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BasaltMeter/BasaltPresenter/Plugins/Engine/DirectX11Engine/main.cpp

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#include <basalt/export_macro.hpp>
#include <basalt/engine.hpp>
#include <basalt/object_loader.hpp>
#include <windows.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <wrl/client.h>
#include <vector>
#include <iostream>
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) {
static bool g_CLSREG = false;
constexpr wchar_t class_name[] = L"DirectXRenderWindowClass";
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<LONG>(width), static_cast<LONG>(height)};
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
HWND hwnd = CreateWindowExW(0,
class_name,
L"DirectXRenderWindow",
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;
};
// 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);
}
)";
namespace guid = ::basalt::shared::guid;
namespace engine = ::basalt::shared::engine;
using engine::EngineConfig;
using engine::IEngine;
using ::basalt::shared::math::Vector3;
class DirectX11Engine : public IEngine {
public:
DirectX11Engine() : IEngine() {}
virtual ~DirectX11Engine() {}
private:
HWND window; ///< Win32窗口
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
ComPtr<ID3D11RasterizerState> rasterizer_state; ///< 光栅化状态
std::vector<BYTE> depth_data; ///< 深度数据
UINT vertex_count; ///< 顶点数量
public:
virtual guid::Guid get_guid() const { return guid::DIRECTX11_ENGINE; }
//virtual void enumerate_devices() override {
// ComPtr<IDXGIFactory> factory;
// ComPtr<IDXGIAdapter> adapter;
// HRESULT hr = CreateDXGIFactory(IID_PPV_ARGS(&factory));
// if (SUCCEEDED(hr)) {
// UINT i = 0;
// while (factory->EnumAdapters(i, &adapter) != DXGI_ERROR_NOT_FOUND) {
// DXGI_ADAPTER_DESC desc;
// if (SUCCEEDED(adapter->GetDesc(&desc))) {
// std::wcout << L"Adapter " << i << L": " << desc.Description << std::endl;
// }
// ++i;
// }
// }
//}
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);
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<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));
// Create vertex buffer from object loader data
std::vector<Vertex> vertices;
size_t total_vertices = 0;
// Count total vertices from all objects
for (size_t i = 0; i < this->config.object_loader->get_object_count(); ++i) {
const auto& obj = this->config.object_loader->get_object(i);
total_vertices += obj.get_vertices_count();
}
// Collect all vertices from all objects
for (size_t i = 0; i < this->config.object_loader->get_object_count(); ++i) {
const auto& obj = this->config.object_loader->get_object(i);
const auto* obj_vertices = obj.get_vertices();
size_t obj_vertex_count = obj.get_vertices_count();
for (size_t j = 0; j < obj_vertex_count; ++j) {
Vertex v;
v.x = obj_vertices[j].x;
v.y = obj_vertices[j].y;
v.z = obj_vertices[j].z;
vertices.push_back(v);
}
}
// Create vertex buffer with dynamic size
D3D11_BUFFER_DESC vb_desc = {};
vb_desc.ByteWidth = static_cast<UINT>(vertices.size() * sizeof(Vertex));
vb_desc.Usage = D3D11_USAGE_DEFAULT;
vb_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA vb_data = {vertices.data()};
DXCHK(device->CreateBuffer(&vb_desc, &vb_data, &vertex_buffer));
// Update draw call to use actual vertex count
vertex_count = vertices.size();
// 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;
//}
// 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);
// 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);
// Draw vertices from object loader or fallback cube
context->Draw(vertex_count, 0);
//// 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++;
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<IEngine*>(new DirectX11Engine());
}
BS_EXPORT void BSDestroyInstance(void* instance) {
delete dynamic_cast<DirectX11Engine*>(static_cast<IEngine*>(instance));
}