#include "Bildschirm.h" #include "Bild.h" #include "Fenster.h" #include "Text.h" #include "Zeichnung.h" #include "Globals.h" #include "Zeit.h" #include "ToolTip.h" #include "MausEreignis.h" #include #include "Datei.h" #include "Zeichnung3D.h" #include "Mat3.h" #include "Model3D.h" #include "Textur.h" #include "TexturModel.h" #include "TexturList.h" #ifdef WIN32 #include "Kam3D.h" #include "DefaultShader.h" #include #include #include #include #include "comdef.h" #include "DXBuffer.h" #include "Shader.h" #include "Render3D.h" #endif using namespace Framework; // Inhalt der Bildschirmklass aus Bildschirm.h // Konstruktor Bildschirm::Bildschirm( WFenster *f ) : fenster( f ), renderB( new Bild( 1 ) ), ref( 1 ), members( new ZeichnungArray() ), fillColor( 0xFF000000 ), deckFarbe( 0 ), onTop( 0 ), renderOnTop( 0 ), renderZeichnungen( 1 ), vollbild( 0 ), rendering( 0 ), renderZeit( new ZeitMesser() ), backBufferSize( 0, 0 ), tips( new RCArray< ToolTip >() ), tipAnzahl( 0 ), testRend( 1 ), fill( 1 ), rend( 0 ) { } // Destruktor Bildschirm::~Bildschirm() { lock(); if( renderB ) renderB->release(); #ifdef WIN32 if( fenster ) fenster->release(); #endif delete members; tipAnzahl = 0; tips->release(); renderZeit->release(); unlock(); } // nicht konstant void Bildschirm::lock() { cs.lock(); } void Bildschirm::unlock() { cs.unlock(); } void Bildschirm::setFill( bool f ) { fill = f; } void Bildschirm::setTestRend( bool tr ) // legt fest, ob vo rendern auf updates geprüft werden soll { testRend = tr; } void Bildschirm::setRenderZeichnungen( bool rO ) // legt fest, ob die Zeichnunge gerendert werden { lock(); renderZeichnungen = rO; rend = 1; unlock(); } void Bildschirm::setOnTop( bool onTop ) // legt fest, ob das onTop Zeichnung gerendert wid { renderOnTop = onTop; rend = 1; } void Bildschirm::setOnTopZeichnung( Zeichnung *obj ) // setzt das OnTop Zeichnung { lock(); onTop = obj; rend = 1; unlock(); } void Bildschirm::setdeckFarbe( int f ) // setzt die deckFarbe { deckFarbe = f; rend = 1; } void Bildschirm::addMember( Zeichnung *obj ) // Fügt ein Zeichnung hinzu { lock(); members->addZeichnung( obj ); members->updateIndex( 0 ); rend = 1; unlock(); } void Bildschirm::removeMember( Zeichnung *obj ) // Entfernt ein Zeichnung { lock(); members->removeZeichnung( obj ); members->updateIndex( 0 ); rend = 1; unlock(); } void Bildschirm::setFillFarbe( int f ) // setzt die Fill Farbe { fillColor = f; rend = 1; } void Bildschirm::setVollbild( bool vollbild ) // setzt vollbild { lock(); this->vollbild = vollbild; rend = 1; unlock(); } void Bildschirm::tick( double tickval ) { lock(); if( !renderOnTop ) { for( int i = 0; i < tipAnzahl; ++i ) rend |= tips->z( i )->tick( tickval ); rend |= members->tick( tickval ); } else if( onTop ) { rend |= onTop->tick( tickval ); for( int i = 0; i < tipAnzahl; ++i ) rend |= tips->z( i )->tick( tickval ); } unlock(); } void Bildschirm::setBackBufferSize( int breite, int height ) // setzt die Größe des Backbuffers { lock(); backBufferSize.x = breite; backBufferSize.y = height; rend = 1; unlock(); } void Bildschirm::setBackBufferSize( Punkt &size ) { lock(); backBufferSize = size; rend = 1; unlock(); } void Bildschirm::doMausEreignis( MausEreignis &me ) // sendet maus Ereignis { int fBr = backBufferSize.x; int fHi = backBufferSize.y; #ifdef WIN32 if( fenster ) { fBr = fenster->getKörperBreite(); fHi = fenster->getKörperHöhe(); } #endif me.mx = (int)( me.mx * backBufferSize.x / (double)fBr + 0.5 ); me.my = (int)( me.my * backBufferSize.y / (double)fHi + 0.5 ); lock(); if( !renderOnTop ) { for( int i = 0; i < tipAnzahl; ++i ) tips->z( i )->doMausEreignis( me ); members->sendMausAll( me ); } else if( onTop ) { onTop->doMausEreignis( me ); for( int i = 0; i < tipAnzahl; ++i ) tips->z( i )->doMausEreignis( me ); } unlock(); } void Bildschirm::doTastaturEreignis( TastaturEreignis &te ) // sendet tastatur Ereignis { lock(); if( !renderOnTop ) members->sendTastaturAll( te ); else if( onTop ) onTop->doTastaturEreignis( te ); unlock(); } void Bildschirm::addToolTip( ToolTip *tip ) // fügt ToolTip hinzu { lock(); tips->add( tip, tipAnzahl ); ++tipAnzahl; rend = 1; unlock(); } bool Bildschirm::removeToolTip( ToolTip *zTip ) // entfernt ToolTip { lock(); bool gefunden = 0; for( int i = 0; i < tipAnzahl; ++i ) { ToolTip *tmp = tips->z( i ); if( tmp == zTip ) { tips->remove( i ); --tipAnzahl; gefunden = 1; rend = 1; break; } } unlock(); return gefunden; } // constant Bild *Bildschirm::getRenderBild() const { return renderB->getThis(); } Bild *Bildschirm::zRenderBild() const { return renderB; } ZeichnungArray *Bildschirm::getMembers() const // gibt die Zeichnunge zurück { return members; } int Bildschirm::getFillFarbe() const // gibt die Füll Farbe zurück { return fillColor; } bool Bildschirm::istVolbild() const // gibt zurück, ob vollbild an ist { return vollbild; } const Punkt &Bildschirm::getBackBufferSize() const // gibt die Größe des Backbuffers zurück { return backBufferSize; } void Bildschirm::warteAufRendern() const // wartet auf die render Funktion { while( rendering ) { if( !rendering ) return; } } double Bildschirm::getRenderZeit() const // gibt zurück wie viele Sekunden das Rendern dauert { return renderZeit->getSekunden(); } // Reference Counting Bildschirm *Bildschirm::getThis() { ++ref; return this; } Bildschirm *Bildschirm::release() { --ref; if( !ref ) delete this; return 0; } #ifdef WIN32 int MonitorEnum( HMONITOR m, HDC dc, LPRECT r, LPARAM p ) { Monitor *mon = new Monitor(); mon->existiert = 1; mon->x = r->left; mon->y = r->top; mon->breite = r->right - r->left; mon->height = r->bottom - r->top; ( ( Array< Monitor* >* )p )->add( mon ); return 1; } Monitor Framework::getMonitor( int id ) { if( id < 0 ) { Monitor m; m.existiert = 0; return m; } Array< Monitor* > *monitore = new Array< Monitor* >(); EnumDisplayMonitors( 0, 0, (MONITORENUMPROC)MonitorEnum, (LPARAM)monitore ); if( id >= monitore->getEintragAnzahl() ) { for( int i = 0; monitore->get( i ); ++i ) delete monitore->get( i ); delete monitore; Monitor m; m.existiert = 0; return m; } Monitor m = *monitore->get( id ); int anz = monitore->getEintragAnzahl(); for( int i = 0; i < anz; ++i ) delete monitore->get( i ); delete monitore; return m; } // Bildschirm2D // Konstruktor Bildschirm2D::Bildschirm2D( WFenster *fenster ) : Bildschirm( fenster ), pDirect3D( 0 ), pDevice( 0 ), pBackBuffer( 0 ), backRect( new D3DLOCKED_RECT() ) {} // Destruktor Bildschirm2D::~Bildschirm2D() { cleanUpDirectX(); delete backRect; } // private void Bildschirm2D::cleanUpDirectX() { backRect->pBits = NULL; if( pDevice ) { pDevice->Release(); pDevice = NULL; } if( pDirect3D ) { pDirect3D->Release(); pDirect3D = NULL; } if( pBackBuffer ) { pBackBuffer->Release(); pBackBuffer = NULL; } } // nicht constant void Bildschirm2D::update() // aktualisiert directX { lock(); HRESULT result; cleanUpDirectX(); pDirect3D = Direct3DCreate9( D3D_SDK_VERSION ); D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof( d3dpp ) ); d3dpp.Windowed = !vollbild; d3dpp.hDeviceWindow = fenster->getFensterHandle(); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; d3dpp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; if( !backBufferSize.x || !backBufferSize.y ) backBufferSize = fenster->getKörperGröße(); d3dpp.BackBufferHeight = backBufferSize.y; d3dpp.BackBufferWidth = backBufferSize.x; if( renderB ) renderB->release(); renderB = new Bild( 1 ); renderB->neuBild( backBufferSize.x, backBufferSize.y, fillColor ); result = pDirect3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, fenster->getFensterHandle(), D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &d3dpp, &pDevice ); if( pDevice ) result = pDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer ); rend = 1; unlock(); } void Bildschirm2D::render() // Zeichnet das Bild { if( !rend && testRend ) return; rendering = 1; int count = 0; if( renderB && pDevice ) { lock(); renderZeit->messungStart(); if( fill ) renderB->setFarbe( fillColor ); if( renderZeichnungen ) { if( renderOnTop && deckFarbe && ( deckFarbe & ( fillColor | 0xFF000000 ) ) == deckFarbe ) { renderB->setAlpha( 255 - (unsigned char)( deckFarbe >> 24 ) ); members->render( *renderB ); // zeichnen nach zwischenbuffer renderB->releaseAlpha(); } else { members->render( *renderB ); // zeichnen nach zwischenbuffer if( renderOnTop && deckFarbe ) renderB->alphaRegion( 0, 0, renderB->getBreite(), renderB->getHeight(), deckFarbe ); } for( int i = 0; i < tipAnzahl; ++i ) tips->z( i )->render( *renderB ); } if( renderOnTop && onTop ) onTop->render( *renderB ); Bild *tmp = renderB->getThis(); unlock(); // Beginne Bild HRESULT result; if( !fillColor ) result = pDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 0 ), 0.0f, 0 ); result = pBackBuffer->LockRect( backRect, 0, 0 ); // kopieren zum Bildschrirm int *bgBuff = tmp->getBuffer(); int tmpBr = sizeof( D3DCOLOR )* tmp->getBreite(); for( int y = 0, pitch = 0, bry = 0; y < tmp->getHeight(); ++y, pitch += backRect->Pitch, bry += tmp->getBreite() ) memcpy( &( (BYTE *)backRect->pBits )[ pitch ], ( void* )&( bgBuff[ bry ] ), tmpBr ); // Beende Bild result = pBackBuffer->UnlockRect(); tmp->release(); result = pDevice->Present( 0, 0, 0, 0 ); renderZeit->messungEnde(); if( result != S_OK ) { ++count; update(); } else if( count ) --count; } if( !pDevice ) { ++count; update(); } if( count > 10 ) { WMessageBox( fenster ? fenster->getFensterHandle() : 0, new Text( "Fehler" ), new Text( "Es ist ein Fehler beim rendern aufgetreten." ), MB_ICONERROR ); count = 0; } rendering = 0; rend = 0; } Bildschirm *Bildschirm2D::release() { --ref; if( !ref ) delete this; return 0; } // Bildschirm3D // Konstruktor Bildschirm3D::Bildschirm3D( WFenster *fenster ) : Bildschirm( fenster ), d3d11Device( 0 ), d3d11Context( 0 ), d3d11SpawChain( 0 ), frameworkTextur( 0 ), vertexShader( 0 ), pixelShader( 0 ), sampleState( 0 ), rtview( 0 ), dsView( 0 ), depthStencilBuffer( 0 ), depthStencilState( 0 ), depthDisabledStencilState( 0 ), blendStateAlphaBlend( 0 ), kameras( new RCArray< Kam3D >() ), rend3D( 0 ), vp( 0 ), renderObj( new Render3D() ), texturModel( new TexturModel() ) {} // Destruktor Bildschirm3D::~Bildschirm3D() { kameras->release(); renderObj->release(); texturModel->release(); cleanUpDirectX(); } // private void Bildschirm3D::cleanUpDirectX() { if( d3d11Device ) { d3d11Device->Release(); d3d11Device = NULL; } if( d3d11Context ) { d3d11Context->Release(); d3d11Context = NULL; } if( d3d11SpawChain ) { d3d11SpawChain->Release(); d3d11SpawChain = NULL; } if( frameworkTextur ) { frameworkTextur->release(); frameworkTextur = NULL; } if( pixelShader ) { pixelShader->release(); pixelShader = NULL; } if( vertexShader ) { vertexShader->release(); vertexShader = NULL; } if( sampleState ) { sampleState->Release(); sampleState = NULL; } if( rtview ) { rtview->Release(); rtview = NULL; } if( dsView ) { dsView->Release(); dsView = NULL; } if( depthStencilBuffer ) { depthStencilBuffer->Release(); depthStencilBuffer = NULL; } if( depthStencilState ) { depthStencilState->Release(); depthStencilState = NULL; } if( depthDisabledStencilState ) { depthDisabledStencilState->Release(); depthDisabledStencilState = NULL; } if( blendStateAlphaBlend ) { blendStateAlphaBlend->Release(); blendStateAlphaBlend = NULL; } delete vp; vp = 0; } // nicht constant void Bildschirm3D::addKamera( Kam3D *obj ) // Fügt ein Zeichnung hinzu { lock(); kameras->add( obj ); rend3D = 1; unlock(); } void Bildschirm3D::removeKamera( Kam3D *zObj ) // Entfernt ein Zeichnung { lock(); for( int i = 0; kameras->z( i ); i++ ) { if( kameras->z( i ) == zObj ) { kameras->remove( i ); break; } } rend3D = 1; unlock(); } void Bildschirm3D::update() // aktualisiert directX { lock(); HRESULT result; cleanUpDirectX(); //-------------------------------------------------------------------- // Create Device // 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 ) ); // fill the swap chain description struct scd.BufferCount = 1; // one back buffer scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used scd.OutputWindow = fenster ? fenster->getFensterHandle() : 0; // the window to be used scd.SampleDesc.Count = 1; // Set the scan line ordering and scaling to unspecified. scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; scd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; scd.Windowed = !vollbild; if( !backBufferSize.x || !backBufferSize.y ) backBufferSize = fenster ? fenster->getKörperGröße() : Punkt( 0, 0 ); scd.BufferDesc.Width = backBufferSize.x; scd.BufferDesc.Height = backBufferSize.y; // windowed/full-screen mode scd.BufferDesc.RefreshRate.Denominator = 1; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color // Discard the back buffer contents after presenting. scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; if( renderB ) renderB->release(); renderB = new Bild( 1 ); renderB->setAlpha3D( 1 ); renderB->neuBild( backBufferSize.x, backBufferSize.y, fillColor ); 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 flag |= D3D11_CREATE_DEVICE_DEBUG; #endif result = D3D11CreateDeviceAndSwapChain( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flag, &featureLevel, 1, D3D11_SDK_VERSION, &scd, &d3d11SpawChain, &d3d11Device, &support, &d3d11Context ); ID3D11Texture2D *backBufferPtr; // Get the pointer to the back buffer. result = d3d11SpawChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (LPVOID*)&backBufferPtr ); // Create the render target view with the back buffer pointer. result = d3d11Device->CreateRenderTargetView( backBufferPtr, NULL, &rtview ); // 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 = backBufferSize.x; depthBufferDesc.Height = 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 ); // 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 ); 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 ); d3d11Context->OMSetRenderTargets( 1, &rtview, dsView ); vp = new D3D11_VIEWPORT(); memset( vp, 0, sizeof( D3D11_VIEWPORT ) ); vp->Width = (float)backBufferSize.x; vp->Height = (float)backBufferSize.y; vp->MinDepth = 0.0f; vp->MaxDepth = 1.0f; vp->TopLeftX = 0.0f; vp->TopLeftY = 0.0f; d3d11Context->RSSetViewports( 1, vp ); 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 ); //------------------------------------------------- // Shaders Text shader; getVertexShader( shader ); vertexShader = new VertexShader(); vertexShader->setShaderCode( &shader ); vertexShader->compile( d3d11Device, "TextureVertexShader", "5_0" ); getPixelShader( shader ); pixelShader = new PixelShader(); pixelShader->setShaderCode( &shader ); pixelShader->compile( d3d11Device, "TexturePixelShader", "5_0" ); D3D11_INPUT_ELEMENT_DESC polygonLayout[ 3 ]; // 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 = "KNOCHEN_ID"; polygonLayout[ 2 ].SemanticIndex = 0; polygonLayout[ 2 ].Format = DXGI_FORMAT_R32_UINT; polygonLayout[ 2 ].InputSlot = 0; polygonLayout[ 2 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[ 2 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[ 2 ].InstanceDataStepRate = 0; vertexShader->erstelleInputLayout( d3d11Device, polygonLayout, 3 ); vertexShader->erstelleConstBuffer( d3d11Device, sizeof( Mat4< float > ) * 128, 0 ); // 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 ); //--------------------------------------------------------------- // Framework Backbuffer Texture frameworkTextur = new Textur(); frameworkTextur->setBildZ( renderB->getThis() ); texturRegister->addTextur( frameworkTextur->getThis(), "f_Render_Bild" ); texturModel->setSize( backBufferSize ); texturModel->setTextur( frameworkTextur->getId() ); 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 if( renderObj ) renderObj->release(); renderObj = new Render3D(); d3d11Device->AddRef(); renderObj->setDevice( d3d11Device ); d3d11Context->AddRef(); renderObj->setContext( d3d11Context ); renderObj->benutzeShader( VERTEX, vertexShader->getThis() ); d3d11Context->PSSetSamplers( 0, 1, &sampleState ); renderObj->benutzeShader( PIXEL, pixelShader->getThis() ); rend = 1; unlock(); } void Bildschirm3D::tick( double tickval ) { lock(); __super::tick( tickval ); for( auto i = kameras->getArray(); i.set; i++ ) rend3D |= i.var->tick( tickval ); rend3D |= texturModel->tick( tickval ); unlock(); } void Bildschirm3D::doMausEreignis( MausEreignis &me ) // sendet maus Ereignis { lock(); __super::doMausEreignis( me ); for( int i = kameras->getEintragAnzahl() - 1; i >= 0; i-- ) kameras->z( i )->doMausEreignis( me ); unlock(); } void Bildschirm3D::doTastaturEreignis( TastaturEreignis &te ) // sendet tastatur Ereignis { lock(); __super::doTastaturEreignis( te ); for( int i = kameras->getEintragAnzahl() - 1; i >= 0; i-- ) kameras->z( i )->doTastaturEreignis( te ); unlock(); } void Bildschirm3D::render() // Zeichnet das Bild { if( !rend && !rend3D && testRend ) return; rendering = 1; int count = 0; if( renderB && d3d11Device ) { lock(); renderZeit->messungStart(); float color[ 4 ]; // Setup the color to clear the buffer to. 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 // Clear the back buffer. if( rend3D || !testRend || rend ) { if( fill ) { d3d11Context->ClearRenderTargetView( rtview, color ); // Clear the depth buffer. d3d11Context->ClearDepthStencilView( dsView, D3D11_CLEAR_DEPTH, 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 ); for( auto i = kameras->getArray(); i.set; i++ ) i.var->render( renderObj ); rend3D = 0; } // Set the depth stencil state. d3d11Context->OMSetDepthStencilState( depthDisabledStencilState, 1 ); if( rend || !testRend ) { if( fill ) renderB->setFarbe( fillColor ); if( renderZeichnungen ) { if( renderOnTop && deckFarbe && ( deckFarbe & ( fillColor | 0xFF000000 ) ) == deckFarbe ) { renderB->setAlpha( 255 - (unsigned char)( deckFarbe >> 24 ) ); members->render( *renderB ); // zeichnen nach zwischenbuffer renderB->releaseAlpha(); } else { members->render( *renderB ); // zeichnen nach zwischenbuffer if( renderOnTop && deckFarbe ) renderB->alphaRegion( 0, 0, renderB->getBreite(), renderB->getHeight(), deckFarbe ); } for( int i = 0; i < tipAnzahl; ++i ) tips->z( i )->render( *renderB ); } if( renderOnTop && onTop ) onTop->render( *renderB ); } unlock(); // Beginne Bild HRESULT result; if( rend || !testRend ) frameworkTextur->updateTextur( renderObj ); 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 ) ); renderObj->setKameraMatrix( view, view.projektion( DirectX::XM_PI / 4.0f, screenAspect, 0.1f, 10000.f ), Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f ) ); if( fenster && !IsIconic( fenster->getFensterHandle() ) ) texturModel->render( renderObj ); result = d3d11SpawChain->Present( 0, 0 ); renderZeit->messungEnde(); #ifdef _DEBUG std::cout << renderZeit->getSekunden() << "\n"; #endif if( !SUCCEEDED( result ) ) { ++count; update(); } else if( count ) --count; } if( !d3d11Device ) { ++count; update(); } if( count > 10 ) { WMessageBox( fenster ? fenster->getFensterHandle() : 0, new Text( "Fehler" ), new Text( "Es ist ein Fehler beim rendern aufgetreten." ), MB_ICONERROR ); count = 0; } rendering = 0; rend = 0; } // Reference Counting Bildschirm *Bildschirm3D::release() { --ref; if( !ref ) delete this; return 0; } #endif