DX11GraphicsApi.cpp 34 KB

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  1. #include "GraphicsApi.h"
  2. #include "TexturModel.h"
  3. #include "TexturList.h"
  4. #include "Bild.h"
  5. #include "Fenster.h"
  6. #include "Shader.h"
  7. #include "DXBuffer.h"
  8. #include "Textur.h"
  9. #include "Globals.h"
  10. #include "DLLRegister.h"
  11. #include "UIVertexShader.h"
  12. #include "UIPixelShader.h"
  13. #include "Kam3D.h"
  14. #include "Welt3D.h"
  15. #include <d3d11.h>
  16. #include <dxgi1_5.h>
  17. using namespace Framework;
  18. DirectX11::DirectX11()
  19. : GraphicsApi( DIRECTX11 ),
  20. d3d11Device( 0 ),
  21. d3d11Context( 0 ),
  22. d3d11SpawChain( 0 ),
  23. uiTextur( 0 ),
  24. vertexShader( 0 ),
  25. pixelShader( 0 ),
  26. sampleState( 0 ),
  27. rtview( 0 ),
  28. dsView( 0 ),
  29. depthStencilBuffer( 0 ),
  30. depthStencilState( 0 ),
  31. depthDisabledStencilState( 0 ),
  32. blendStateAlphaBlend( 0 ),
  33. vp( 0 ),
  34. texturModel( new TexturModel() ),
  35. texturRegister( new TexturList() ),
  36. texturRS( 0 ),
  37. meshRS( 0 ),
  38. defaultTextur( 0 ),
  39. diffuseLights( 0 ),
  40. pointLights( 0 ),
  41. vertexBuffer( 0 ),
  42. indexBuffer( 0 )
  43. {}
  44. DirectX11::~DirectX11()
  45. {
  46. if( vertexBuffer )
  47. vertexBuffer->release();
  48. if( indexBuffer )
  49. indexBuffer->release();
  50. if( diffuseLights )
  51. diffuseLights->release();
  52. if( pointLights )
  53. pointLights->release();
  54. if( defaultTextur )
  55. defaultTextur->release();
  56. if( texturRS )
  57. texturRS->Release();
  58. if( meshRS )
  59. meshRS->Release();
  60. texturModel->release();
  61. texturRegister->release();
  62. if( blendStateAlphaBlend )
  63. {
  64. blendStateAlphaBlend->Release();
  65. blendStateAlphaBlend = NULL;
  66. }
  67. if( uiTextur )
  68. {
  69. uiTextur->release();
  70. uiTextur = NULL;
  71. }
  72. if( sampleState )
  73. {
  74. sampleState->Release();
  75. sampleState = NULL;
  76. }
  77. if( pixelShader )
  78. {
  79. pixelShader->release();
  80. pixelShader = NULL;
  81. }
  82. if( vertexShader )
  83. {
  84. vertexShader->release();
  85. vertexShader = NULL;
  86. }
  87. if( depthDisabledStencilState )
  88. {
  89. depthDisabledStencilState->Release();
  90. depthDisabledStencilState = NULL;
  91. }
  92. delete vp;
  93. vp = 0;
  94. if( dsView )
  95. {
  96. dsView->Release();
  97. dsView = NULL;
  98. }
  99. if( depthStencilState )
  100. {
  101. depthStencilState->Release();
  102. depthStencilState = NULL;
  103. }
  104. if( depthStencilBuffer )
  105. {
  106. depthStencilBuffer->Release();
  107. depthStencilBuffer = NULL;
  108. }
  109. if( rtview )
  110. {
  111. rtview->Release();
  112. rtview = NULL;
  113. }
  114. if( d3d11SpawChain )
  115. {
  116. d3d11SpawChain->Release();
  117. d3d11SpawChain = NULL;
  118. }
  119. if( d3d11Device )
  120. {
  121. d3d11Device->Release();
  122. d3d11Device = NULL;
  123. }
  124. if( d3d11Context )
  125. {
  126. d3d11Context->Release();
  127. d3d11Context = NULL;
  128. getDLLRegister()->releaseDLL( "d3d11.dll" );
  129. }
  130. }
  131. typedef HRESULT( __stdcall *D3D11CreateDeviceAndSwapChainFunction )( IDXGIAdapter *, D3D_DRIVER_TYPE,
  132. HMODULE, UINT, const D3D_FEATURE_LEVEL *,
  133. UINT, UINT, const DXGI_SWAP_CHAIN_DESC *,
  134. IDXGISwapChain **, ID3D11Device **,
  135. D3D_FEATURE_LEVEL *, ID3D11DeviceContext ** );
  136. void DirectX11::initialize( WFenster *fenster, Vec2<int> backBufferSize, bool fullScreen )
  137. {
  138. if( d3d11Device )
  139. return GraphicsApi::initialize( fenster, backBufferSize, fullScreen );
  140. GraphicsApi::initialize( fenster, backBufferSize, fullScreen );
  141. //--------------------------------------------------------------------
  142. // Create Device
  143. HINSTANCE dll = getDLLRegister()->ladeDLL( "d3d11.dll", "d3d11.dll" );
  144. if( !dll )
  145. {
  146. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht gefunden werden." ), MB_ICONERROR );
  147. return;
  148. }
  149. D3D11CreateDeviceAndSwapChainFunction createDeviceAndSwapChain = (D3D11CreateDeviceAndSwapChainFunction)GetProcAddress( dll, "D3D11CreateDeviceAndSwapChain" );
  150. if( !createDeviceAndSwapChain )
  151. {
  152. getDLLRegister()->releaseDLL( "d3d11.dll" );
  153. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt D3D11CreateDeviceAndSwapChain fon DirectX 11 konnte nicht gefunden werden." ), MB_ICONERROR );
  154. return;
  155. }
  156. // create a struct to hold information about the swap chain
  157. DXGI_SWAP_CHAIN_DESC scd;
  158. // clear out the struct for use
  159. ZeroMemory( &scd, sizeof( DXGI_SWAP_CHAIN_DESC ) );
  160. scd.Windowed = !fullScreen;
  161. scd.BufferCount = 2;
  162. scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  163. scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  164. scd.SampleDesc.Count = 1; //multisampling setting
  165. scd.SampleDesc.Quality = 0; //vendor-specific flag
  166. scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  167. scd.OutputWindow = fenster ? fenster->getFensterHandle() : 0;
  168. scd.BufferDesc.Width = this->backBufferSize.x;
  169. scd.BufferDesc.Height = this->backBufferSize.y; // windowed/full-screen mode
  170. D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
  171. D3D_FEATURE_LEVEL support = D3D_FEATURE_LEVEL_11_0;
  172. // create a device, device context and swap chain using the information in the scd struct
  173. UINT flag = 0;
  174. #ifdef _DEBUG
  175. flag |= D3D11_CREATE_DEVICE_DEBUG;
  176. #endif
  177. HRESULT result = createDeviceAndSwapChain( NULL,
  178. D3D_DRIVER_TYPE_HARDWARE,
  179. NULL,
  180. flag,
  181. &featureLevel,
  182. 1,
  183. D3D11_SDK_VERSION,
  184. &scd,
  185. &d3d11SpawChain,
  186. &d3d11Device,
  187. &support,
  188. &d3d11Context );
  189. if( result != S_OK )
  190. {
  191. getDLLRegister()->releaseDLL( "d3d11.dll" );
  192. std::cout << "ERROR: D3D11CreateDeviceAndSwapChain returned " << result << "\n";
  193. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  194. return;
  195. }
  196. ID3D11Texture2D *backBufferPtr;
  197. // Get the pointer to the back buffer.
  198. result = d3d11SpawChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (LPVOID *)&backBufferPtr );
  199. if( result != S_OK )
  200. {
  201. std::cout << "ERROR: d3d11SpawChain->GetBuffer returned " << result << "\n";
  202. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  203. return;
  204. }
  205. vp = new D3D11_VIEWPORT();
  206. memset( vp, 0, sizeof( D3D11_VIEWPORT ) );
  207. vp->Width = (float)this->backBufferSize.x;
  208. vp->Height = (float)this->backBufferSize.y;
  209. vp->MinDepth = 0.0f;
  210. vp->MaxDepth = 1.0f;
  211. d3d11Context->RSSetViewports( 1, vp );
  212. // Create the render target view with the back buffer pointer.
  213. result = d3d11Device->CreateRenderTargetView( backBufferPtr, NULL, &rtview );
  214. if( result != S_OK )
  215. {
  216. std::cout << "ERROR: d3d11Device->CreateRenderTargetView returned " << result << "\n";
  217. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  218. return;
  219. }
  220. // Release pointer to the back buffer as we no longer need it.
  221. backBufferPtr->Release();
  222. // Initialize the description of the depth buffer.
  223. D3D11_TEXTURE2D_DESC depthBufferDesc;
  224. ZeroMemory( &depthBufferDesc, sizeof( depthBufferDesc ) );
  225. // Set up the description of the depth buffer.
  226. depthBufferDesc.Width = this->backBufferSize.x;
  227. depthBufferDesc.Height = this->backBufferSize.y;
  228. depthBufferDesc.MipLevels = 1;
  229. depthBufferDesc.ArraySize = 1;
  230. depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  231. depthBufferDesc.SampleDesc.Count = 1;
  232. depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
  233. depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  234. // Create the texture for the depth buffer using the filled out description.
  235. result = d3d11Device->CreateTexture2D( &depthBufferDesc, NULL, &depthStencilBuffer );
  236. if( result != S_OK )
  237. {
  238. std::cout << "ERROR: d3d11Device->CreateTexture2D returned " << result << "\n";
  239. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  240. return;
  241. }
  242. // Initialize the description of the stencil state.
  243. D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
  244. ZeroMemory( &depthStencilDesc, sizeof( depthStencilDesc ) );
  245. // Set up the description of the stencil state.
  246. depthStencilDesc.DepthEnable = true;
  247. depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  248. depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
  249. depthStencilDesc.StencilEnable = true;
  250. depthStencilDesc.StencilReadMask = 0xFF;
  251. depthStencilDesc.StencilWriteMask = 0xFF;
  252. // Stencil operations if pixel is front-facing.
  253. depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  254. depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
  255. depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  256. depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  257. // Stencil operations if pixel is back-facing.
  258. depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  259. depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
  260. depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  261. depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  262. // Create the depth stencil state.
  263. result = d3d11Device->CreateDepthStencilState( &depthStencilDesc, &depthStencilState );
  264. if( result != S_OK )
  265. {
  266. std::cout << "ERROR: d3d11Device->CreateDepthStencilState returned " << result << "\n";
  267. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  268. return;
  269. }
  270. d3d11Context->OMSetDepthStencilState( depthStencilState, 1 );
  271. // Initialize the depth stencil view.
  272. D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
  273. ZeroMemory( &depthStencilViewDesc, sizeof( depthStencilViewDesc ) );
  274. // Set up the depth stencil view description.
  275. depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  276. depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  277. // Create the depth stencil view.
  278. result = d3d11Device->CreateDepthStencilView( depthStencilBuffer, &depthStencilViewDesc, &dsView );
  279. if( result != S_OK )
  280. {
  281. std::cout << "ERROR: d3d11Device->CreateDepthStencilView returned " << result << "\n";
  282. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  283. return;
  284. }
  285. d3d11Context->OMSetRenderTargets( 1, &rtview, dsView );
  286. D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
  287. // Clear the second depth stencil state before setting the parameters.
  288. ZeroMemory( &depthDisabledStencilDesc, sizeof( depthDisabledStencilDesc ) );
  289. // Now create a second depth stencil state which turns off the Z buffer for 2D rendering. The only difference is
  290. // that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
  291. depthDisabledStencilDesc.DepthEnable = false;
  292. depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  293. depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
  294. depthDisabledStencilDesc.StencilEnable = true;
  295. depthDisabledStencilDesc.StencilReadMask = 0xFF;
  296. depthDisabledStencilDesc.StencilWriteMask = 0xFF;
  297. depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  298. depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
  299. depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  300. depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  301. depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  302. depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
  303. depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  304. depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  305. // Create the state using the device.
  306. result = d3d11Device->CreateDepthStencilState( &depthDisabledStencilDesc, &depthDisabledStencilState );
  307. if( result != S_OK )
  308. {
  309. std::cout << "ERROR: d3d11Device->CreateDepthStencilState returned " << result << "\n";
  310. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  311. return;
  312. }
  313. //-------------------------------------------------
  314. // Shaders
  315. vertexShader = new DX11VertexShader( d3d11Device, d3d11Context );
  316. vertexShader->setCompiledByteArray( (unsigned char *)UIVertexShader, sizeof( UIVertexShader ) );
  317. pixelShader = new DX11PixelShader( d3d11Device, d3d11Context );
  318. pixelShader->setCompiledByteArray( (unsigned char *)UIPixelShader, sizeof( UIPixelShader ) );
  319. D3D11_INPUT_ELEMENT_DESC polygonLayout[ 4 ];
  320. // Create the vertex input layout description.
  321. // This setup needs to match the VertexType stucture in the ModelClass and in the shader.
  322. polygonLayout[ 0 ].SemanticName = "POSITION";
  323. polygonLayout[ 0 ].SemanticIndex = 0;
  324. polygonLayout[ 0 ].Format = DXGI_FORMAT_R32G32B32_FLOAT;
  325. polygonLayout[ 0 ].InputSlot = 0;
  326. polygonLayout[ 0 ].AlignedByteOffset = 0;
  327. polygonLayout[ 0 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  328. polygonLayout[ 0 ].InstanceDataStepRate = 0;
  329. polygonLayout[ 1 ].SemanticName = "TEXCOORD";
  330. polygonLayout[ 1 ].SemanticIndex = 0;
  331. polygonLayout[ 1 ].Format = DXGI_FORMAT_R32G32_FLOAT;
  332. polygonLayout[ 1 ].InputSlot = 0;
  333. polygonLayout[ 1 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  334. polygonLayout[ 1 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  335. polygonLayout[ 1 ].InstanceDataStepRate = 0;
  336. polygonLayout[ 2 ].SemanticName = "NORMAL";
  337. polygonLayout[ 2 ].SemanticIndex = 0;
  338. polygonLayout[ 2 ].Format = DXGI_FORMAT_R32G32B32_FLOAT;
  339. polygonLayout[ 2 ].InputSlot = 0;
  340. polygonLayout[ 2 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  341. polygonLayout[ 2 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  342. polygonLayout[ 2 ].InstanceDataStepRate = 0;
  343. polygonLayout[ 3 ].SemanticName = "KNOCHEN_ID";
  344. polygonLayout[ 3 ].SemanticIndex = 0;
  345. polygonLayout[ 3 ].Format = DXGI_FORMAT_R32_UINT;
  346. polygonLayout[ 3 ].InputSlot = 0;
  347. polygonLayout[ 3 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  348. polygonLayout[ 3 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  349. polygonLayout[ 3 ].InstanceDataStepRate = 0;
  350. vertexShader->erstelleInputLayout( polygonLayout, 4 );
  351. vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * MAX_KNOCHEN_ANZ, 0 ); // matrizen für skelett annimationen
  352. vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * 2, 1 ); // View and Projection Matrix
  353. pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 0 ); // Kamera Position
  354. pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 1 ); // materialkonstanten nach phong model
  355. pixelShader->erstelleConstBuffer( sizeof( int ) * 2, 2 ); // materialkonstanten nach phong model
  356. // TODO: Remove Following Test Code
  357. int lc[] = { 0, 0 };
  358. pixelShader->füllConstBuffer( (char *)lc, 2, sizeof( int ) * 2 );
  359. // Create a texture sampler state description.
  360. D3D11_SAMPLER_DESC samplerDesc;
  361. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  362. samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  363. samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  364. samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  365. samplerDesc.MipLODBias = 0.0f;
  366. samplerDesc.MaxAnisotropy = 1;
  367. samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  368. samplerDesc.BorderColor[ 0 ] = 0;
  369. samplerDesc.BorderColor[ 1 ] = 0;
  370. samplerDesc.BorderColor[ 2 ] = 0;
  371. samplerDesc.BorderColor[ 3 ] = 0;
  372. samplerDesc.MinLOD = 0;
  373. samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
  374. // Create the texture sampler state.
  375. result = d3d11Device->CreateSamplerState( &samplerDesc, &sampleState );
  376. if( result != S_OK )
  377. {
  378. std::cout << "ERROR: d3d11Device->CreateSamplerState returned " << result << "\n";
  379. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  380. return;
  381. }
  382. //---------------------------------------------------------------
  383. // Framework Backbuffer Texture
  384. Bild *renderB = new Bild( 1 );
  385. renderB->setAlpha3D( 1 );
  386. renderB->neuBild( this->backBufferSize.x, this->backBufferSize.y, 0 );
  387. uiTextur = createOrGetTextur( "_f_Render_Bild", renderB );
  388. texturModel->setSize( this->backBufferSize );
  389. texturModel->setTextur( dynamic_cast<Textur *>( uiTextur->getThis() ) );
  390. D3D11_BLEND_DESC blendState;
  391. ZeroMemory( &blendState, sizeof( D3D11_BLEND_DESC ) );
  392. blendState.AlphaToCoverageEnable = false;
  393. blendState.IndependentBlendEnable = false;
  394. blendState.RenderTarget[ 0 ].BlendEnable = true;
  395. blendState.RenderTarget[ 0 ].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  396. blendState.RenderTarget[ 0 ].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  397. blendState.RenderTarget[ 0 ].BlendOp = D3D11_BLEND_OP_ADD;
  398. blendState.RenderTarget[ 0 ].SrcBlendAlpha = D3D11_BLEND_ZERO;
  399. blendState.RenderTarget[ 0 ].DestBlendAlpha = D3D11_BLEND_ONE;
  400. blendState.RenderTarget[ 0 ].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  401. blendState.RenderTarget[ 0 ].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  402. d3d11Device->CreateBlendState( &blendState, &blendStateAlphaBlend );
  403. d3d11Context->OMSetBlendState( blendStateAlphaBlend, 0, 0xFFFFFFFF );
  404. // Setup Render Objekt
  405. vertexShader->benutzeShader();
  406. d3d11Context->PSSetSamplers( 0, 1, &sampleState );
  407. pixelShader->benutzeShader();
  408. D3D11_RASTERIZER_DESC rasterDesc;
  409. ZeroMemory( &rasterDesc, sizeof( rasterDesc ) );
  410. rasterDesc.AntialiasedLineEnable = false;
  411. rasterDesc.CullMode = D3D11_CULL_BACK;
  412. rasterDesc.DepthBiasClamp = 0.0f;
  413. rasterDesc.DepthClipEnable = true;
  414. rasterDesc.FillMode = D3D11_FILL_SOLID;
  415. rasterDesc.FrontCounterClockwise = false;
  416. rasterDesc.MultisampleEnable = false;
  417. rasterDesc.ScissorEnable = false;
  418. rasterDesc.SlopeScaledDepthBias = 0.0f;
  419. d3d11Device->CreateRasterizerState( &rasterDesc, &texturRS );
  420. ZeroMemory( &rasterDesc, sizeof( rasterDesc ) );
  421. rasterDesc.AntialiasedLineEnable = false;
  422. rasterDesc.CullMode = D3D11_CULL_BACK;
  423. rasterDesc.DepthBiasClamp = 0.0f;
  424. rasterDesc.DepthClipEnable = true;
  425. rasterDesc.FillMode = D3D11_FILL_WIREFRAME;
  426. rasterDesc.FrontCounterClockwise = false;
  427. rasterDesc.MultisampleEnable = false;
  428. rasterDesc.ScissorEnable = false;
  429. rasterDesc.SlopeScaledDepthBias = 0.0f;
  430. d3d11Device->CreateRasterizerState( &rasterDesc, &meshRS );
  431. d3d11Context->RSSetState( texturRS );
  432. Bild *b = new Bild();
  433. b->neuBild( 10, 10, 0xFFFFFFFF );
  434. defaultTextur = createOrGetTextur( "_default_textur", b );
  435. vertexBuffer = new DX11Buffer( sizeof( Vertex3D ), d3d11Device, d3d11Context, D3D11_BIND_VERTEX_BUFFER );
  436. indexBuffer = new DX11Buffer( sizeof( int ), d3d11Device, d3d11Context, D3D11_BIND_INDEX_BUFFER );
  437. diffuseLights = new DX11StructuredBuffer( sizeof( DiffuseLight ), d3d11Device, d3d11Context );
  438. pointLights = new DX11StructuredBuffer( sizeof( PointLight ), d3d11Device, d3d11Context );
  439. }
  440. void DirectX11::update()
  441. {
  442. if( pointLights )
  443. pointLights = (DX11StructuredBuffer *)pointLights->release();
  444. if( diffuseLights )
  445. diffuseLights = (DX11StructuredBuffer *)diffuseLights->release();
  446. if( vertexBuffer )
  447. vertexBuffer = (DX11Buffer *)vertexBuffer->release();
  448. if( indexBuffer )
  449. indexBuffer = (DX11Buffer *)indexBuffer->release();
  450. if( texturRS )
  451. {
  452. texturRS->Release();
  453. texturRS = NULL;
  454. }
  455. if( meshRS )
  456. {
  457. meshRS->Release();
  458. meshRS = NULL;
  459. }
  460. texturRegister->leeren();
  461. if( defaultTextur )
  462. defaultTextur = (Textur *)defaultTextur->release();
  463. if( blendStateAlphaBlend )
  464. {
  465. blendStateAlphaBlend->Release();
  466. blendStateAlphaBlend = NULL;
  467. }
  468. if( uiTextur )
  469. {
  470. uiTextur->release();
  471. uiTextur = NULL;
  472. }
  473. if( sampleState )
  474. {
  475. sampleState->Release();
  476. sampleState = NULL;
  477. }
  478. if( pixelShader )
  479. {
  480. pixelShader->release();
  481. pixelShader = NULL;
  482. }
  483. if( vertexShader )
  484. {
  485. vertexShader->release();
  486. vertexShader = NULL;
  487. }
  488. if( depthDisabledStencilState )
  489. {
  490. depthDisabledStencilState->Release();
  491. depthDisabledStencilState = NULL;
  492. }
  493. delete vp;
  494. vp = 0;
  495. if( dsView )
  496. {
  497. dsView->Release();
  498. dsView = NULL;
  499. }
  500. if( depthStencilState )
  501. {
  502. depthStencilState->Release();
  503. depthStencilState = NULL;
  504. }
  505. if( depthStencilBuffer )
  506. {
  507. depthStencilBuffer->Release();
  508. depthStencilBuffer = NULL;
  509. }
  510. if( rtview )
  511. {
  512. rtview->Release();
  513. rtview = NULL;
  514. }
  515. if( d3d11SpawChain )
  516. {
  517. d3d11SpawChain->Release();
  518. d3d11SpawChain = NULL;
  519. }
  520. if( d3d11Device )
  521. {
  522. d3d11Device->Release();
  523. d3d11Device = NULL;
  524. }
  525. if( d3d11Context )
  526. {
  527. d3d11Context->Release();
  528. d3d11Context = NULL;
  529. }
  530. initialize( dynamic_cast<WFenster *>( fenster->getThis() ), backBufferSize, fullScreen );
  531. }
  532. void DirectX11::beginFrame( bool fill2D, bool fill3D, int fillColor )
  533. {
  534. if( fill2D )
  535. uiTextur->zBild()->setFarbe( fillColor );
  536. if( fill3D || true )
  537. {
  538. float color[ 4 ];
  539. // Setup the color to clear the buffer.
  540. color[ 0 ] = ( ( fillColor >> 16 ) & 0xFF ) / 255.f; // R
  541. color[ 1 ] = ( ( fillColor >> 8 ) & 0xFF ) / 255.f; // G
  542. color[ 2 ] = ( fillColor & 0xFF ) / 255.f; // B
  543. color[ 3 ] = ( ( fillColor >> 24 ) & 0xFF ) / 255.f; // A
  544. d3d11Context->ClearRenderTargetView( rtview, color );
  545. }
  546. // Clear the depth buffer.
  547. d3d11Context->ClearDepthStencilView( dsView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0 );
  548. // Bind the render target view and depth stencil buffer to the output render pipeline.
  549. d3d11Context->OMSetRenderTargets( 1, &rtview, dsView );
  550. // Set the depth stencil state.
  551. d3d11Context->OMSetDepthStencilState( depthStencilState, 1 );
  552. }
  553. void DirectX11::renderObject( Model3D *zObj )
  554. {
  555. vertexBuffer->setData( (void *)zObj->zVertexBuffer() );
  556. vertexBuffer->setLength( sizeof( Vertex3D ) * zObj->getVertexAnzahl() );
  557. vertexBuffer->copieren();
  558. Mat4< float > trans = Mat4< float >::identity();
  559. int anz = zObj->errechneMatrizen( trans, matrixBuffer );
  560. if( vertexShader )
  561. vertexShader->füllConstBuffer( (char *)matrixBuffer, 0, sizeof( Mat4< float > ) * anz );
  562. float matirialBuffer[ 3 ]; // light factors (phong model)
  563. matirialBuffer[ 0 ] = zObj->getAmbientFactor();
  564. matirialBuffer[ 1 ] = zObj->getDiffusFactor();
  565. matirialBuffer[ 2 ] = zObj->getSpecularFactor();
  566. if( pixelShader )
  567. pixelShader->füllConstBuffer( (char *)matirialBuffer, 1, sizeof( float ) * 3 );
  568. unsigned int offset = 0;
  569. unsigned int es = (unsigned)vertexBuffer->getElementLength();
  570. ID3D11Buffer *vBuffer = vertexBuffer->zBuffer();
  571. d3d11Context->IASetVertexBuffers( 0, 1, &vBuffer, &es, &offset );
  572. Model3DTextur *zTextur = zObj->zTextur();
  573. int ind = 0;
  574. for( auto i = zObj->zModelData()->getPolygons(); i; i++ )
  575. {
  576. indexBuffer->setData( i->indexList );
  577. indexBuffer->setLength( sizeof( int ) * i->indexAnz );
  578. indexBuffer->copieren();
  579. Textur *t = zTextur->zPolygonTextur( ind );
  580. if( t && t->brauchtUpdate() )
  581. t->updateTextur();
  582. DXGI_FORMAT f = DXGI_FORMAT_R32_UINT;
  583. if( indexBuffer->getElementLength() == 2 )
  584. f = DXGI_FORMAT_R16_UINT;
  585. if( indexBuffer->getElementLength() == 1 )
  586. f = DXGI_FORMAT_R8_UINT;
  587. d3d11Context->IASetIndexBuffer( indexBuffer->zBuffer(), f, 0 );
  588. d3d11Context->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
  589. if( t )
  590. {
  591. ID3D11ShaderResourceView *v[ 3 ];
  592. v[ 0 ] = *(DX11Textur *)t;
  593. v[ 1 ] = *diffuseLights;
  594. v[ 2 ] = *pointLights;
  595. d3d11Context->PSSetShaderResources( 0, 3, v );
  596. d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0 );
  597. }
  598. else
  599. {
  600. d3d11Context->RSSetState( meshRS );
  601. ID3D11ShaderResourceView *v[ 3 ];
  602. v[ 0 ] = *(DX11Textur *)defaultTextur;
  603. v[ 1 ] = *diffuseLights;
  604. v[ 2 ] = *pointLights;
  605. d3d11Context->PSSetShaderResources( 0, 3, v );
  606. d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0 );
  607. d3d11Context->RSSetState( texturRS );
  608. }
  609. ind++;
  610. }
  611. }
  612. // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss
  613. // pos: Der Mittelpunkt der Kugel
  614. // radius: Der Radius der Kugel
  615. // 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
  616. bool DirectX11::isInFrustrum( const Vec3< float > &pos, float radius, float *dist ) const
  617. {
  618. for( int i = 0; i < 6; i++ )
  619. {
  620. if( frustrum[ i ] * pos + radius < 0 )
  621. return 0;
  622. }
  623. if( dist )
  624. *dist = kamPos.abstand( pos );
  625. return 1;
  626. }
  627. void DirectX11::renderKamera( Kam3D *zKamera )
  628. {
  629. d3d11Context->RSSetViewports( 1, (D3D11_VIEWPORT *)zKamera->zViewPort() );
  630. Mat4< float > tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix();
  631. frustrum[ 0 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 0 ][ 0 ];
  632. frustrum[ 0 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 0 ][ 1 ];
  633. frustrum[ 0 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 0 ][ 2 ];
  634. frustrum[ 0 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 0 ][ 3 ];
  635. frustrum[ 1 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 0 ][ 0 ];
  636. frustrum[ 1 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 0 ][ 1 ];
  637. frustrum[ 1 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 0 ][ 2 ];
  638. frustrum[ 1 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 0 ][ 3 ];
  639. frustrum[ 2 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 1 ][ 0 ];
  640. frustrum[ 2 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 1 ][ 1 ];
  641. frustrum[ 2 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 1 ][ 2 ];
  642. frustrum[ 2 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 1 ][ 3 ];
  643. frustrum[ 3 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 1 ][ 0 ];
  644. frustrum[ 3 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 1 ][ 1 ];
  645. frustrum[ 3 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 1 ][ 2 ];
  646. frustrum[ 3 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 1 ][ 3 ];
  647. frustrum[ 4 ].x = tmp.elements[ 2 ][ 0 ];
  648. frustrum[ 4 ].y = tmp.elements[ 2 ][ 1 ];
  649. frustrum[ 4 ].z = tmp.elements[ 2 ][ 2 ];
  650. frustrum[ 4 ].w = tmp.elements[ 2 ][ 3 ];
  651. frustrum[ 5 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 2 ][ 0 ];
  652. frustrum[ 5 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 2 ][ 1 ];
  653. frustrum[ 5 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 2 ][ 2 ];
  654. frustrum[ 5 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 2 ][ 3 ];
  655. for( int i = 0; i < 6; i++ )
  656. frustrum[ i ].normalize();
  657. viewAndProj[ 0 ] = zKamera->getViewMatrix();
  658. viewAndProj[ 1 ] = zKamera->getProjectionMatrix();
  659. kamPos = zKamera->getWorldPosition();
  660. if( vertexShader )
  661. vertexShader->füllConstBuffer( (char *)viewAndProj, 1, sizeof( Mat4< float > ) * 2 );
  662. if( pixelShader )
  663. pixelShader->füllConstBuffer( (char *)&kamPos, 0, sizeof( float ) * 3 );
  664. Welt3D *w = zKamera->zWelt();
  665. w->lock();
  666. int lc[] = { w->getDiffuseLightCount(), w->getPointLightCount() };
  667. pixelShader->füllConstBuffer( (char *)lc, 2, sizeof( int ) * 2 );
  668. w->copyLight( diffuseLights, pointLights );
  669. int alphaAnzahl = 0;
  670. int maxDist = 0;
  671. int minDist = 0x7FFFFFFF;
  672. for( auto obj = w->getMembers(); obj; obj++ )
  673. {
  674. float dist;
  675. if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) )
  676. {
  677. if( (int)dist > maxDist )
  678. maxDist = (int)dist;
  679. if( (int)dist < minDist )
  680. minDist = (int)dist;
  681. if( obj->hatAlpha() )
  682. alphaAnzahl++;
  683. else
  684. renderObject( obj._ );
  685. }
  686. }
  687. maxDist++;
  688. if( alphaAnzahl )
  689. {
  690. int size = maxDist - minDist;
  691. int *index = new int[ size ];
  692. memset( index, 0, size * 4 );
  693. Model3D **sorted = new Model3D * [ size * alphaAnzahl ];
  694. for( auto obj = w->getMembers(); obj; obj++ )
  695. {
  696. float dist;
  697. if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) )
  698. {
  699. if( obj->hatAlpha() )
  700. {
  701. int pos = (int)dist - minDist;
  702. sorted[ pos * alphaAnzahl + index[ pos ]++ ] = obj._;
  703. }
  704. }
  705. }
  706. for( int i = 0; i < size; i++ )
  707. {
  708. for( int j = 0; j < index[ i ]; j++ )
  709. {
  710. renderObject( sorted[ i * alphaAnzahl + j ] );
  711. }
  712. }
  713. delete[] index;
  714. delete[] sorted;
  715. }
  716. w->unlock();
  717. }
  718. void DirectX11::presentFrame()
  719. {
  720. // Set the depth stencil state.
  721. d3d11Context->OMSetDepthStencilState( depthDisabledStencilState, 1 );
  722. uiTextur->updateTextur();
  723. d3d11Context->RSSetViewports( 1, vp );
  724. float screenAspect = (float)backBufferSize.x / (float)backBufferSize.y;
  725. Mat4< float > view = view.translation( Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f ) );
  726. viewAndProj[ 0 ] = view;
  727. viewAndProj[ 1 ] = view.projektion( (float)PI / 4.0f, screenAspect, 0.1f, 10000.f );
  728. kamPos = Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f );
  729. if( vertexShader )
  730. vertexShader->füllConstBuffer( (char *)viewAndProj, 1, sizeof( Mat4< float > ) * 2 );
  731. if( pixelShader )
  732. pixelShader->füllConstBuffer( (char *)&kamPos, 0, sizeof( float ) * 3 );
  733. if( fenster && !IsIconic( fenster->getFensterHandle() ) )
  734. renderObject( texturModel );
  735. HRESULT result = d3d11SpawChain->Present( 0, 0 );
  736. if( !SUCCEEDED( result ) )
  737. {
  738. update();
  739. WMessageBox( fenster ? fenster->getFensterHandle() : 0, new Text( "Fehler" ), new Text( "Es ist ein Fehler beim rendern aufgetreten." ), MB_ICONERROR );
  740. }
  741. }
  742. Bild *DirectX11::zUIRenderBild() const
  743. {
  744. return uiTextur->zBild();
  745. }
  746. Textur *DirectX11::createOrGetTextur( const char *name, Bild *b )
  747. {
  748. if( !d3d11Device )
  749. {
  750. if( b )
  751. b->release();
  752. return 0;
  753. }
  754. if( texturRegister->hatTextur( name ) )
  755. {
  756. Textur *ret = texturRegister->getTextur( name );
  757. if( b )
  758. ret->setBildZ( b );
  759. return ret;
  760. }
  761. Textur *ret = new DX11Textur( d3d11Device, d3d11Context );
  762. if( b )
  763. ret->setBildZ( b );
  764. texturRegister->addTextur( dynamic_cast<Textur *>( ret->getThis() ), name );
  765. return ret;
  766. }
  767. typedef HRESULT( __stdcall *CreateDXGIFactory2Function )( UINT, REFIID, void ** );
  768. typedef HRESULT( __stdcall *D3D11CreateDeviceFunction )( IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT, D3D_FEATURE_LEVEL *,
  769. UINT, UINT, ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext ** );
  770. bool DirectX11::isAvailable()
  771. {
  772. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" );
  773. if( !dxgiDLL )
  774. return 0;
  775. HINSTANCE d3d11DLL = getDLLRegister()->ladeDLL( "d3d11.dll", "d3d11.dll" );
  776. if( !d3d11DLL )
  777. {
  778. getDLLRegister()->releaseDLL( "dxgi.dll" );
  779. return 0;
  780. }
  781. CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" );
  782. if( !createFactory )
  783. {
  784. getDLLRegister()->releaseDLL( "dxgi.dll" );
  785. getDLLRegister()->releaseDLL( "d3d11.dll" );
  786. return 0;
  787. }
  788. D3D11CreateDeviceFunction createDevice = (D3D11CreateDeviceFunction)GetProcAddress( d3d11DLL, "D3D11CreateDevice" );
  789. if( !createDevice )
  790. {
  791. getDLLRegister()->releaseDLL( "dxgi.dll" );
  792. getDLLRegister()->releaseDLL( "d3d11.dll" );
  793. return 0;
  794. }
  795. IDXGIFactory4 *factory;
  796. UINT createFactoryFlags = 0;
  797. #if defined(_DEBUG)
  798. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  799. #endif
  800. HRESULT res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)&factory );
  801. if( FAILED( res ) )
  802. {
  803. getDLLRegister()->releaseDLL( "dxgi.dll" );
  804. getDLLRegister()->releaseDLL( "d3d11.dll" );
  805. return 0;
  806. }
  807. int index = 0;
  808. UINT flag = 0;
  809. #ifdef _DEBUG
  810. flag |= D3D11_CREATE_DEVICE_DEBUG;
  811. #endif
  812. do
  813. {
  814. IDXGIAdapter1 *current;
  815. res = factory->EnumAdapters1( index++, &current );
  816. if( res == S_OK )
  817. {
  818. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  819. current->GetDesc1( &dxgiAdapterDesc1 );
  820. ID3D11Device *device = 0;
  821. ID3D11DeviceContext *context = 0;
  822. D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_11_0;
  823. if( ( dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE ) == 0 &&
  824. SUCCEEDED( createDevice( current, D3D_DRIVER_TYPE_UNKNOWN, 0, flag, &level, 1, D3D11_SDK_VERSION, &device, 0, &context ) ) )
  825. {
  826. context->Release();
  827. device->Release();
  828. current->Release();
  829. factory->Release();
  830. getDLLRegister()->releaseDLL( "dxgi.dll" );
  831. getDLLRegister()->releaseDLL( "d3d11.dll" );
  832. return 1;
  833. }
  834. current->Release();
  835. }
  836. } while( res != DXGI_ERROR_NOT_FOUND );
  837. factory->Release();
  838. getDLLRegister()->releaseDLL( "dxgi.dll" );
  839. getDLLRegister()->releaseDLL( "d3d11.dll" );
  840. return 0;
  841. }