#include #include #include #include #include #include #include #include using Microsoft::WRL::ComPtr; #define DXCHK(condition) \ if (FAILED(condition)) { \ throw std::runtime_error("bad DirectX calling"); \ } #pragma region Win32 Window Creation // Window procedure for the render window static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_CLOSE: PostQuitMessage(0); return 0; default: break; } return DefWindowProcW(hwnd, msg, wParam, lParam); } // Create a render window for DirectX static HWND CreateRenderWindow(std::uint32_t width, std::uint32_t height, const std::wstring_view& title) { static bool g_CLSREG = false; constexpr wchar_t class_name[] = L"DirectXRenderWindowClass"; std::wstring c_title(title); if (!g_CLSREG) { WNDCLASSEXW wc = {0}; wc.cbSize = sizeof(WNDCLASSEXW); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.hInstance = GetModuleHandleW(nullptr); wc.hCursor = LoadCursorW(nullptr, IDC_ARROW); wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1); wc.lpszClassName = class_name; if (!RegisterClassExW(&wc)) { throw std::runtime_error("Failed to register window class"); } g_CLSREG = true; } // Calculate window size including borders RECT rect = {0, 0, static_cast(width), static_cast(height)}; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); HWND hwnd = CreateWindowExW(0, class_name, c_title.c_str(), WS_OVERLAPPEDWINDOW ^ WS_THICKFRAME ^ WS_MAXIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, rect.right - rect.left, rect.bottom - rect.top, nullptr, nullptr, GetModuleHandleW(nullptr), nullptr); if (!hwnd) { throw std::runtime_error("Failed to create render window"); } return hwnd; } static void DestroyRenderWindow(HWND hwnd) { DestroyWindow(hwnd); } /** * @brief Non-block event loop. * @return True for indicate active exit. */ static bool EventLoop() { MSG msg; if (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE) == 0) { // No msg return false; } else { if (msg.message == WM_QUIT) { return true; } else { TranslateMessage(&msg); DispatchMessageW(&msg); return false; } } } #pragma endregion // 立方体顶点(位置) struct Vertex { float x, y, z; }; // 立方体顶点 Vertex CubeVertices[] = { // 前面 {-1, -1, -1}, {1, -1, -1}, {1, 1, -1}, {-1, -1, -1}, {1, 1, -1}, {-1, 1, -1}, // 后面 {-1, -1, 1}, {-1, 1, 1}, {1, 1, 1}, {-1, -1, 1}, {1, 1, 1}, {1, -1, 1}, // 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}}; // 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) const char* g_PS = R"( float4 main() : SV_TARGET { return float4(0.2f, 0.4f, 0.8f, 1.0f); } )"; using ::Basalt::Shared::Kernel::EngineConfig; using ::Basalt::Shared::Kernel::IEngine; class DirectX11Engine : public IEngine { public: DirectX11Engine() : IEngine() {} virtual ~DirectX11Engine() {} private: HWND window; ///< Win32窗口 ComPtr device; ///< 设备 ComPtr context; ///< 上下文 ComPtr swap_chain; ///< 交换链 ComPtr rtv; ///< 渲染目标视图 ComPtr back_buffer; ///< 后缓冲 ComPtr depth_buffer; ///< 深度缓冲 ComPtr dsv; ///< 深度模板视图 ComPtr depth_staging; ///< 用于CPU读取的深度暂存纹理 ComPtr vs; ///< 顶点着色器 ComPtr ps; ///< 像素着色器 ComPtr vs_blob; ///< 顶点着色器字节码 ComPtr ps_blob; ///< 像素着色器字节码 ComPtr input_layout; ///< 输入布局 ComPtr vertex_buffer; ///< 顶点缓冲 ComPtr depth_state; ///< 深度状态 ComPtr rasterizer_state; ///< 光栅化状态 std::vector depth_data; ///< 深度数据 public: virtual void Startup(EngineConfig&& config) override { IEngine::Startup(std::move(config)); // 创建Win32窗口并显示 if (this->config.headless) { window = NULL; } else { window = CreateRenderWindow(this->config.width, this->config.height, this->config.title); ShowWindow(window, SW_SHOW); UpdateWindow(window); } // 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 = window; sd.Windowed = TRUE; ComPtr dxgi_device; DXCHK(device.As(&dxgi_device)); ComPtr adapter; DXCHK(dxgi_device->GetAdapter(&adapter)); ComPtr 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_FLOAT,staging 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(strlen(g_VS)), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vs_blob, nullptr)); DXCHK(D3DCompile(g_PS, static_cast(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)); // 设置光栅化模式 D3D11_RASTERIZER_DESC rasterizer_desc; ZeroMemory(&rasterizer_desc, sizeof(D3D11_RASTERIZER_DESC)); rasterizer_desc.FillMode = D3D11_FILL_SOLID; rasterizer_desc.CullMode = D3D11_CULL_NONE; DXCHK(device->CreateRasterizerState(&rasterizer_desc, &rasterizer_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)); //frameCount = 0; } virtual bool Tick() override { if (IEngine::Tick()) return true; // Event loop if (EventLoop()) return true; // 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->RSSetState(rasterizer_state.Get()); 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(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++; return false; } virtual void Shutdown() override { IEngine::Shutdown(); //if (hPipe != INVALID_HANDLE_VALUE) { // CloseHandle(hPipe); //} CoUninitialize(); if (!this->config.headless) { CloseWindow(window); DestroyRenderWindow(window); } } }; BS_EXPORT void* BSCreateInstance() { return static_cast(new DirectX11Engine()); } BS_EXPORT void BSDestroyInstance(void* instance) { delete dynamic_cast(static_cast(instance)); }