< 深度状态
std::vector<BYTE> depth_data; ///< 深度数据
public:
virtual void Startup(EngineConfig&& config) override { IEngine::Startup(std::move(config)); }
virtual void Tick() override { IEngine::Tick(); }
virtual void Shutdown() override { IEngine::Shutdown(); }
virtual void Startup(EngineConfig&& config) override {
IEngine::Startup(std::move(config));
// 初始化 COM
DXCHK(CoInitializeEx(nullptr, COINIT_APARTMENTTHREADED));
// 创建设备和上下文
DXCHK(D3D11CreateDevice(nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
D3D11_CREATE_DEVICE_DEBUG,
nullptr,
0,
D3D11_SDK_VERSION,
&device,
nullptr,
&context));
// 创建交换链(窗口可选,这里仅用于渲染上下文)
DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferDesc.Width = this->config.width;
sd.BufferDesc.Height = this->config.height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = DxUtil::CreateRenderWindow(this->config.width, this->config.height, this->config.title); // 创建窗口
sd.Windowed = TRUE;
ComPtr<IDXGIDevice> dxgi_device;
DXCHK(device.As(&dxgi_device));
ComPtr<IDXGIAdapter> adapter;
DXCHK(dxgi_device->GetAdapter(&adapter));
ComPtr<IDXGIFactory> factory;
DXCHK(adapter->GetParent(IID_PPV_ARGS(&factory)));
DXCHK(factory->CreateSwapChain(device.Get(), &sd, &swap_chain));
// 创建渲染目标
DXCHK(swap_chain->GetBuffer(0, IID_PPV_ARGS(&back_buffer)));
DXCHK(device->CreateRenderTargetView(back_buffer.Get(), nullptr, &rtv));
// 创建深度缓冲D32_FLOAT
D3D11_TEXTURE2D_DESC depth_desc = {};
depth_desc.Width = this->config.width;
depth_desc.Height = this->config.height;
depth_desc.MipLevels = 1;
depth_desc.ArraySize = 1;
depth_desc.Format = DXGI_FORMAT_D32_FLOAT;
depth_desc.SampleDesc.Count = 1;
depth_desc.Usage = D3D11_USAGE_DEFAULT;
depth_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
DXCHK(device->CreateTexture2D(&depth_desc, nullptr, &depth_buffer));
DXCHK(device->CreateDepthStencilView(depth_buffer.Get(), nullptr, &dsv));
// 创建 staging texture 用于 CPU 读取深度R32_FLOAT
D3D11_TEXTURE2D_DESC staging_desc = depth_desc;
staging_desc.Format = DXGI_FORMAT_R32_FLOAT; // 注意DSV 用 D32_FLOATstaging 用 R32_FLOAT
staging_desc.BindFlags = 0;
staging_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
staging_desc.Usage = D3D11_USAGE_STAGING;
DXCHK(device->CreateTexture2D(&staging_desc, nullptr, &depth_staging));
// 编译并创建着色器
DXCHK(D3DCompile(g_VS, static_cast<UINT>(strlen(g_VS)), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vs_blob, nullptr));
DXCHK(D3DCompile(g_PS, static_cast<UINT>(strlen(g_PS)), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &ps_blob, nullptr));
DXCHK(device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nullptr, &vs));
DXCHK(device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nullptr, &ps));
// 输入布局
D3D11_INPUT_ELEMENT_DESC layout[] = {{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}};
DXCHK(device->CreateInputLayout(layout, 1, vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout));
// 顶点缓冲
D3D11_BUFFER_DESC vb_desc = {};
vb_desc.ByteWidth = sizeof(CubeVertices);
vb_desc.Usage = D3D11_USAGE_DEFAULT;
vb_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA vb_data = {CubeVertices};
DXCHK(device->CreateBuffer(&vb_desc, &vb_data, &vertex_buffer));
// 深度测试启用
D3D11_DEPTH_STENCIL_DESC ds_desc = {};
ds_desc.DepthEnable = TRUE;
ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ds_desc.DepthFunc = D3D11_COMPARISON_LESS;
DXCHK(device->CreateDepthStencilState(&ds_desc, &depth_state));
// 视口
D3D11_VIEWPORT vp;
ZeroMemory(&vp, sizeof(D3D11_VIEWPORT));
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = (float) this->config.width;
vp.Height = (float) this->config.height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
context->RSSetViewports(1, &vp); // RSSetViewports doesn't return HRESULT, so no need to wrap
//// 打开命名管道(需另一进程已创建)
//constexpr const wchar_t* PipeName = L"\\\\.\\pipe\\54da494c-301a-47a9-9d67-4fbebaeda8cf";
//hPipe = CreateFileW(PipeName, GENERIC_WRITE, 0, nullptr, OPEN_EXISTING, 0, nullptr);
//if (hPipe == INVALID_HANDLE_VALUE) {
// std::cerr << "Failed to open named pipe. Ensure another process created it.\n";
// return;
//}
// 缩放深度数据数组到指定大小
depth_data.resize(this->config.width * this->config.height * sizeof(float));
// 设置管线
context->OMSetRenderTargets(1, rtv.GetAddressOf(), dsv.Get());
context->OMSetDepthStencilState(depth_state.Get(), 1);
context->VSSetShader(vs.Get(), nullptr, 0);
context->PSSetShader(ps.Get(), nullptr, 0);
context->IASetInputLayout(input_layout.Get());
UINT stride = sizeof(Vertex), offset = 0;
context->IASetVertexBuffers(0, 1, vertex_buffer.GetAddressOf(), &stride, &offset);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//frameCount = 0;
}
virtual void Tick() override {
IEngine::Tick();
// 清屏
float clear_color[] = {0.8f, 0.1f, 0.1f, 1.0f};
context->ClearRenderTargetView(rtv.Get(), clear_color);
//context->ClearDepthStencilView(dsv.Get(), D3D11_CLEAR_DEPTH, 1.0f, 0);
//// 设置管线
//context->OMSetRenderTargets(1, rtv.GetAddressOf(), dsv.Get());
//context->OMSetDepthStencilState(depth_state.Get(), 1);
//context->VSSetShader(vs.Get(), nullptr, 0);
//context->PSSetShader(ps.Get(), nullptr, 0);
//context->IASetInputLayout(input_layout.Get());
//UINT stride = sizeof(Vertex), offset = 0;
//context->IASetVertexBuffers(0, 1, vertex_buffer.GetAddressOf(), &stride, &offset);
//context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// 绘制立方体
context->Draw(sizeof(CubeVertices) / sizeof(Vertex), 0); // 自动计算顶点数
//// 复制深度缓冲到 staging texture
//context->CopyResource(depth_staging.Get(), depth_buffer.Get());
//// Map 获取数据
//D3D11_MAPPED_SUBRESOURCE mapped;
//DXCHK(context->Map(depth_staging.Get(), 0, D3D11_MAP_READ, 0, &mapped));
//memcpy(depth_data.data(), mapped.pData, this->config.width * this->config.height * sizeof(float));
//context->Unmap(depth_staging.Get(), 0);
//// 写入命名管道
//DWORD written;
//if (!WriteFile(hPipe, depth_data.data(), static_cast<DWORD>(this->config.width * this->config.height * sizeof(float)), &written, nullptr) || written != this->config.width * this->config.height * sizeof(float)) {
// std::cerr << "WriteFile failed or incomplete.\n";
//}
// 呈现(可选)
DXCHK(swap_chain->Present(0, 0));
//frameCount++;
}
virtual void Shutdown() override {
IEngine::Shutdown();
//if (hPipe != INVALID_HANDLE_VALUE) {
// CloseHandle(hPipe);
//}
CoUninitialize();
}
};
BS_EXPORT void* BSCreateInstance() {
@@ -230,4 +288,4 @@ BS_EXPORT void* BSCreateInstance() {
BS_EXPORT void BSDestroyInstance(void* instance) {
delete reinterpret_cast<DirectX11Engine*>(instance);
}
}