#include "GraphicsApi.h" #include "TexturModel.h" #include "TexturList.h" #include "Bild.h" #include "Fenster.h" #include "Shader.h" #include "DXBuffer.h" #include "Textur.h" #include "Globals.h" #include "DLLRegister.h" #include "UIVertexShader.h" #include "UIPixelShader.h" #include "Kam3D.h" #include "Welt3D.h" #include "Model3DList.h" #include #include using namespace Framework; struct TexturEffect { bool enabled; float percentage; }; DirectX11::DirectX11() : GraphicsApi( DIRECTX11 ), d3d11Device( 0 ), d3d11Context( 0 ), d3d11SpawChain( 0 ), uiTextur( 0 ), vertexShader( 0 ), pixelShader( 0 ), sampleState( 0 ), rtview( 0 ), dsView( 0 ), depthStencilBuffer( 0 ), depthStencilState( 0 ), depthDisabledStencilState( 0 ), blendStateAlphaBlend( 0 ), vp( 0 ), texturModel( 0 ), texturRegister( new TexturList() ), texturRS( 0 ), meshRS( 0 ), defaultTextur( 0 ), diffuseLights( 0 ), pointLights( 0 ) {} DirectX11::~DirectX11() { if( diffuseLights ) diffuseLights->release(); if( pointLights ) pointLights->release(); if( defaultTextur ) defaultTextur->release(); if( texturRS ) texturRS->Release(); if( meshRS ) meshRS->Release(); if( texturModel ) texturModel->release(); texturRegister->release(); if( blendStateAlphaBlend ) { blendStateAlphaBlend->Release(); blendStateAlphaBlend = NULL; } if( uiTextur ) { uiTextur->release(); uiTextur = NULL; } if( sampleState ) { sampleState->Release(); sampleState = NULL; } if( pixelShader ) { pixelShader->release(); pixelShader = NULL; } if( vertexShader ) { vertexShader->release(); vertexShader = NULL; } if( depthDisabledStencilState ) { depthDisabledStencilState->Release(); depthDisabledStencilState = NULL; } delete vp; vp = 0; if( dsView ) { dsView->Release(); dsView = NULL; } if( depthStencilState ) { depthStencilState->Release(); depthStencilState = NULL; } if( depthStencilBuffer ) { depthStencilBuffer->Release(); depthStencilBuffer = NULL; } if( rtview ) { rtview->Release(); rtview = NULL; } if( d3d11SpawChain ) { d3d11SpawChain->Release(); d3d11SpawChain = NULL; } if( d3d11Device ) { d3d11Device->Release(); d3d11Device = NULL; } if( d3d11Context ) { d3d11Context->Release(); d3d11Context = NULL; getDLLRegister()->releaseDLL( "d3d11.dll" ); } } typedef HRESULT( __stdcall* D3D11CreateDeviceAndSwapChainFunction )(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, const D3D_FEATURE_LEVEL*, UINT, UINT, const DXGI_SWAP_CHAIN_DESC*, IDXGISwapChain**, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**); void DirectX11::initialize( WFenster* fenster, Vec2 backBufferSize, bool fullScreen ) { if( d3d11Device ) return GraphicsApi::initialize( fenster, backBufferSize, fullScreen ); GraphicsApi::initialize( fenster, backBufferSize, fullScreen ); //-------------------------------------------------------------------- // Create Device HINSTANCE dll = getDLLRegister()->ladeDLL( "d3d11.dll", "d3d11.dll" ); if( !dll ) { WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht gefunden werden." ), MB_ICONERROR ); return; } D3D11CreateDeviceAndSwapChainFunction createDeviceAndSwapChain = (D3D11CreateDeviceAndSwapChainFunction)GetProcAddress( dll, "D3D11CreateDeviceAndSwapChain" ); if( !createDeviceAndSwapChain ) { getDLLRegister()->releaseDLL( "d3d11.dll" ); WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt D3D11CreateDeviceAndSwapChain fon DirectX 11 konnte nicht gefunden werden." ), MB_ICONERROR ); return; } // create a struct to hold information about the swap chain DXGI_SWAP_CHAIN_DESC scd; // clear out the struct for use ZeroMemory( &scd, sizeof( DXGI_SWAP_CHAIN_DESC ) ); scd.Windowed = !fullScreen; scd.BufferCount = 2; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.SampleDesc.Count = 1; //multisampling setting scd.SampleDesc.Quality = 0; //vendor-specific flag scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; scd.OutputWindow = fenster ? fenster->getFensterHandle() : 0; scd.BufferDesc.Width = this->backBufferSize.x; scd.BufferDesc.Height = this->backBufferSize.y; // windowed/full-screen mode D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; D3D_FEATURE_LEVEL support = D3D_FEATURE_LEVEL_11_0; // create a device, device context and swap chain using the information in the scd struct UINT flag = 0; #ifdef _DEBUG if( debugDX ) flag |= D3D11_CREATE_DEVICE_DEBUG; #endif HRESULT result = createDeviceAndSwapChain( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flag, &featureLevel, 1, D3D11_SDK_VERSION, &scd, &d3d11SpawChain, &d3d11Device, &support, &d3d11Context ); if( result != S_OK ) { getDLLRegister()->releaseDLL( "d3d11.dll" ); std::cout << "ERROR: D3D11CreateDeviceAndSwapChain returned " << result << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR ); return; } ID3D11Texture2D* backBufferPtr; // Get the pointer to the back buffer. result = d3d11SpawChain->GetBuffer( 0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr ); if( result != S_OK ) { std::cout << "ERROR: d3d11SpawChain->GetBuffer returned " << result << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR ); return; } vp = new D3D11_VIEWPORT(); memset( vp, 0, sizeof( D3D11_VIEWPORT ) ); vp->Width = (float)this->backBufferSize.x; vp->Height = (float)this->backBufferSize.y; vp->MinDepth = 0.0f; vp->MaxDepth = 1.0f; d3d11Context->RSSetViewports( 1, vp ); // Create the render target view with the back buffer pointer. result = d3d11Device->CreateRenderTargetView( backBufferPtr, NULL, &rtview ); if( result != S_OK ) { std::cout << "ERROR: d3d11Device->CreateRenderTargetView returned " << result << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR ); return; } // Release pointer to the back buffer as we no longer need it. backBufferPtr->Release(); // Initialize the description of the depth buffer. D3D11_TEXTURE2D_DESC depthBufferDesc; ZeroMemory( &depthBufferDesc, sizeof( depthBufferDesc ) ); // Set up the description of the depth buffer. depthBufferDesc.Width = this->backBufferSize.x; depthBufferDesc.Height = this->backBufferSize.y; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.Usage = D3D11_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; // Create the texture for the depth buffer using the filled out description. result = d3d11Device->CreateTexture2D( &depthBufferDesc, NULL, &depthStencilBuffer ); if( result != S_OK ) { std::cout << "ERROR: d3d11Device->CreateTexture2D returned " << result << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR ); return; } // Initialize the description of the stencil state. D3D11_DEPTH_STENCIL_DESC depthStencilDesc; ZeroMemory( &depthStencilDesc, sizeof( depthStencilDesc ) ); // Set up the description of the stencil state. depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; depthStencilDesc.StencilEnable = true; depthStencilDesc.StencilReadMask = 0xFF; depthStencilDesc.StencilWriteMask = 0xFF; // Stencil operations if pixel is front-facing. depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Stencil operations if pixel is back-facing. depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Create the depth stencil state. result = d3d11Device->CreateDepthStencilState( &depthStencilDesc, &depthStencilState ); if( result != S_OK ) { std::cout << "ERROR: d3d11Device->CreateDepthStencilState returned " << result << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR ); return; } d3d11Context->OMSetDepthStencilState( depthStencilState, 1 ); // Initialize the depth stencil view. D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc; ZeroMemory( &depthStencilViewDesc, sizeof( depthStencilViewDesc ) ); // Set up the depth stencil view description. depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; // Create the depth stencil view. result = d3d11Device->CreateDepthStencilView( depthStencilBuffer, &depthStencilViewDesc, &dsView ); if( result != S_OK ) { std::cout << "ERROR: d3d11Device->CreateDepthStencilView returned " << result << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR ); return; } d3d11Context->OMSetRenderTargets( 1, &rtview, dsView ); D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc; // Clear the second depth stencil state before setting the parameters. ZeroMemory( &depthDisabledStencilDesc, sizeof( depthDisabledStencilDesc ) ); // Now create a second depth stencil state which turns off the Z buffer for 2D rendering. The only difference is // that DepthEnable is set to false, all other parameters are the same as the other depth stencil state. depthDisabledStencilDesc.DepthEnable = false; depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthDisabledStencilDesc.StencilEnable = true; depthDisabledStencilDesc.StencilReadMask = 0xFF; depthDisabledStencilDesc.StencilWriteMask = 0xFF; depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Create the state using the device. result = d3d11Device->CreateDepthStencilState( &depthDisabledStencilDesc, &depthDisabledStencilState ); if( result != S_OK ) { std::cout << "ERROR: d3d11Device->CreateDepthStencilState returned " << result << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR ); return; } //------------------------------------------------- // Shaders vertexShader = new DX11VertexShader( d3d11Device, d3d11Context ); vertexShader->setCompiledByteArray( (unsigned char*)UIVertexShader, sizeof( UIVertexShader ) ); pixelShader = new DX11PixelShader( d3d11Device, d3d11Context ); pixelShader->setCompiledByteArray( (unsigned char*)UIPixelShader, sizeof( UIPixelShader ) ); D3D11_INPUT_ELEMENT_DESC polygonLayout[ 4 ]; // Create the vertex input layout description. // This setup needs to match the VertexType stucture in the ModelClass and in the shader. polygonLayout[ 0 ].SemanticName = "POSITION"; polygonLayout[ 0 ].SemanticIndex = 0; polygonLayout[ 0 ].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygonLayout[ 0 ].InputSlot = 0; polygonLayout[ 0 ].AlignedByteOffset = 0; polygonLayout[ 0 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[ 0 ].InstanceDataStepRate = 0; polygonLayout[ 1 ].SemanticName = "TEXCOORD"; polygonLayout[ 1 ].SemanticIndex = 0; polygonLayout[ 1 ].Format = DXGI_FORMAT_R32G32_FLOAT; polygonLayout[ 1 ].InputSlot = 0; polygonLayout[ 1 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[ 1 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[ 1 ].InstanceDataStepRate = 0; polygonLayout[ 2 ].SemanticName = "NORMAL"; polygonLayout[ 2 ].SemanticIndex = 0; polygonLayout[ 2 ].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygonLayout[ 2 ].InputSlot = 0; polygonLayout[ 2 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[ 2 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[ 2 ].InstanceDataStepRate = 0; polygonLayout[ 3 ].SemanticName = "KNOCHEN_ID"; polygonLayout[ 3 ].SemanticIndex = 0; polygonLayout[ 3 ].Format = DXGI_FORMAT_R32_UINT; polygonLayout[ 3 ].InputSlot = 0; polygonLayout[ 3 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[ 3 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[ 3 ].InstanceDataStepRate = 0; vertexShader->erstelleInputLayout( polygonLayout, 4 ); vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * MAX_KNOCHEN_ANZ, 0 ); // matrizen für skelett annimationen vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * 2, 1 ); // View and Projection Matrix pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 0 ); // Kamera Position pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 1 ); // materialkonstanten nach phong model pixelShader->erstelleConstBuffer( sizeof( int ) * 2, 2 ); pixelShader->erstelleConstBuffer( sizeof( TexturEffect ), 3 ); // TODO: Remove Following Test Code int lc[] = { 0, 0 }; pixelShader->füllConstBuffer( (char*)lc, 2, sizeof( int ) * 2 ); TexturEffect e = { 0, 0.f }; pixelShader->füllConstBuffer( (char*)&e, 3, sizeof( TexturEffect ) ); // Create a texture sampler state description. D3D11_SAMPLER_DESC samplerDesc; samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.MipLODBias = 0.0f; samplerDesc.MaxAnisotropy = 1; samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; samplerDesc.BorderColor[ 0 ] = 0; samplerDesc.BorderColor[ 1 ] = 0; samplerDesc.BorderColor[ 2 ] = 0; samplerDesc.BorderColor[ 3 ] = 0; samplerDesc.MinLOD = 0; samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; // Create the texture sampler state. result = d3d11Device->CreateSamplerState( &samplerDesc, &sampleState ); if( result != S_OK ) { std::cout << "ERROR: d3d11Device->CreateSamplerState returned " << result << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR ); return; } //--------------------------------------------------------------- // Framework Backbuffer Texture Bild* renderB = new Bild( 1 ); renderB->setAlpha3D( 1 ); renderB->neuBild( this->backBufferSize.x, this->backBufferSize.y, 0 ); uiTextur = createOrGetTextur( "_f_Render_Bild", renderB ); texturModel = new TexturModel( this ); texturModel->setSize( this->backBufferSize ); texturModel->setTextur( dynamic_cast(uiTextur->getThis()) ); D3D11_BLEND_DESC blendState; ZeroMemory( &blendState, sizeof( D3D11_BLEND_DESC ) ); blendState.AlphaToCoverageEnable = false; blendState.IndependentBlendEnable = false; blendState.RenderTarget[ 0 ].BlendEnable = true; blendState.RenderTarget[ 0 ].SrcBlend = D3D11_BLEND_SRC_ALPHA; blendState.RenderTarget[ 0 ].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blendState.RenderTarget[ 0 ].BlendOp = D3D11_BLEND_OP_ADD; blendState.RenderTarget[ 0 ].SrcBlendAlpha = D3D11_BLEND_ZERO; blendState.RenderTarget[ 0 ].DestBlendAlpha = D3D11_BLEND_ONE; blendState.RenderTarget[ 0 ].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendState.RenderTarget[ 0 ].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; d3d11Device->CreateBlendState( &blendState, &blendStateAlphaBlend ); d3d11Context->OMSetBlendState( blendStateAlphaBlend, 0, 0xFFFFFFFF ); // Setup Render Objekt vertexShader->benutzeShader(); d3d11Context->PSSetSamplers( 0, 1, &sampleState ); pixelShader->benutzeShader(); D3D11_RASTERIZER_DESC rasterDesc; ZeroMemory( &rasterDesc, sizeof( rasterDesc ) ); rasterDesc.AntialiasedLineEnable = false; rasterDesc.CullMode = D3D11_CULL_BACK; rasterDesc.DepthBiasClamp = 0.0f; rasterDesc.DepthClipEnable = true; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.FrontCounterClockwise = false; rasterDesc.MultisampleEnable = false; rasterDesc.ScissorEnable = false; rasterDesc.SlopeScaledDepthBias = 0.0f; d3d11Device->CreateRasterizerState( &rasterDesc, &texturRS ); ZeroMemory( &rasterDesc, sizeof( rasterDesc ) ); rasterDesc.AntialiasedLineEnable = false; rasterDesc.CullMode = D3D11_CULL_BACK; rasterDesc.DepthBiasClamp = 0.0f; rasterDesc.DepthClipEnable = true; rasterDesc.FillMode = D3D11_FILL_WIREFRAME; rasterDesc.FrontCounterClockwise = false; rasterDesc.MultisampleEnable = false; rasterDesc.ScissorEnable = false; rasterDesc.SlopeScaledDepthBias = 0.0f; d3d11Device->CreateRasterizerState( &rasterDesc, &meshRS ); d3d11Context->RSSetState( texturRS ); Bild* b = new Bild(); b->neuBild( 10, 10, 0xFFFFFFFF ); defaultTextur = createOrGetTextur( "_default_textur", b ); diffuseLights = new DX11StructuredBuffer( sizeof( DiffuseLight ), d3d11Device, d3d11Context ); pointLights = new DX11StructuredBuffer( sizeof( PointLight ), d3d11Device, d3d11Context ); } void DirectX11::update() { modelList->removeAll(); if( texturModel ) { texturModel->release(); texturModel = 0; } if( pointLights ) pointLights = (DX11StructuredBuffer*)pointLights->release(); if( diffuseLights ) diffuseLights = (DX11StructuredBuffer*)diffuseLights->release(); if( texturRS ) { texturRS->Release(); texturRS = NULL; } if( meshRS ) { meshRS->Release(); meshRS = NULL; } texturRegister->leeren(); if( defaultTextur ) defaultTextur = (Textur*)defaultTextur->release(); if( blendStateAlphaBlend ) { blendStateAlphaBlend->Release(); blendStateAlphaBlend = NULL; } if( uiTextur ) { uiTextur->release(); uiTextur = NULL; } if( sampleState ) { sampleState->Release(); sampleState = NULL; } if( pixelShader ) { pixelShader->release(); pixelShader = NULL; } if( vertexShader ) { vertexShader->release(); vertexShader = NULL; } if( depthDisabledStencilState ) { depthDisabledStencilState->Release(); depthDisabledStencilState = NULL; } delete vp; vp = 0; if( dsView ) { dsView->Release(); dsView = NULL; } if( depthStencilState ) { depthStencilState->Release(); depthStencilState = NULL; } if( depthStencilBuffer ) { depthStencilBuffer->Release(); depthStencilBuffer = NULL; } if( rtview ) { rtview->Release(); rtview = NULL; } if( d3d11SpawChain ) { d3d11SpawChain->Release(); d3d11SpawChain = NULL; } if( d3d11Device ) { d3d11Device->Release(); d3d11Device = NULL; } if( d3d11Context ) { d3d11Context->Release(); d3d11Context = NULL; } initialize( dynamic_cast(fenster->getThis()), backBufferSize, fullScreen ); } void DirectX11::beginFrame( bool fill2D, bool fill3D, int fillColor ) { if( fill2D ) uiTextur->zBild()->setFarbe( fillColor ); if( fill3D || true ) { float color[ 4 ]; // Setup the color to clear the buffer. color[ 0 ] = ((fillColor >> 16) & 0xFF) / 255.f; // R color[ 1 ] = ((fillColor >> 8) & 0xFF) / 255.f; // G color[ 2 ] = (fillColor & 0xFF) / 255.f; // B color[ 3 ] = ((fillColor >> 24) & 0xFF) / 255.f; // A d3d11Context->ClearRenderTargetView( rtview, color ); } // Clear the depth buffer. d3d11Context->ClearDepthStencilView( dsView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0 ); // Bind the render target view and depth stencil buffer to the output render pipeline. d3d11Context->OMSetRenderTargets( 1, &rtview, dsView ); // Set the depth stencil state. d3d11Context->OMSetDepthStencilState( depthStencilState, 1 ); } void DirectX11::renderObject( Model3D* zObj ) { if( !zObj->zModelData() ) return; int curId = zObj->zModelData()->getId(); zObj->zModelData()->zDXVertexBuffer()->copieren(); zObj->zModelData()->zDXIndexBuffer()->copieren(); Mat4< float > trans = Mat4< float >::identity(); int anz = zObj->errechneMatrizen( trans, matrixBuffer ); if( vertexShader ) vertexShader->füllConstBuffer( (char*)matrixBuffer, 0, sizeof( Mat4< float > ) * anz ); float matirialBuffer[ 3 ]; // light factors (phong model) matirialBuffer[ 0 ] = zObj->getAmbientFactor(); matirialBuffer[ 1 ] = zObj->getDiffusFactor(); matirialBuffer[ 2 ] = zObj->getSpecularFactor(); if( pixelShader ) pixelShader->füllConstBuffer( (char*)matirialBuffer, 1, sizeof( float ) * 3 ); unsigned int offset = 0; unsigned int es = (unsigned)zObj->zModelData()->zDXVertexBuffer()->getElementLength(); ID3D11Buffer* vBuffer = ((DX11Buffer*)zObj->zModelData()->zDXVertexBuffer())->zBuffer(); d3d11Context->IASetVertexBuffers( 0, 1, &vBuffer, &es, &offset ); Model3DTextur* zTextur = zObj->zTextur(); int ind = 0; int current = 0; if( zObj->zEffectTextur() ) { ID3D11ShaderResourceView* v[ 1 ]; DX11Textur* zEffectTextur = (DX11Textur*)zObj->zEffectTextur(); if( zEffectTextur && zEffectTextur->brauchtUpdate() ) zEffectTextur->updateTextur(); v[ 0 ] = *zEffectTextur; d3d11Context->PSSetShaderResources( 3, 1, v ); TexturEffect e = { 1, zObj->getEffectPercentage() }; if( pixelShader ) pixelShader->füllConstBuffer( (char*)&e, 3, sizeof( TexturEffect ) ); } else { TexturEffect e = { 0, 0.f }; if( pixelShader ) pixelShader->füllConstBuffer( (char*)&e, 3, sizeof( TexturEffect ) ); } for( auto i = zObj->zModelData()->getPolygons(); i; i++ ) { if( zObj->needRenderPolygon( ind ) ) { Textur* t = zTextur->zPolygonTextur( ind ); if( t && t->brauchtUpdate() ) t->updateTextur(); DXGI_FORMAT f = DXGI_FORMAT_R32_UINT; if( zObj->zModelData()->zDXIndexBuffer()->getElementLength() == 2 ) f = DXGI_FORMAT_R16_UINT; if( zObj->zModelData()->zDXIndexBuffer()->getElementLength() == 1 ) f = DXGI_FORMAT_R8_UINT; d3d11Context->IASetIndexBuffer( ((DX11Buffer*)zObj->zModelData()->zDXIndexBuffer())->zBuffer(), f, 0 ); d3d11Context->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if( t ) { ID3D11ShaderResourceView* v[ 3 ]; v[ 0 ] = *(DX11Textur*)t; v[ 1 ] = *diffuseLights; v[ 2 ] = *pointLights; d3d11Context->PSSetShaderResources( 0, 3, v ); d3d11Context->DrawIndexed( i->indexAnz, current, 0 ); } else { d3d11Context->RSSetState( meshRS ); ID3D11ShaderResourceView* v[ 3 ]; v[ 0 ] = *(DX11Textur*)defaultTextur; v[ 1 ] = *diffuseLights; v[ 2 ] = *pointLights; d3d11Context->PSSetShaderResources( 0, 3, v ); d3d11Context->DrawIndexed( i->indexAnz, current, 0 ); d3d11Context->RSSetState( texturRS ); } } ind++; current += i->indexAnz; } } // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss // pos: Der Mittelpunkt der Kugel // radius: Der Radius der Kugel // dist: Einen Zeiger auf einen float, in dem das quadrat des Abstands zur Kammeraposition gespeichert wird, falls diese Funktion true zurückgiebt und der Zeiger nicht 0 ist bool DirectX11::isInFrustrum( const Vec3< float >& pos, float radius, float* dist ) const { for( int i = 0; i < 6; i++ ) { if( frustrum[ i ] * pos + radius < 0 ) return 0; } if( dist ) *dist = kamPos.abstand( pos ); return 1; } void DirectX11::renderKamera( Kam3D* zKamera ) { d3d11Context->RSSetViewports( 1, (D3D11_VIEWPORT*)zKamera->zViewPort() ); Mat4< float > tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix(); frustrum[ 0 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 0 ][ 0 ]; frustrum[ 0 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 0 ][ 1 ]; frustrum[ 0 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 0 ][ 2 ]; frustrum[ 0 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 0 ][ 3 ]; frustrum[ 1 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 0 ][ 0 ]; frustrum[ 1 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 0 ][ 1 ]; frustrum[ 1 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 0 ][ 2 ]; frustrum[ 1 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 0 ][ 3 ]; frustrum[ 2 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 1 ][ 0 ]; frustrum[ 2 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 1 ][ 1 ]; frustrum[ 2 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 1 ][ 2 ]; frustrum[ 2 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 1 ][ 3 ]; frustrum[ 3 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 1 ][ 0 ]; frustrum[ 3 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 1 ][ 1 ]; frustrum[ 3 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 1 ][ 2 ]; frustrum[ 3 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 1 ][ 3 ]; frustrum[ 4 ].x = tmp.elements[ 2 ][ 0 ]; frustrum[ 4 ].y = tmp.elements[ 2 ][ 1 ]; frustrum[ 4 ].z = tmp.elements[ 2 ][ 2 ]; frustrum[ 4 ].w = tmp.elements[ 2 ][ 3 ]; frustrum[ 5 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 2 ][ 0 ]; frustrum[ 5 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 2 ][ 1 ]; frustrum[ 5 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 2 ][ 2 ]; frustrum[ 5 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 2 ][ 3 ]; for( int i = 0; i < 6; i++ ) frustrum[ i ].normalize(); viewAndProj[ 0 ] = zKamera->getViewMatrix(); viewAndProj[ 1 ] = zKamera->getProjectionMatrix(); kamPos = zKamera->getWorldPosition(); if( vertexShader ) vertexShader->füllConstBuffer( (char*)viewAndProj, 1, sizeof( Mat4< float > ) * 2 ); if( pixelShader ) pixelShader->füllConstBuffer( (char*)&kamPos, 0, sizeof( float ) * 3 ); Welt3D* w = zKamera->zWelt(); w->lock(); int lc[] = { w->getDiffuseLightCount(), w->getPointLightCount() }; pixelShader->füllConstBuffer( (char*)lc, 2, sizeof( int ) * 2 ); w->copyLight( diffuseLights, pointLights ); int maxDist = 0; int minDist = 0x7FFFFFFF; Model3DIterator* iterator = w->getIterator(); Array alphaModels; while( iterator->hasNext() ) { Model3D* obj = iterator->getNext(); float dist; if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) ) { if( (int)dist > maxDist ) maxDist = (int)dist; if( (int)dist < minDist ) minDist = (int)dist; if( obj->hatAlpha() ) alphaModels.add( obj ); else renderObject( obj ); } } iterator->release(); maxDist++; if( alphaModels.getEintragAnzahl() ) { int size = maxDist - minDist; int* index = new int[ size ]; memset( index, 0, size * 4 ); Model3D** sorted = new Model3D * [ size * alphaModels.getEintragAnzahl() ]; for( auto obj : alphaModels ) { float dist; dist = kamPos.abstand( obj->getPos() ); if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) ) { int pos = (int)dist - minDist; sorted[ pos * alphaModels.getEintragAnzahl() + index[ pos ]++ ] = obj; } } for( int i = 0; i < size; i++ ) { for( int j = 0; j < index[ i ]; j++ ) { renderObject( sorted[ i * alphaModels.getEintragAnzahl() + j ] ); } } delete[] index; delete[] sorted; } w->unlock(); } void DirectX11::presentFrame() { // Set the depth stencil state. d3d11Context->OMSetDepthStencilState( depthDisabledStencilState, 1 ); uiTextur->updateTextur(); d3d11Context->RSSetViewports( 1, vp ); float screenAspect = (float)backBufferSize.x / (float)backBufferSize.y; Mat4< float > view = view.translation( Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f ) ); viewAndProj[ 0 ] = view; viewAndProj[ 1 ] = view.projektion( (float)PI / 4.0f, screenAspect, 0.1f, 10000.f ); kamPos = Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f ); if( vertexShader ) vertexShader->füllConstBuffer( (char*)viewAndProj, 1, sizeof( Mat4< float > ) * 2 ); if( pixelShader ) pixelShader->füllConstBuffer( (char*)&kamPos, 0, sizeof( float ) * 3 ); if( fenster && !IsIconic( fenster->getFensterHandle() ) ) renderObject( texturModel ); HRESULT result = d3d11SpawChain->Present( 0, 0 ); if( !SUCCEEDED( result ) ) { update(); WMessageBox( fenster ? fenster->getFensterHandle() : 0, new Text( "Fehler" ), new Text( "Es ist ein Fehler beim rendern aufgetreten." ), MB_ICONERROR ); } } Bild* DirectX11::zUIRenderBild() const { return uiTextur->zBild(); } Textur* DirectX11::createOrGetTextur( const char* name, Bild* b ) { if( !d3d11Device ) { if( b ) b->release(); return 0; } if( texturRegister->hatTextur( name ) ) { Textur* ret = texturRegister->getTextur( name ); if( b ) ret->setBildZ( b ); return ret; } Textur* ret = new DX11Textur( d3d11Device, d3d11Context ); if( b ) ret->setBildZ( b ); texturRegister->addTextur( dynamic_cast(ret->getThis()), name ); return ret; } typedef HRESULT( __stdcall* CreateDXGIFactory2Function )(UINT, REFIID, void**); typedef HRESULT( __stdcall* D3D11CreateDeviceFunction )(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**); bool DirectX11::isAvailable() { HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" ); if( !dxgiDLL ) return 0; HINSTANCE d3d11DLL = getDLLRegister()->ladeDLL( "d3d11.dll", "d3d11.dll" ); if( !d3d11DLL ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); return 0; } CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" ); if( !createFactory ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d11.dll" ); return 0; } D3D11CreateDeviceFunction createDevice = (D3D11CreateDeviceFunction)GetProcAddress( d3d11DLL, "D3D11CreateDevice" ); if( !createDevice ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d11.dll" ); return 0; } IDXGIFactory4* factory; UINT createFactoryFlags = 0; #if defined(_DEBUG) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG; #endif HRESULT res = createFactory( createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory ); if( FAILED( res ) ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d11.dll" ); return 0; } int index = 0; UINT flag = 0; #ifdef _DEBUG flag |= D3D11_CREATE_DEVICE_DEBUG; #endif do { IDXGIAdapter1* current; res = factory->EnumAdapters1( index++, ¤t ); if( res == S_OK ) { DXGI_ADAPTER_DESC1 dxgiAdapterDesc1; current->GetDesc1( &dxgiAdapterDesc1 ); ID3D11Device* device = 0; ID3D11DeviceContext* context = 0; D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_11_0; if( (dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0 && SUCCEEDED( createDevice( current, D3D_DRIVER_TYPE_UNKNOWN, 0, flag, &level, 1, D3D11_SDK_VERSION, &device, 0, &context ) ) ) { context->Release(); device->Release(); current->Release(); factory->Release(); getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d11.dll" ); return 1; } current->Release(); } } while( res != DXGI_ERROR_NOT_FOUND ); factory->Release(); getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d11.dll" ); return 0; } DXBuffer* DirectX11::createIndexBuffer() { return new DX11Buffer( sizeof( int ), d3d11Device, d3d11Context, D3D11_BIND_INDEX_BUFFER ); } DXBuffer* DirectX11::createVertexBuffer() { return new DX11Buffer( sizeof( Vertex3D ), d3d11Device, d3d11Context, D3D11_BIND_VERTEX_BUFFER ); }