Exemple #1
0
        private void PopulateCommandListsForVisualDebugDrawing()
        {
            m_CommandList.CommandAllocator.Reset();

            m_CommandList.CommandList.Reset(m_CommandList.CommandAllocator, m_PipelineState);

            // set viewport and scissors
            m_CommandList.CommandList.SetGraphicsRootSignature(m_RootSignature);

            // @TODO - redesign this section
            m_TransformationCBPointer = m_ConstantBuffer.Map(0);
            //Utilities.Write(m_TransformationCBPointer, ref m_TransformationCB);
            List <Matrix> dataToCopy = new List <Matrix>();

            dataToCopy.Add(m_TransformationCB.viewProjectionMatrix);
            foreach (Matrix mtx in m_TransformationCB.BoneMatrices)
            {
                dataToCopy.Add(mtx);
            }
            Utilities.Write(m_TransformationCBPointer, dataToCopy.ToArray(), 0, dataToCopy.Count);
            m_ConstantBuffer.Unmap(0);

            m_CommandList.CommandList.SetDescriptorHeaps(1, new DescriptorHeap[] { m_ConstantBufferViewHeap });
            //m_CommandList.SetDescriptorHeaps(2, new DescriptorHeap[] { m_ConstantBufferViewHeap, m_srvDescriptorHeap });

            GpuDescriptorHandle hDescriptor = m_ConstantBufferViewHeap.GPUDescriptorHandleForHeapStart;

            m_CommandList.CommandList.SetGraphicsRootDescriptorTable(0, hDescriptor);

            hDescriptor += m_ConstantBufferDescriptorSize;
            //Int32 sizeInBytes = (Utilities.SizeOf<TransformationCB>() + 255) & ~255;
            //hDescriptor += sizeInBytes;

            m_CommandList.CommandList.SetGraphicsRootDescriptorTable(1, hDescriptor);

            m_CommandList.CommandList.SetViewport(m_Viewport);
            m_CommandList.CommandList.SetScissorRectangles(m_SissorRect);

            // use barrier to notify we are using the m_RenderTarget
            Resource rtvBackBuffer = m_SwapChainDX12.GetBackBuffer(m_FrameIndex);

            m_CommandList.CommandList.ResourceBarrierTransition(rtvBackBuffer, ResourceStates.Present, ResourceStates.RenderTarget);

            //CpuDescriptorHandle rtvHandle = m_RenderTargetViewHeap.CPUDescriptorHandleForHeapStart;
            //rtvHandle += m_FrameIndex * m_RTVDescriptorSize;
            //CpuDescriptorHandle dsvHandle = m_DepthStencilViewHeap.CPUDescriptorHandleForHeapStart;

            CpuDescriptorHandle rtvHandle = m_DeviceContext.Dx12Device.RenderTargetDescriptorCache.GetCpuAddressByOffset(m_FrameIndex);
            // @TODO - need to set the depth value consistent with frame counts!
            CpuDescriptorHandle dsvHandle = m_DeviceContext.Dx12Device.DepthStencilDescriptorCache.GetCpuAddressByOffset(0);

            m_CommandList.CommandList.SetRenderTargets(rtvHandle, dsvHandle);

            // clear the render target & depth stencil
            m_CommandList.CommandList.ClearRenderTargetView(rtvHandle, new Color4(0, 0.2f, 0.4f, 1), 0, null);
            m_CommandList.CommandList.ClearDepthStencilView(dsvHandle, ClearFlags.FlagsDepth, 1.0f, 0, 0, null);

            // record commands
            //m_CommandList.CommandList.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
            //m_CommandList.SetVertexBuffer(0, m_VertexBufferView);
            // @TODO - I need to wrap command list separately!
            //H1StaticMeshLODResource resource = m_TempStaticMesh.StaticMeshData.GetLODResource(0);
            //H1StaticMeshLODResource resource = H1Global<H1World>.Instance.PersistentLevel.GetActor(0).GetActorComponent<H1StaticMeshComponent>().StaticMesh.StaticMeshData.GetLODResource(1);
            //resource.LocalVertexFactory.setVertexBuffers(m_CommandList.CommandList);

            //m_CommandList.DrawInstanced(3, 1, 0, 0);
            //m_CommandList.SetIndexBuffer(m_IndexBufferView);
            //m_CommandList.CommandList.SetIndexBuffer(resource.IndexBuffer.View);

            //int instanceCount = Convert.ToInt32(resource.IndexBuffer.Count);
            //m_CommandList.CommandList.DrawIndexedInstanced(instanceCount, 1, 0, 0, 0);

            //H1RenderUtils.DrawBox(m_CommandList.CommandList, new H1Transform());
            //H1RenderUtils.DrawPlane10x10(m_CommandList.CommandList, new Vector2(0, 0), new Vector2(1, 1));
            //H1RenderUtils.DrawSphere(m_CommandList.CommandList, new Vector3(0, 0, 0), new Vector3(1), 8, 6);
            //AngleSingle angle1 = new AngleSingle(10.0f, AngleType.Degree);
            //H1RenderUtils.DrawCone(m_CommandList.CommandList, angle1.Radians, angle1.Radians, 24, false, new Vector4(1));
            //H1RenderUtils.DrawCylinder(m_CommandList.CommandList, new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), 1, 3, 10);
            //H1RenderUtils.DrawCapsule(m_CommandList.CommandList, new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), 1, 3, 10);
            H1RenderUtils.DrawDisc(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), 1, 10);
            //H1RenderUtils.DrawFlatArrow(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), 10, 1, 0.1f);
            //H1RenderUtils.DrawWireBox(m_CommandList.CommandList, Matrix.Identity, new Vector3(-1, -1, -1), new Vector3(1), 1, 0, 0);
            //H1RenderUtils.DrawWireSphere(m_CommandList.CommandList, new Vector3(0), 2.0f, 24);
            //H1RenderUtils.DrawWireCylinder(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), 1.0f, 3, 10);
            //H1RenderUtils.DrawWireCapsule(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), 1.0f, 3, 10);
            //H1RenderUtils.DrawWireCone(m_CommandList.CommandList, Matrix.Identity, 1.0f, 15.0f, 10);
            //H1RenderUtils.DrawWireSphereCappedCone(m_CommandList.CommandList, Matrix.Identity, 1.0f, 15.0f, 16, 4, 10);
            //H1RenderUtils.DrawOrientedWireBox(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(2));
            //H1RenderUtils.DrawCoordinateSystem(m_CommandList.CommandList, new Vector3(0), Matrix.Identity, 2.0f);
            //H1RenderUtils.DrawDirectionalArrow(m_CommandList.CommandList, Matrix.Identity, 2.0f, 0.2f);
            //H1RenderUtils.DrawWireStar(m_CommandList.CommandList, new Vector3(0), 1.0f);
            //H1RenderUtils.DrawDashedLine(m_CommandList.CommandList, new Vector3(-1), new Vector3(1), 0.2f);
            //H1RenderUtils.DrawWireDiamond(m_CommandList.CommandList, Matrix.Identity, 0.2f);

            //H1SkeletalMeshComponent skeletalMeshComponent = H1Global<H1World>.Instance.PersistentLevel.GetActor(0).GetActorComponent<H1SkeletalMeshComponent>();
            //skeletalMeshComponent.SkeletalMesh.SkeletonDebugDrawing(m_CommandList.CommandList);

            // execute commands
            H1Global <Commands.H1CommandManager> .Instance.ExecuteCommands();

            // use barrier to notify that we are going to present the render target
            m_CommandList.CommandList.ResourceBarrierTransition(rtvBackBuffer, ResourceStates.RenderTarget, ResourceStates.Present);

            // execute the command
            m_CommandList.CommandList.Close();
        }