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SimpleLightingPC12.cpp
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SimpleLightingPC12.cpp
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//--------------------------------------------------------------------------------------
// SimpleLightingPC12.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimpleLightingPC12.h"
#include "ATGColors.h"
#include "FindMedia.h"
#include "ReadData.h"
extern void ExitSample();
using namespace DirectX;
using Microsoft::WRL::ComPtr;
namespace
{
struct Vertex
{
XMFLOAT3 pos;
XMFLOAT3 normal;
};
}
Sample::Sample()
: m_mappedConstantData(nullptr)
, m_constantDataGpuAddr(0)
, m_curRotationAngleRad(0.0f)
{
// Use gamma-correct rendering.
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM_SRGB);
m_deviceResources->RegisterDeviceNotify(this);
}
Sample::~Sample()
{
if (m_deviceResources)
{
m_deviceResources->WaitForGpu();
}
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(HWND window, int width, int height)
{
m_gamePad = std::make_unique<GamePad>();
m_keyboard = std::make_unique<Keyboard>();
m_deviceResources->SetWindow(window, width, height);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
m_fenceEvent.Attach(CreateEvent(nullptr, FALSE, FALSE, nullptr));
if (!m_fenceEvent.IsValid())
{
throw std::exception("CreateEvent");
}
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
}
// Updates the world.
void Sample::Update(DX::StepTimer const& timer)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
float elapsedTime = float(timer.GetElapsedSeconds());
// Update the rotation constant
m_curRotationAngleRad += elapsedTime / 3.f;
if (m_curRotationAngleRad >= XM_2PI)
{
m_curRotationAngleRad -= XM_2PI;
}
// Rotate the cube around the origin
XMStoreFloat4x4(&m_worldMatrix, XMMatrixRotationY(m_curRotationAngleRad));
// Setup our lighting parameters
m_lightDirs[0] = XMFLOAT4(-0.577f, 0.577f, -0.577f, 1.0f);
m_lightDirs[1] = XMFLOAT4(0.0f, 0.0f, -1.0f, 1.0f);
m_lightColors[0] = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
m_lightColors[1] = XMFLOAT4(0.5f, 0.0f, 0.0f, 1.0f);
// Rotate the second light around the origin
XMMATRIX rotate = XMMatrixRotationY(-2.0f * m_curRotationAngleRad);
XMVECTOR lightDir = XMLoadFloat4(&m_lightDirs[1]);
lightDir = XMVector3Transform(lightDir, rotate);
XMStoreFloat4(&m_lightDirs[1], lightDir);
// Handle controller input for exit
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
m_gamePadButtons.Update(pad);
if (pad.IsViewPressed())
{
ExitSample();
}
}
else
{
m_gamePadButtons.Reset();
}
auto kb = m_keyboard->GetState();
m_keyboardButtons.Update(kb);
if (kb.Escape)
{
ExitSample();
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
// Check to see if the GPU is keeping up
int frameIdx = m_deviceResources->GetCurrentFrameIndex();
int numBackBuffers = m_deviceResources->GetBackBufferCount();
uint64_t completedValue = m_fence->GetCompletedValue();
if ((frameIdx > completedValue) // if frame index is reset to zero it may temporarily be smaller than the last GPU signal
&& (frameIdx - completedValue > numBackBuffers))
{
// GPU not caught up, wait for at least one available frame
DX::ThrowIfFailed(m_fence->SetEventOnCompletion(frameIdx - numBackBuffers, m_fenceEvent.Get()));
WaitForSingleObjectEx(m_fenceEvent.Get(), INFINITE, FALSE);
}
// Prepare the command list to render a new frame.
m_deviceResources->Prepare();
Clear();
auto commandList = m_deviceResources->GetCommandList();
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Render");
// Index into the available constant buffers based on the number
// of draw calls. We've allocated enough for a known number of
// draw calls per frame times the number of back buffers
unsigned int constantBufferIndex = c_numDrawCalls * (frameIdx % numBackBuffers);
// Set the root signature and pipeline state for the command list
commandList->SetGraphicsRootSignature(m_rootSignature.Get());
commandList->SetPipelineState(m_lambertPipelineState.Get());
// Set the per-frame constants
ConstantBuffer sceneParameters = {};
// Shaders compiled with default row-major matrices
sceneParameters.worldMatrix = XMMatrixTranspose(XMLoadFloat4x4(&m_worldMatrix));
sceneParameters.viewMatrix = XMMatrixTranspose(XMLoadFloat4x4(&m_viewMatrix));
sceneParameters.projectionMatrix = XMMatrixTranspose(XMLoadFloat4x4(&m_projectionMatrix));
sceneParameters.lightDir[0] = XMLoadFloat4(&m_lightDirs[0]);
sceneParameters.lightDir[1] = XMLoadFloat4(&m_lightDirs[1]);
sceneParameters.lightColor[0] = XMLoadFloat4(&m_lightColors[0]);
sceneParameters.lightColor[1] = XMLoadFloat4(&m_lightColors[1]);
sceneParameters.outputColor = XMLoadFloat4(&m_outputColor);
// Set the constants for the first draw call
memcpy(&m_mappedConstantData[constantBufferIndex].constants, &sceneParameters, sizeof(ConstantBuffer));
// Bind the constants to the shader
auto baseGpuAddress = m_constantDataGpuAddr + sizeof(PaddedConstantBuffer) * constantBufferIndex;
commandList->SetGraphicsRootConstantBufferView(c_rootParameterCB, baseGpuAddress);
// Set up the input assembler
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
commandList->IASetIndexBuffer(&m_indexBufferView);
// Draw the Lambert lit cube
commandList->DrawIndexedInstanced(36, 1, 0, 0, 0);
baseGpuAddress += sizeof(PaddedConstantBuffer);
++constantBufferIndex;
// Render each light
commandList->SetPipelineState(m_solidColorPipelineState.Get());
for (int m = 0; m < 2; ++m)
{
XMMATRIX lightMatrix = XMMatrixTranslationFromVector(5.0f * sceneParameters.lightDir[m]);
XMMATRIX lightScaleMatrix = XMMatrixScaling(0.2f, 0.2f, 0.2f);
lightMatrix = lightScaleMatrix * lightMatrix;
// Update the world variable to reflect the current light
sceneParameters.worldMatrix = XMMatrixTranspose(lightMatrix);
sceneParameters.outputColor = sceneParameters.lightColor[m];
// Set the constants for the draw call
memcpy(&m_mappedConstantData[constantBufferIndex].constants, &sceneParameters, sizeof(ConstantBuffer));
// Bind the constants to the shader
commandList->SetGraphicsRootConstantBufferView(c_rootParameterCB, baseGpuAddress);
commandList->DrawIndexedInstanced(36, 1, 0, 0, 0);
baseGpuAddress += sizeof(PaddedConstantBuffer);
++constantBufferIndex;
}
PIXEndEvent(commandList);
// Show the new frame.
PIXBeginEvent(m_deviceResources->GetCommandQueue(), PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
// GPU will signal an increasing value each frame
m_deviceResources->GetCommandQueue()->Signal(m_fence.Get(), frameIdx);
PIXEndEvent(m_deviceResources->GetCommandQueue());
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto commandList = m_deviceResources->GetCommandList();
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto rtvDescriptor = m_deviceResources->GetRenderTargetView();
auto dsvDescriptor = m_deviceResources->GetDepthStencilView();
commandList->OMSetRenderTargets(1, &rtvDescriptor, FALSE, &dsvDescriptor);
// Use linear clear color for gamma-correct rendering.
commandList->ClearRenderTargetView(rtvDescriptor, ATG::ColorsLinear::Background, 0, nullptr);
commandList->ClearDepthStencilView(dsvDescriptor, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
// Set the viewport and scissor rect.
auto viewport = m_deviceResources->GetScreenViewport();
auto scissorRect = m_deviceResources->GetScissorRect();
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
PIXEndEvent(commandList);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnActivated()
{
}
void Sample::OnDeactivated()
{
}
void Sample::OnSuspending()
{
}
void Sample::OnResuming()
{
m_timer.ResetElapsedTime();
m_gamePadButtons.Reset();
m_keyboardButtons.Reset();
}
void Sample::OnWindowMoved()
{
}
void Sample::OnWindowSizeChanged(int width, int height)
{
if (!m_deviceResources->WindowSizeChanged(width, height))
return;
CreateWindowSizeDependentResources();
}
// Properties
void Sample::GetDefaultSize(int& width, int& height) const
{
width = 1280;
height = 720;
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto device = m_deviceResources->GetD3DDevice();
// Create a root signature with one constant buffer view
{
CD3DX12_ROOT_PARAMETER rp = {};
rp.InitAsConstantBufferView(c_rootParameterCB, 0);
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.Init(1, &rp, 0, nullptr,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
| D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS);
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
HRESULT hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error);
if (FAILED(hr))
{
if (error)
{
OutputDebugStringA(reinterpret_cast<const char*>(error->GetBufferPointer()));
}
throw DX::com_exception(hr);
}
DX::ThrowIfFailed(
device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(),
IID_PPV_ARGS(m_rootSignature.ReleaseAndGetAddressOf())));
}
// Create the constant buffer memory and map the CPU and GPU addresses
{
const D3D12_HEAP_PROPERTIES uploadHeapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
size_t cbSize = c_numDrawCalls * m_deviceResources->GetBackBufferCount() * sizeof(PaddedConstantBuffer);
const D3D12_RESOURCE_DESC constantBufferDesc = CD3DX12_RESOURCE_DESC::Buffer(cbSize);
DX::ThrowIfFailed(device->CreateCommittedResource(
&uploadHeapProperties,
D3D12_HEAP_FLAG_NONE,
&constantBufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(m_perFrameConstants.ReleaseAndGetAddressOf())));
DX::ThrowIfFailed(m_perFrameConstants->Map(0, nullptr, reinterpret_cast< void** >(&m_mappedConstantData)));
m_constantDataGpuAddr = m_perFrameConstants->GetGPUVirtualAddress();
}
// Load the shader blob for the vertex shader that will be shared by two pipeline state objects
{
auto triangleVSBlob = DX::ReadData(L"TriangleVS.cso");
// Input element descriptor also shared by two pipeline state objects
static const D3D12_INPUT_ELEMENT_DESC s_inputElementDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
// Create the Pipelline State Object for the Lambert pixel shader
{
auto lambertPSBlob = DX::ReadData(L"LambertPS.cso");
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = { s_inputElementDesc, _countof(s_inputElementDesc) };
psoDesc.pRootSignature = m_rootSignature.Get();
psoDesc.VS = { triangleVSBlob.data(), triangleVSBlob.size() };
psoDesc.PS = { lambertPSBlob.data(), lambertPSBlob.size() };
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
psoDesc.DSVFormat = m_deviceResources->GetDepthBufferFormat();
psoDesc.SampleMask = UINT_MAX;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = m_deviceResources->GetBackBufferFormat();
psoDesc.SampleDesc.Count = 1;
DX::ThrowIfFailed(
device->CreateGraphicsPipelineState(&psoDesc,
IID_PPV_ARGS(m_lambertPipelineState.ReleaseAndGetAddressOf())));
}
// Create the Pipeline State Object for the solid color pixel shader
{
auto solidColorPSBlob = DX::ReadData(L"SolidColorPS.cso");
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = { s_inputElementDesc, _countof(s_inputElementDesc) };
psoDesc.pRootSignature = m_rootSignature.Get();
psoDesc.VS = { triangleVSBlob.data(), triangleVSBlob.size() };
psoDesc.PS = { solidColorPSBlob.data(), solidColorPSBlob.size() };
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
psoDesc.DSVFormat = m_deviceResources->GetDepthBufferFormat();
psoDesc.SampleMask = UINT_MAX;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = m_deviceResources->GetBackBufferFormat();
psoDesc.SampleDesc.Count = 1;
DX::ThrowIfFailed(
device->CreateGraphicsPipelineState(&psoDesc,
IID_PPV_ARGS(m_solidColorPipelineState.ReleaseAndGetAddressOf())));
}
}
// Create the vertex buffer
{
static const Vertex vertices[] =
{
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
};
// Note: using upload heaps to transfer static data like vert buffers is not
// recommended. Every time the GPU needs it, the upload heap will be marshalled
// over. Please read up on Default Heap usage. An upload heap is used here for
// code simplicity and because there are very few verts to actually transfer.
const D3D12_HEAP_PROPERTIES uploadHeapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
const CD3DX12_RESOURCE_DESC resourceDesc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(vertices));
DX::ThrowIfFailed(
device->CreateCommittedResource(&uploadHeapProperties,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(m_vertexBuffer.ReleaseAndGetAddressOf())));
// Copy the data to the vertex buffer.
UINT8* pVertexDataBegin;
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU.
DX::ThrowIfFailed(
m_vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
memcpy(pVertexDataBegin, vertices, sizeof(vertices));
m_vertexBuffer->Unmap(0, nullptr);
// Initialize the vertex buffer view.
m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
m_vertexBufferView.StrideInBytes = sizeof(Vertex);
m_vertexBufferView.SizeInBytes = sizeof(vertices);
}
// Create the index buffer
{
static const uint16_t indices[] =
{
3,1,0,
2,1,3,
6,4,5,
7,4,6,
11,9,8,
10,9,11,
14,12,13,
15,12,14,
19,17,16,
18,17,19,
22,20,21,
23,20,22
};
// See note above
const D3D12_HEAP_PROPERTIES uploadHeapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
const CD3DX12_RESOURCE_DESC resourceDesc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(indices));
DX::ThrowIfFailed(
device->CreateCommittedResource(&uploadHeapProperties,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(m_indexBuffer.ReleaseAndGetAddressOf())));
// Copy the data to the index buffer.
UINT8* pVertexDataBegin;
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU.
DX::ThrowIfFailed(
m_indexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
memcpy(pVertexDataBegin, indices, sizeof(indices));
m_indexBuffer->Unmap(0, nullptr);
// Initialize the index buffer view.
m_indexBufferView.BufferLocation = m_indexBuffer->GetGPUVirtualAddress();
m_indexBufferView.Format = DXGI_FORMAT_R16_UINT;
m_indexBufferView.SizeInBytes = sizeof(indices);
}
// Wait until assets have been uploaded to the GPU.
m_deviceResources->WaitForGpu();
// Create a fence for synchronizing between the CPU and the GPU
DX::ThrowIfFailed(device->CreateFence(m_deviceResources->GetCurrentFrameIndex(), D3D12_FENCE_FLAG_NONE,
IID_PPV_ARGS(m_fence.ReleaseAndGetAddressOf())));
// Initialize the world matrix
XMStoreFloat4x4(&m_worldMatrix, XMMatrixIdentity());
// Initialize the view matrix
static const XMVECTORF32 c_eye = { 0.0f, 4.0f, -10.0f, 0.0f };
static const XMVECTORF32 c_at = { 0.0f, 1.0f, 0.0f, 0.0f };
static const XMVECTORF32 c_up = { 0.0f, 1.0f, 0.0f, 0.0 };
XMStoreFloat4x4(&m_viewMatrix, XMMatrixLookAtLH(c_eye, c_at, c_up));
// Initialize the lighting parameters
m_lightDirs[0] = XMFLOAT4(-0.577f, 0.577f, -0.577f, 1.0f);
m_lightDirs[1] = XMFLOAT4(0.0f, 0.0f, -1.0f, 1.0f);
m_lightColors[0] = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
m_lightColors[1] = XMFLOAT4(0.5f, 0.0f, 0.0f, 1.0f);
// Initialize the scene output color
m_outputColor = XMFLOAT4(0, 0, 0, 0);
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
// Initialize the projection matrix
auto size = m_deviceResources->GetOutputSize();
XMMATRIX projection = XMMatrixPerspectiveFovLH(XM_PIDIV4, float(size.right) / float(size.bottom), 0.01f, 100.0f);
XMStoreFloat4x4(&m_projectionMatrix, projection);
// The frame index will be reset to zero when the window size changes
// So we need to tell the GPU to signal our fence starting with zero
uint64_t currentIdx = m_deviceResources->GetCurrentFrameIndex();
m_deviceResources->GetCommandQueue()->Signal(m_fence.Get(), currentIdx);
}
void Sample::OnDeviceLost()
{
m_rootSignature.Reset();
m_lambertPipelineState.Reset();
m_solidColorPipelineState.Reset();
m_fence.Reset();
m_vertexBuffer.Reset();
m_indexBuffer.Reset();
m_mappedConstantData = nullptr;
m_constantDataGpuAddr = 0;
m_perFrameConstants.Reset();
}
void Sample::OnDeviceRestored()
{
CreateDeviceDependentResources();
CreateWindowSizeDependentResources();
}
#pragma endregion