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- #include <d3d11.h>
- #include <d3d12.h>
- #include <dxgi1_6.h>
- #include <dxgidebug.h>
- #include "Bild.h"
- #include "d3dx12.h"
- #include "DLLRegister.h"
- #include "DX12Buffer.h"
- #include "DX12CommandQueue.h"
- #include "DX12PixelShader.h"
- #include "DX12Shader.h"
- #include "DX12Textur.h"
- #include "DX12VertexShader.h"
- #include "Fenster.h"
- #include "Globals.h"
- #include "GraphicsApi.h"
- #include "Kam3D.h"
- #include "Model3D.h"
- #include "Model3DList.h"
- #include "Shader.h"
- #include "TexturList.h"
- #include "TexturModel.h"
- #include "Welt3D.h"
- using namespace Framework;
- DirectX12::DirectX12()
- : GraphicsApi(DIRECTX12),
- debug(0),
- device(0),
- infoQueue(0),
- directCommandQueue(0),
- copyCommandQueue(0),
- computeCommandQueue(0),
- swapChain(0),
- rtvHeap(0),
- dsvHeap(0),
- shaderBufferHeap(0),
- depthBuffer(0),
- backBufferIndex(0),
- tearing(0),
- viewPort(0),
- allowedRenderArea(0),
- vertexBufferView(0),
- indexBufferView(0),
- signature(0),
- pipeline(0),
- texturModel(0),
- uiTextur(0),
- texturRegister(new TexturList()),
- vertexShader(0),
- pixelShader(0)
- {
- for (int i = 0; i < 2; i++)
- backBuffer[i] = 0;
- }
- DirectX12::~DirectX12()
- {
- if (directCommandQueue)
- {
- directCommandQueue->flush();
- directCommandQueue->release();
- }
- if (copyCommandQueue)
- {
- copyCommandQueue->flush();
- copyCommandQueue->release();
- }
- if (computeCommandQueue)
- {
- computeCommandQueue->flush();
- computeCommandQueue->release();
- }
- if (depthBuffer) depthBuffer->Release();
- if (dsvHeap) dsvHeap->Release();
- if (shaderBufferHeap) shaderBufferHeap->Release();
- if (vertexShader) vertexShader->release();
- if (pixelShader) pixelShader->release();
- texturRegister->release();
- if (uiTextur) uiTextur->release();
- if (texturModel) texturModel->release();
- if (pipeline) pipeline->Release();
- if (signature) signature->Release();
- delete indexBufferView;
- delete vertexBufferView;
- delete allowedRenderArea;
- delete viewPort;
- for (int i = 0; i < 2; i++)
- {
- if (backBuffer[i]) backBuffer[i]->Release();
- }
- if (rtvHeap) rtvHeap->Release();
- if (swapChain) swapChain->Release();
- if (infoQueue) infoQueue->Release();
- if (device)
- {
- device->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- }
- if (debug) debug->Release();
- }
- typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
- typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
- IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
- typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
- typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
- UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
- void DirectX12::initialize(
- WFenster* fenster, Vec2<int> backBufferSize, bool fullScreen)
- {
- if (device)
- return GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
- GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
- HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL("dxgi.dll", "dxgi.dll");
- if (!dxgiDLL)
- {
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("dxgi.dll konnte nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- HINSTANCE d3d12DLL = getDLLRegister()->ladeDLL("d3d12.dll", "d3d12.dll");
- if (!d3d12DLL)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("DirectX 12 konnte nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- CreateDXGIFactory2Function createFactory
- = (CreateDXGIFactory2Function)GetProcAddress(
- dxgiDLL, "CreateDXGIFactory2");
- if (!createFactory)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("Der Einstiegspunkt CreateDXGIFactory2 fon DXGI konnte "
- "nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- D3D12CreateDeviceFunction createDevice
- = (D3D12CreateDeviceFunction)GetProcAddress(
- d3d12DLL, "D3D12CreateDevice");
- if (!createDevice)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
- "konnte nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
- = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
- d3d12DLL, "D3D12SerializeVersionedRootSignature");
- PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
- = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
- d3d12DLL, "D3D12SerializeRootSignature");
- bool debugDXGI = 0;
- #ifdef _DEBUG
- IDXGIInfoQueue* dxgiInfoQueue;
- if (debugDX)
- {
- D3D12GetDebugInterfaceFunction getDebugInterface
- = (D3D12GetDebugInterfaceFunction)GetProcAddress(
- d3d12DLL, "D3D12GetDebugInterface");
- if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
- debug->EnableDebugLayer();
- DXGIGetDebugInterface1Function dxgiDebugInterface
- = (DXGIGetDebugInterface1Function)GetProcAddress(
- dxgiDLL, "DXGIGetDebugInterface1");
- if (SUCCEEDED(dxgiDebugInterface(
- 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
- debugDXGI = 1;
- }
- #endif
- IDXGIFactory6* factory;
- UINT createFactoryFlags = 0;
- #if defined(_DEBUG)
- if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
- #endif
- HRESULT res = createFactory(
- createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
- if (FAILED(res))
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- Logging::error() << "ERROR: createFactory returned " << res << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("createFactory ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- IDXGIAdapter1* adapter = 0;
- for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
- != factory->EnumAdapterByGpuPreference(adapterID,
- DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
- __uuidof(IDXGIAdapter1),
- (void**)&adapter);
- ++adapterID)
- {
- DXGI_ADAPTER_DESC1 desc;
- adapter->GetDesc1(&desc);
- if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
- {
- // Don't select the Basic Render Driver adapter.
- continue;
- }
- // Check to see if the adapter supports Direct3D 12, but don't create
- // the actual device yet.
- if (SUCCEEDED(createDevice(adapter,
- D3D_FEATURE_LEVEL_12_1,
- _uuidof(ID3D12Device),
- nullptr)))
- {
- char buff[256] = {};
- printf_s(buff,
- L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
- adapterID,
- desc.VendorId,
- desc.DeviceId,
- desc.Description);
- Logging::info() << buff;
- break;
- }
- }
- if (!adapter)
- {
- if (FAILED(factory->EnumWarpAdapter(
- _uuidof(IDXGIAdapter1), (void**)&adapter)))
- Logging::error()
- << "ERROR: WARP12 not available. Enable the 'Graphics "
- "Tools' optional feature";
- }
- if (!adapter)
- {
- factory->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("Es wurde keine passende Grafigkarte gefunden."),
- MB_ICONERROR);
- return;
- }
- res = createDevice(adapter,
- D3D_FEATURE_LEVEL_12_1,
- __uuidof(ID3D12Device5),
- (void**)&device);
- adapter->Release();
- if (FAILED(res))
- {
- factory->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- Logging::error() << "ERROR: createDevice returned " << res << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("createDevice ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
- device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
- &featureSupportData,
- sizeof(featureSupportData));
- if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
- {
- device->Release();
- factory->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- Logging::error() << "ERROR: Raytracing is not available\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
- "verwendet werden."),
- MB_ICONERROR);
- return;
- }
- res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
- if (SUCCEEDED(res))
- {
- if (debugDX)
- {
- infoQueue->SetBreakOnSeverity(
- D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
- infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
- infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
- }
- // Suppress individual messages by their ID
- D3D12_MESSAGE_ID DenyIds[] = {
- // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
- // I'm really not sure how to avoid this message.
- D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
- // using capture frame while
- // graphics debugging.
- D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
- // when using capture
- // frame while graphics
- // debugging.
- };
- D3D12_INFO_QUEUE_FILTER NewFilter = {};
- NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
- NewFilter.DenyList.pSeverityList = 0; // Severities;
- NewFilter.DenyList.NumIDs = _countof(DenyIds);
- NewFilter.DenyList.pIDList = DenyIds;
- infoQueue->PushStorageFilter(&NewFilter);
- }
- directCommandQueue = new DX12DirectCommandQueue(device);
- copyCommandQueue = new DX12CopyCommandQueue(device);
- computeCommandQueue = new DX12ComputeCommandQueue(device);
- IDXGIFactory5* fac5 = 0;
- factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
- if (fac5)
- {
- res = fac5->CheckFeatureSupport(
- DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
- if (FAILED(res)) tearing = 0;
- fac5->Release();
- }
- DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
- swapChainDesc.Width = backBufferSize.x;
- swapChainDesc.Height = backBufferSize.y;
- swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- swapChainDesc.Stereo = FALSE;
- swapChainDesc.SampleDesc = {1, 0};
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.BufferCount = 2;
- swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
- swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
- swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
- IDXGISwapChain1* tmpSwapChain;
- res = factory->CreateSwapChainForHwnd(directCommandQueue->getQueue(),
- fenster->getFensterHandle(),
- &swapChainDesc,
- 0,
- 0,
- &tmpSwapChain);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
- << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- res = tmpSwapChain->QueryInterface(
- __uuidof(IDXGISwapChain4), (void**)&swapChain);
- tmpSwapChain->Release();
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("QueryInterface ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- factory->MakeWindowAssociation(
- fenster->getFensterHandle(), DXGI_MWA_NO_ALT_ENTER);
- D3D12_DESCRIPTOR_HEAP_DESC rtvhdesc = {};
- rtvhdesc.NumDescriptors = 2; // back buffer count
- rtvhdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
- res = device->CreateDescriptorHeap(
- &rtvhdesc, __uuidof(ID3D12DescriptorHeap), (void**)&rtvHeap);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
- << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
- D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
- D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(
- rtvHeap->GetCPUDescriptorHandleForHeapStart());
- for (int i = 0; i < 2; i++)
- {
- ID3D12Resource* backBuffer;
- res = swapChain->GetBuffer(
- i, __uuidof(ID3D12Resource), (void**)&backBuffer);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("GetBuffer ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle);
- this->backBuffer[i] = backBuffer;
- rtvHandle.ptr += rtvDescriptorSize;
- }
- viewPort = new D3D12_VIEWPORT();
- viewPort->Width = (float)this->backBufferSize.x;
- viewPort->Height = (float)this->backBufferSize.y;
- viewPort->MinDepth = 0.0f;
- viewPort->MaxDepth = 1.0f;
- viewPort->TopLeftX = 0.0f;
- viewPort->TopLeftY = 0.0f;
- allowedRenderArea = new D3D12_RECT();
- allowedRenderArea->left = 0;
- allowedRenderArea->top = 0;
- allowedRenderArea->right = LONG_MAX;
- allowedRenderArea->bottom = LONG_MAX;
- texturModel = new TexturModel(this);
- Bild* renderB = new Bild(1);
- renderB->setAlpha3D(1);
- renderB->neuBild(this->backBufferSize.x, this->backBufferSize.y, 0);
- uiTextur = createOrGetTextur("_f_Render_Bild", renderB);
- texturModel->setSize(Vec2<float>(2.f, 2.f));
- texturModel->setTextur(dynamic_cast<Textur*>(uiTextur->getThis()));
- vertexBufferView = new D3D12_VERTEX_BUFFER_VIEW();
- vertexBufferView->StrideInBytes = sizeof(Vertex3D);
- indexBufferView = new D3D12_INDEX_BUFFER_VIEW();
- indexBufferView->Format = DXGI_FORMAT_R32_UINT;
- D3D12_CLEAR_VALUE optimizedClearValue = {};
- optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
- optimizedClearValue.DepthStencil = {1.0f, 0};
- CD3DX12_HEAP_PROPERTIES heapProp
- = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
- CD3DX12_RESOURCE_DESC heapDesc
- = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,
- this->backBufferSize.x,
- this->backBufferSize.y,
- 1,
- 0,
- 1,
- 0,
- D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
- res = device->CreateCommittedResource(&heapProp,
- D3D12_HEAP_FLAG_NONE,
- &heapDesc,
- D3D12_RESOURCE_STATE_DEPTH_WRITE,
- &optimizedClearValue,
- __uuidof(ID3D12Resource),
- (void**)&depthBuffer);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreateCommittedResource returned " << res
- << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("CreateCommittedResource ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
- dsvHeapDesc.NumDescriptors = 1;
- dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
- dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
- res = device->CreateDescriptorHeap(
- &dsvHeapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&dsvHeap);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
- << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
- dsv.Format = DXGI_FORMAT_D32_FLOAT;
- dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
- dsv.Texture2D.MipSlice = 0;
- dsv.Flags = D3D12_DSV_FLAG_NONE;
- device->CreateDepthStencilView(
- depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart());
- D3D12_DESCRIPTOR_HEAP_DESC sbheapDesc = {};
- sbheapDesc.NumDescriptors = 6;
- sbheapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
- sbheapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
- res = device->CreateDescriptorHeap(
- &sbheapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&shaderBufferHeap);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
- << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- vertexShader
- = new DX12VertexShader(device, copyCommandQueue, directCommandQueue);
- vertexShader->setCompiledByteArray(
- (unsigned char*)DX12VertexShaderBytes, sizeof(DX12VertexShaderBytes));
- vertexShader->erstelleConstBuffer(sizeof(Mat4<float>) * 2, 0);
- vertexShader->erstelleConstBuffer(sizeof(Mat4<float>) * 128, 1);
- pixelShader
- = new DX12PixelShader(device, copyCommandQueue, directCommandQueue);
- pixelShader->setCompiledByteArray(
- (unsigned char*)DX12PixelShaderBytes, sizeof(DX12PixelShaderBytes));
- pixelShader->erstelleConstBuffer(sizeof(float) * 4, 2);
- pixelShader->erstelleConstBuffer(sizeof(float) * 3, 3);
- pixelShader->erstelleConstBuffer(sizeof(int) * 2, 4);
- D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
- {"POSITION",
- 0, DXGI_FORMAT_R32G32B32_FLOAT,
- 0, D3D12_APPEND_ALIGNED_ELEMENT,
- D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
- {"TEXCOORD",
- 0, DXGI_FORMAT_R32G32_FLOAT,
- 0, D3D12_APPEND_ALIGNED_ELEMENT,
- D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
- {"NORMAL",
- 0, DXGI_FORMAT_R32G32B32_FLOAT,
- 0, D3D12_APPEND_ALIGNED_ELEMENT,
- D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
- {"KNOCHEN_ID",
- 0, DXGI_FORMAT_R32_UINT,
- 0, D3D12_APPEND_ALIGNED_ELEMENT,
- D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
- {"KNOCHEN_ID",
- 0, DXGI_FORMAT_R32_UINT,
- 0, D3D12_APPEND_ALIGNED_ELEMENT,
- D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}
- };
- vertexShader->erstelleInputLayout(inputLayout, 5);
- D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
- featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
- if (FAILED(device->CheckFeatureSupport(
- D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
- featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
- D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
- = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
- | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
- | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
- | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
- D3D12_DESCRIPTOR_RANGE1 range[2];
- range[0].NumDescriptors = 5;
- range[0].BaseShaderRegister = 0;
- range[0].RegisterSpace = 0;
- range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
- range[0].OffsetInDescriptorsFromTableStart
- = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
- range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
- range[1].NumDescriptors = 1;
- range[1].BaseShaderRegister = 0;
- range[1].RegisterSpace = 0;
- range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- range[1].OffsetInDescriptorsFromTableStart
- = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
- range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
- D3D12_ROOT_PARAMETER1 rootParameters[1];
- rootParameters[0].ParameterType
- = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
- rootParameters[0].DescriptorTable.pDescriptorRanges = range;
- D3D12_STATIC_SAMPLER_DESC sampler = {};
- sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
- sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
- sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
- sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
- sampler.MipLODBias = 0;
- sampler.MaxAnisotropy = 0;
- sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
- sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- sampler.MinLOD = 0.0f;
- sampler.MaxLOD = D3D12_FLOAT32_MAX;
- sampler.ShaderRegister = 0;
- sampler.RegisterSpace = 0;
- sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
- D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
- rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
- rootSignatureDescription.Desc_1_1.NumParameters = 1;
- rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
- rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
- rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
- rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
- ID3DBlob* rootSignature;
- ID3DBlob* error;
- res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
- featureData.HighestVersion,
- &rootSignature,
- &error,
- d3d12svrsf,
- d3d12srsf);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error()
- << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
- << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text(
- "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
- MB_ICONERROR);
- if (error) error->Release();
- return;
- }
- res = device->CreateRootSignature(0,
- rootSignature->GetBufferPointer(),
- rootSignature->GetBufferSize(),
- __uuidof(ID3D12RootSignature),
- (void**)&signature);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreateRootSignature returned " << res
- << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("CreateRootSignature ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- rootSignature->Release();
- D3D12_RASTERIZER_DESC rdesc;
- rdesc.FillMode = D3D12_FILL_MODE_SOLID;
- rdesc.CullMode = D3D12_CULL_MODE_BACK;
- rdesc.FrontCounterClockwise = 0;
- rdesc.DepthBias = 0;
- rdesc.DepthBiasClamp = 0.f;
- rdesc.SlopeScaledDepthBias = 0.f;
- rdesc.DepthClipEnable = 1;
- rdesc.MultisampleEnable = 0;
- rdesc.AntialiasedLineEnable = 0;
- rdesc.ForcedSampleCount = 0;
- rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
- psoDesc.InputLayout = {vertexShader->zInputLayout(),
- (unsigned)vertexShader->getInputLayoutSize()};
- psoDesc.pRootSignature = signature;
- psoDesc.VS = {vertexShader->getCompiledShader(),
- (unsigned __int64)vertexShader->getCompiledLength()};
- psoDesc.PS = {pixelShader->getCompiledShader(),
- (unsigned __int64)pixelShader->getCompiledLength()};
- psoDesc.RasterizerState = rdesc;
- psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
- psoDesc.DepthStencilState.DepthEnable = FALSE;
- psoDesc.DepthStencilState.StencilEnable = FALSE;
- psoDesc.SampleMask = UINT_MAX;
- psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
- psoDesc.SampleDesc.Count = 1;
- D3D12_CPU_DESCRIPTOR_HANDLE sbHeapHandle
- = shaderBufferHeap->GetCPUDescriptorHandleForHeapStart();
- unsigned int incr = device->GetDescriptorHandleIncrementSize(
- D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
- vertexShader->getViewDesc(0, desc);
- device->CreateConstantBufferView(&desc, sbHeapHandle);
- res = device->GetDeviceRemovedReason();
- sbHeapHandle.ptr += incr;
- vertexShader->getViewDesc(1, desc);
- device->CreateConstantBufferView(&desc, sbHeapHandle);
- sbHeapHandle.ptr += incr;
- pixelShader->getViewDesc(2, desc);
- device->CreateConstantBufferView(&desc, sbHeapHandle);
- sbHeapHandle.ptr += incr;
- pixelShader->getViewDesc(3, desc);
- device->CreateConstantBufferView(&desc, sbHeapHandle);
- sbHeapHandle.ptr += incr;
- pixelShader->getViewDesc(4, desc);
- device->CreateConstantBufferView(&desc, sbHeapHandle);
- sbHeapHandle.ptr += incr;
- uiTextur->updateTextur();
- D3D12_SHADER_RESOURCE_VIEW_DESC vd;
- vd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
- vd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- vd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- vd.Texture2D.MipLevels = 1;
- vd.Texture2D.MostDetailedMip = 0;
- vd.Texture2D.PlaneSlice = 0;
- vd.Texture2D.ResourceMinLODClamp = 0;
- device->CreateShaderResourceView(
- ((DX12Textur*)uiTextur)->getResource(), &vd, sbHeapHandle);
- directCommandQueue->execute();
- res = device->CreateGraphicsPipelineState(
- &psoDesc, __uuidof(ID3D12PipelineState), (void**)&pipeline);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreatePipelineState returned " << res
- << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("CreatePipelineState ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- factory->Release();
- }
- void DirectX12::update()
- {
- if (!device || !swapChain || !directCommandQueue) return;
- directCommandQueue->flush();
- copyCommandQueue->flush();
- computeCommandQueue->flush();
- modelList->removeAll();
- HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL("dxgi.dll", "dxgi.dll");
- if (!dxgiDLL)
- {
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("dxgi.dll konnte nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- CreateDXGIFactory2Function createFactory
- = (CreateDXGIFactory2Function)GetProcAddress(
- dxgiDLL, "CreateDXGIFactory2");
- if (!createFactory)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("Der Einstiegspunkt CreateDXGIFactory2 fon DXGI konnte "
- "nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
- HRESULT res = swapChain->GetDesc(&swapChainDesc);
- if (FAILED(res))
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- Logging::error() << "ERROR: GetDesc returned " << res << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("GetDesc ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- IDXGIFactory4* factory;
- UINT createFactoryFlags = 0;
- #if defined(_DEBUG)
- createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
- #endif
- res = createFactory(
- createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
- if (FAILED(res))
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- Logging::error() << "ERROR: createFactory returned " << res << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("createFactory ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- for (int i = 0; i < 2; ++i)
- {
- backBuffer[i]->Release();
- backBuffer[i] = 0;
- }
- res = swapChain->ResizeBuffers(2,
- backBufferSize.x,
- backBufferSize.y,
- swapChainDesc.BufferDesc.Format,
- swapChainDesc.Flags);
- backBufferIndex = swapChain->GetCurrentBackBufferIndex();
- auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
- D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
- D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(
- rtvHeap->GetCPUDescriptorHandleForHeapStart());
- for (int i = 0; i < 2; i++)
- {
- ID3D12Resource* backBuffer;
- res = swapChain->GetBuffer(
- i, __uuidof(ID3D12Resource), (void**)&backBuffer);
- if (FAILED(res))
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- factory->Release();
- Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("GetBuffer ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle);
- this->backBuffer[i] = backBuffer;
- rtvHandle.ptr += rtvDescriptorSize;
- }
- getDLLRegister()->releaseDLL("dxgi.dll");
- delete viewPort;
- viewPort = new D3D12_VIEWPORT();
- viewPort->Width = (float)this->backBufferSize.x;
- viewPort->Height = (float)this->backBufferSize.y;
- viewPort->MinDepth = 0.0f;
- viewPort->MaxDepth = 1.0f;
- viewPort->TopLeftX = 0.0f;
- viewPort->TopLeftY = 0.0f;
- depthBuffer->Release();
- D3D12_CLEAR_VALUE optimizedClearValue = {};
- optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
- optimizedClearValue.DepthStencil = {1.0f, 0};
- CD3DX12_HEAP_PROPERTIES heapProps
- = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
- CD3DX12_RESOURCE_DESC heapDesc
- = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,
- this->backBufferSize.x,
- this->backBufferSize.y,
- 1,
- 0,
- 1,
- 0,
- D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
- res = device->CreateCommittedResource(&heapProps,
- D3D12_HEAP_FLAG_NONE,
- &heapDesc,
- D3D12_RESOURCE_STATE_DEPTH_WRITE,
- 0,
- __uuidof(ID3D12Resource),
- (void**)&depthBuffer);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreateCommittedResource returned " << res
- << "\n";
- WMessageBox(fenster->getFensterHandle(),
- new Text("Fehler"),
- new Text("CreateCommittedResource ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
- dsv.Format = DXGI_FORMAT_D32_FLOAT;
- dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
- dsv.Texture2D.MipSlice = 0;
- dsv.Flags = D3D12_DSV_FLAG_NONE;
- device->CreateDepthStencilView(
- depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart());
- if (uiTextur) uiTextur->release();
- Bild* renderB = new Bild(1);
- renderB->setAlpha3D(1);
- renderB->neuBild(this->backBufferSize.x, this->backBufferSize.y, 0);
- uiTextur = createOrGetTextur("_f_Render_Bild", renderB);
- texturModel->setTextur(dynamic_cast<Textur*>(uiTextur->getThis()));
- factory->Release();
- }
- void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
- {
- D3D12_RESOURCE_BARRIER barrier;
- ZeroMemory(&barrier, sizeof(barrier));
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = this->backBuffer[backBufferIndex];
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
- if (fill2D) uiTextur->zBild()->setFarbe(fillColor);
- if (fill3D)
- {
- 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
- auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
- D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
- D3D12_CPU_DESCRIPTOR_HANDLE rtv
- = rtvHeap->GetCPUDescriptorHandleForHeapStart();
- rtv.ptr += rtvDescriptorSize * backBufferIndex;
- directCommandQueue->getCommandList()->OMSetRenderTargets(1, &rtv, 0, 0);
- directCommandQueue->getCommandList()->ClearRenderTargetView(
- rtv, color, 0, 0);
- }
- int lc[] = {0, 0};
- pixelShader->füllConstBuffer((char*)lc, 4, sizeof(int) * 2);
- }
- void DirectX12::renderObject(Model3D* zObj)
- {
- Mat4<float> trans = Mat4<float>::identity();
- zObj->zModelData()->zDXVertexBuffer()->copieren();
- zObj->zModelData()->zDXIndexBuffer()->copieren();
- int anz = zObj->errechneMatrizen(trans, matrixBuffer);
- if (vertexShader)
- vertexShader->füllConstBuffer(
- (char*)matrixBuffer, 1, 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, 3, sizeof(float) * 3);
- unsigned int offset = 0;
- unsigned int es
- = (unsigned)zObj->zModelData()->zDXVertexBuffer()->getElementLength();
- Model3DTextur* zTextur = zObj->zTextur();
- int ind = 0;
- zObj->beforeRender(this, vertexShader, pixelShader);
- 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;
- indexBufferView->Format = f;
- if (t)
- {
- /*ID3D11ShaderResourceView *v[ 3 ];
- v[ 0 ] = *(DX11Textur *)t;
- v[ 1 ] = *diffuseLights;
- v[ 2 ] = *pointLights;
- d3d11Context->PSSetShaderResources( 0, 3, v );
- d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0
- );*/
- directCommandQueue->getCommandList()->SetPipelineState(
- pipeline);
- directCommandQueue->getCommandList()->SetGraphicsRootSignature(
- signature);
- directCommandQueue->getCommandList()->SetDescriptorHeaps(
- 1, &shaderBufferHeap);
- directCommandQueue->getCommandList()
- ->SetGraphicsRootDescriptorTable(0,
- shaderBufferHeap->GetGPUDescriptorHandleForHeapStart());
- directCommandQueue->getCommandList()->RSSetViewports(
- 1, viewPort);
- directCommandQueue->getCommandList()->RSSetScissorRects(
- 1, allowedRenderArea);
- auto rtvDescriptorSize
- = device->GetDescriptorHandleIncrementSize(
- D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
- D3D12_CPU_DESCRIPTOR_HANDLE rtv
- = rtvHeap->GetCPUDescriptorHandleForHeapStart();
- rtv.ptr += rtvDescriptorSize * backBufferIndex;
- directCommandQueue->getCommandList()->OMSetRenderTargets(
- 1, &rtv, 0, 0);
- indexBufferView->SizeInBytes
- = zObj->zModelData()->zDXIndexBuffer()->getElementAnzahl()
- * zObj->zModelData()->zDXIndexBuffer()->getElementLength();
- indexBufferView->BufferLocation
- = ((DX12Buffer*)zObj->zModelData()->zDXIndexBuffer())
- ->zBuffer()
- ->GetGPUVirtualAddress();
- directCommandQueue->getCommandList()->IASetIndexBuffer(
- indexBufferView);
- vertexBufferView->SizeInBytes
- = zObj->zModelData()->zDXVertexBuffer()->getElementAnzahl()
- * zObj->zModelData()->zDXVertexBuffer()->getElementLength();
- vertexBufferView->BufferLocation
- = ((DX12Buffer*)zObj->zModelData()->zDXVertexBuffer())
- ->zBuffer()
- ->GetGPUVirtualAddress();
- directCommandQueue->getCommandList()->IASetVertexBuffers(
- 0, 1, vertexBufferView);
- directCommandQueue->getCommandList()->IASetPrimitiveTopology(
- D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- directCommandQueue->getCommandList()->DrawIndexedInstanced(
- zObj->zModelData()->zDXIndexBuffer()->getElementAnzahl(),
- 1,
- 0,
- 0,
- 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( indexBuffer->getElementAnzahl(), 0, 0
- ); d3d11Context->RSSetState( texturRS );*/
- // directCommandQueue->getCommandList()->DrawIndexedInstanced(
- // indexBuffer->getElementAnzahl(), 1, 0, 0, 0 );
- }
- }
- ind++;
- }
- zObj->afterRender(this, pixelShader, vertexShader);
- }
- // 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 DirectX12::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 DirectX12::renderKamera(Kam3D* zKamera)
- {
- directCommandQueue->getCommandList()->RSSetViewports(
- 1, (D3D12_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, 0, sizeof(Mat4<float>) * 2);
- if (pixelShader)
- pixelShader->füllConstBuffer((char*)&kamPos, 2, sizeof(float) * 3);
- Welt3D* w = zKamera->zWelt();
- w->render([this](Model3D* obj) {
- if (isInFrustrum(obj->getPos(), obj->getRadius())) renderObject(obj);
- });
- }
- void DirectX12::presentFrame()
- {
- directCommandQueue->getCommandList()->RSSetViewports(1, viewPort);
- viewAndProj[0] = Mat4<float>::identity();
- viewAndProj[1] = Mat4<float>::identity();
- if (vertexShader)
- vertexShader->füllConstBuffer(
- (char*)viewAndProj, 0, sizeof(Mat4<float>) * 2);
- uiTextur->updateTextur();
- if (fenster && !IsIconic(fenster->getFensterHandle()))
- renderObject(texturModel);
- D3D12_RESOURCE_BARRIER barrier;
- ZeroMemory(&barrier, sizeof(barrier));
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = this->backBuffer[backBufferIndex];
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
- copyCommandQueue->execute();
- directCommandQueue->execute();
- swapChain->Present(0, 0);
- backBufferIndex = swapChain->GetCurrentBackBufferIndex();
- }
- Textur* DirectX12::createOrGetTextur(const char* name, Bild* b)
- {
- if (!device)
- {
- 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 DX12Textur(device, copyCommandQueue, directCommandQueue);
- if (b) ret->setBildZ(b);
- texturRegister->addTextur(dynamic_cast<Textur*>(ret->getThis()), name);
- ret->updateTextur();
- copyCommandQueue->execute();
- directCommandQueue->execute();
- return ret;
- }
- Bild* DirectX12::zUIRenderBild() const
- {
- return uiTextur ? uiTextur->zBild() : 0;
- }
- bool DirectX12::isAvailable()
- {
- HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL("dxgi.dll", "dxgi.dll");
- if (!dxgiDLL) return 0;
- HINSTANCE d3d12DLL = getDLLRegister()->ladeDLL("d3d12.dll", "d3d12.dll");
- if (!d3d12DLL)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- return 0;
- }
- CreateDXGIFactory2Function createFactory
- = (CreateDXGIFactory2Function)GetProcAddress(
- dxgiDLL, "CreateDXGIFactory2");
- if (!createFactory)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 0;
- }
- D3D12CreateDeviceFunction createDevice
- = (D3D12CreateDeviceFunction)GetProcAddress(
- d3d12DLL, "D3D12CreateDevice");
- if (!createDevice)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 0;
- }
- #ifdef _DEBUG
- D3D12GetDebugInterfaceFunction getDebugInterface
- = (D3D12GetDebugInterfaceFunction)GetProcAddress(
- d3d12DLL, "D3D12GetDebugInterface");
- ID3D12Debug* debug = 0;
- getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
- debug->EnableDebugLayer();
- #endif
- IDXGIFactory4* factory;
- UINT createFactoryFlags = 0;
- #ifdef _DEBUG
- createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
- #endif
- HRESULT res = createFactory(
- createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
- if (FAILED(res))
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 0;
- }
- int index = 0;
- do
- {
- IDXGIAdapter1* current;
- res = factory->EnumAdapters1(index++, ¤t);
- if (res == S_OK)
- {
- DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
- current->GetDesc1(&dxgiAdapterDesc1);
- ID3D12Device5* device = 0;
- if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
- && SUCCEEDED(createDevice(current,
- D3D_FEATURE_LEVEL_12_1,
- __uuidof(ID3D12Device5),
- (void**)&device)))
- {
- device->Release();
- current->Release();
- factory->Release();
- #ifdef _DEBUG
- debug->Release();
- #endif
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 1;
- }
- current->Release();
- }
- } while (res != DXGI_ERROR_NOT_FOUND);
- factory->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 0;
- }
- DXBuffer* DirectX12::createIndexBuffer()
- {
- return new DX12IndexBuffer(
- sizeof(int), device, copyCommandQueue, directCommandQueue);
- }
- DXBuffer* DirectX12::createVertexBuffer()
- {
- return new DX12VertexBuffer(
- sizeof(Vertex3D), device, copyCommandQueue, directCommandQueue);
- }
- DXBuffer* DirectX12::createStructuredBuffer(int eSize)
- {
- throw "Sorry, support for structured buffers will come eventualy"; // TODO:
- // support
- // structured
- // buffers
- }
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