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- #include "GraphicsApi.h"
- #include "TexturModel.h"
- #include "TexturList.h"
- #include "Bild.h"
- #include "Fenster.h"
- #include "Shader.h"
- #include "DXBuffer.h"
- #include "Textur.h"
- #include "Globals.h"
- #include "DLLRegister.h"
- #include "UIVertexShader.h"
- #include "UIPixelShader.h"
- #include "Kam3D.h"
- #include "Welt3D.h"
- #include <d3d11.h>
- #include <dxgi1_5.h>
- using namespace Framework;
- DirectX11::DirectX11()
- : GraphicsApi( DIRECTX11 ),
- d3d11Device( 0 ),
- d3d11Context( 0 ),
- d3d11SpawChain( 0 ),
- uiTextur( 0 ),
- vertexShader( 0 ),
- pixelShader( 0 ),
- sampleState( 0 ),
- rtview( 0 ),
- dsView( 0 ),
- depthStencilBuffer( 0 ),
- depthStencilState( 0 ),
- depthDisabledStencilState( 0 ),
- blendStateAlphaBlend( 0 ),
- vp( 0 ),
- texturModel( new TexturModel() ),
- texturRegister( new TexturList() ),
- texturRS( 0 ),
- meshRS( 0 ),
- defaultTextur( 0 ),
- diffuseLights( 0 ),
- pointLights( 0 ),
- vertexBuffer( 0 ),
- indexBuffer( 0 )
- {}
- DirectX11::~DirectX11()
- {
- if( vertexBuffer )
- vertexBuffer->release();
- if( indexBuffer )
- indexBuffer->release();
- if( diffuseLights )
- diffuseLights->release();
- if( pointLights )
- pointLights->release();
- if( defaultTextur )
- defaultTextur->release();
- if( texturRS )
- texturRS->Release();
- if( meshRS )
- meshRS->Release();
- texturModel->release();
- texturRegister->release();
- if( blendStateAlphaBlend )
- {
- blendStateAlphaBlend->Release();
- blendStateAlphaBlend = NULL;
- }
- if( uiTextur )
- {
- uiTextur->release();
- uiTextur = NULL;
- }
- if( sampleState )
- {
- sampleState->Release();
- sampleState = NULL;
- }
- if( pixelShader )
- {
- pixelShader->release();
- pixelShader = NULL;
- }
- if( vertexShader )
- {
- vertexShader->release();
- vertexShader = NULL;
- }
- if( depthDisabledStencilState )
- {
- depthDisabledStencilState->Release();
- depthDisabledStencilState = NULL;
- }
- delete vp;
- vp = 0;
- if( dsView )
- {
- dsView->Release();
- dsView = NULL;
- }
- if( depthStencilState )
- {
- depthStencilState->Release();
- depthStencilState = NULL;
- }
- if( depthStencilBuffer )
- {
- depthStencilBuffer->Release();
- depthStencilBuffer = NULL;
- }
- if( rtview )
- {
- rtview->Release();
- rtview = NULL;
- }
- if( d3d11SpawChain )
- {
- d3d11SpawChain->Release();
- d3d11SpawChain = NULL;
- }
- if( d3d11Device )
- {
- d3d11Device->Release();
- d3d11Device = NULL;
- }
- if( d3d11Context )
- {
- d3d11Context->Release();
- d3d11Context = NULL;
- getDLLRegister()->releaseDLL( "d3d11.dll" );
- }
- }
- typedef HRESULT( *D3D11CreateDeviceAndSwapChainFunction )( IDXGIAdapter *, D3D_DRIVER_TYPE,
- HMODULE, UINT, const D3D_FEATURE_LEVEL *,
- UINT, UINT, const DXGI_SWAP_CHAIN_DESC *,
- IDXGISwapChain **, ID3D11Device **,
- D3D_FEATURE_LEVEL *, ID3D11DeviceContext ** );
- void DirectX11::initialize( WFenster *fenster, Vec2<int> backBufferSize, bool fullScreen )
- {
- if( d3d11Device )
- return GraphicsApi::initialize( fenster, backBufferSize, fullScreen );
- GraphicsApi::initialize( fenster, backBufferSize, fullScreen );
- //--------------------------------------------------------------------
- // Create Device
- HINSTANCE dll = getDLLRegister()->ladeDLL( "d3d11.dll", "d3d11.dll" );
- if( !dll )
- {
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht gefunden werden." ), MB_ICONERROR );
- return;
- }
- D3D11CreateDeviceAndSwapChainFunction createDeviceAndSwapChain = (D3D11CreateDeviceAndSwapChainFunction)GetProcAddress( dll, "D3D11CreateDeviceAndSwapChain" );
- if( !createDeviceAndSwapChain )
- {
- getDLLRegister()->releaseDLL( "d3d11.dll" );
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt D3D11CreateDeviceAndSwapChain fon DirectX 11 konnte nicht gefunden werden." ), MB_ICONERROR );
- return;
- }
- // create a struct to hold information about the swap chain
- DXGI_SWAP_CHAIN_DESC scd;
- // clear out the struct for use
- ZeroMemory( &scd, sizeof( DXGI_SWAP_CHAIN_DESC ) );
- // 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 = !fullScreen;
- scd.BufferDesc.Width = this->backBufferSize.x;
- scd.BufferDesc.Height = this->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;
- 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
- HRESULT result = createDeviceAndSwapChain( NULL,
- D3D_DRIVER_TYPE_HARDWARE,
- NULL,
- flag,
- &featureLevel,
- 1,
- D3D11_SDK_VERSION,
- &scd,
- &d3d11SpawChain,
- &d3d11Device,
- &support,
- &d3d11Context );
- if( result != S_OK )
- {
- getDLLRegister()->releaseDLL( "d3d11.dll" );
- std::cout << "ERROR: D3D11CreateDeviceAndSwapChain returned " << result << "\n";
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
- return;
- }
- ID3D11Texture2D *backBufferPtr;
- // Get the pointer to the back buffer.
- result = d3d11SpawChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (LPVOID *)& backBufferPtr );
- if( result != S_OK )
- {
- std::cout << "ERROR: d3d11SpawChain->GetBuffer returned " << result << "\n";
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
- return;
- }
- // Create the render target view with the back buffer pointer.
- result = d3d11Device->CreateRenderTargetView( backBufferPtr, NULL, &rtview );
- if( result != S_OK )
- {
- std::cout << "ERROR: d3d11Device->CreateRenderTargetView returned " << result << "\n";
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
- return;
- }
- // Release pointer to the back buffer as we no longer need it.
- backBufferPtr->Release();
- // Initialize the description of the depth buffer.
- D3D11_TEXTURE2D_DESC depthBufferDesc;
- ZeroMemory( &depthBufferDesc, sizeof( depthBufferDesc ) );
- // Set up the description of the depth buffer.
- depthBufferDesc.Width = this->backBufferSize.x;
- depthBufferDesc.Height = this->backBufferSize.y;
- depthBufferDesc.MipLevels = 1;
- depthBufferDesc.ArraySize = 1;
- depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
- depthBufferDesc.SampleDesc.Count = 1;
- depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
- depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
- // Create the texture for the depth buffer using the filled out description.
- result = d3d11Device->CreateTexture2D( &depthBufferDesc, NULL, &depthStencilBuffer );
- if( result != S_OK )
- {
- std::cout << "ERROR: d3d11Device->CreateTexture2D returned " << result << "\n";
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
- return;
- }
- // Initialize the description of the stencil state.
- D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
- ZeroMemory( &depthStencilDesc, sizeof( depthStencilDesc ) );
- // Set up the description of the stencil state.
- depthStencilDesc.DepthEnable = true;
- depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
- depthStencilDesc.StencilEnable = true;
- depthStencilDesc.StencilReadMask = 0xFF;
- depthStencilDesc.StencilWriteMask = 0xFF;
- // Stencil operations if pixel is front-facing.
- depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
- depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- // Stencil operations if pixel is back-facing.
- depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
- depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- // Create the depth stencil state.
- result = d3d11Device->CreateDepthStencilState( &depthStencilDesc, &depthStencilState );
- if( result != S_OK )
- {
- std::cout << "ERROR: d3d11Device->CreateDepthStencilState returned " << result << "\n";
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
- return;
- }
- d3d11Context->OMSetDepthStencilState( depthStencilState, 1 );
- // Initialize the depth stencil view.
- D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
- ZeroMemory( &depthStencilViewDesc, sizeof( depthStencilViewDesc ) );
- // Set up the depth stencil view description.
- depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
- depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- // Create the depth stencil view.
- result = d3d11Device->CreateDepthStencilView( depthStencilBuffer, &depthStencilViewDesc, &dsView );
- if( result != S_OK )
- {
- std::cout << "ERROR: d3d11Device->CreateDepthStencilView returned " << result << "\n";
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
- return;
- }
- d3d11Context->OMSetRenderTargets( 1, &rtview, dsView );
- vp = new D3D11_VIEWPORT();
- memset( vp, 0, sizeof( D3D11_VIEWPORT ) );
- vp->Width = (float)this->backBufferSize.x;
- vp->Height = (float)this->backBufferSize.y;
- vp->MinDepth = 0.0f;
- vp->MaxDepth = 1.0f;
- 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 );
- if( result != S_OK )
- {
- std::cout << "ERROR: d3d11Device->CreateDepthStencilState returned " << result << "\n";
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
- return;
- }
- //-------------------------------------------------
- // Shaders
- vertexShader = new DX11VertexShader( d3d11Device, d3d11Context );
- vertexShader->setCompiledByteArray( (unsigned char *)UIVertexShader, sizeof( UIVertexShader ) );
- pixelShader = new DX11PixelShader( d3d11Device, d3d11Context );
- pixelShader->setCompiledByteArray( (unsigned char *)UIPixelShader, sizeof( UIPixelShader ) );
- D3D11_INPUT_ELEMENT_DESC polygonLayout[ 4 ];
- // Create the vertex input layout description.
- // This setup needs to match the VertexType stucture in the ModelClass and in the shader.
- polygonLayout[ 0 ].SemanticName = "POSITION";
- polygonLayout[ 0 ].SemanticIndex = 0;
- polygonLayout[ 0 ].Format = DXGI_FORMAT_R32G32B32_FLOAT;
- polygonLayout[ 0 ].InputSlot = 0;
- polygonLayout[ 0 ].AlignedByteOffset = 0;
- polygonLayout[ 0 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- polygonLayout[ 0 ].InstanceDataStepRate = 0;
- polygonLayout[ 1 ].SemanticName = "TEXCOORD";
- polygonLayout[ 1 ].SemanticIndex = 0;
- polygonLayout[ 1 ].Format = DXGI_FORMAT_R32G32_FLOAT;
- polygonLayout[ 1 ].InputSlot = 0;
- polygonLayout[ 1 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
- polygonLayout[ 1 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- polygonLayout[ 1 ].InstanceDataStepRate = 0;
- polygonLayout[ 2 ].SemanticName = "NORMAL";
- polygonLayout[ 2 ].SemanticIndex = 0;
- polygonLayout[ 2 ].Format = DXGI_FORMAT_R32G32B32_FLOAT;
- polygonLayout[ 2 ].InputSlot = 0;
- polygonLayout[ 2 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
- polygonLayout[ 2 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- polygonLayout[ 2 ].InstanceDataStepRate = 0;
- polygonLayout[ 3 ].SemanticName = "KNOCHEN_ID";
- polygonLayout[ 3 ].SemanticIndex = 0;
- polygonLayout[ 3 ].Format = DXGI_FORMAT_R32_UINT;
- polygonLayout[ 3 ].InputSlot = 0;
- polygonLayout[ 3 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
- polygonLayout[ 3 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- polygonLayout[ 3 ].InstanceDataStepRate = 0;
- vertexShader->erstelleInputLayout( polygonLayout, 4 );
- vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * MAX_KNOCHEN_ANZ, 0 ); // matrizen für skelett annimationen
- vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * 2, 1 ); // View and Projection Matrix
- pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 0 ); // Kamera Position
- pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 1 ); // materialkonstanten nach phong model
- pixelShader->erstelleConstBuffer( sizeof( int ) * 2, 2 ); // materialkonstanten nach phong model
- // TODO: Remove Following Test Code
- int lc[] = { 1, 6 };
- pixelShader->füllConstBuffer( (char *)lc, 2, sizeof( int ) * 2 );
- // Create a texture sampler state description.
- D3D11_SAMPLER_DESC samplerDesc;
- samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
- samplerDesc.MipLODBias = 0.0f;
- samplerDesc.MaxAnisotropy = 1;
- samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- samplerDesc.BorderColor[ 0 ] = 0;
- samplerDesc.BorderColor[ 1 ] = 0;
- samplerDesc.BorderColor[ 2 ] = 0;
- samplerDesc.BorderColor[ 3 ] = 0;
- samplerDesc.MinLOD = 0;
- samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
- // Create the texture sampler state.
- result = d3d11Device->CreateSamplerState( &samplerDesc, &sampleState );
- if( result != S_OK )
- {
- std::cout << "ERROR: d3d11Device->CreateSamplerState returned " << result << "\n";
- WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
- return;
- }
- //---------------------------------------------------------------
- // Framework Backbuffer Texture
- Bild *renderB = new Bild( 1 );
- renderB->setAlpha3D( 1 );
- renderB->neuBild( this->backBufferSize.x, this->backBufferSize.y, 0 );
- uiTextur = createOrGetTextur( "_f_Render_Bild", renderB );
- texturModel->setSize( this->backBufferSize );
- texturModel->setTextur( uiTextur->getThis() );
- D3D11_BLEND_DESC blendState;
- ZeroMemory( &blendState, sizeof( D3D11_BLEND_DESC ) );
- blendState.AlphaToCoverageEnable = false;
- blendState.IndependentBlendEnable = false;
- blendState.RenderTarget[ 0 ].BlendEnable = true;
- blendState.RenderTarget[ 0 ].SrcBlend = D3D11_BLEND_SRC_ALPHA;
- blendState.RenderTarget[ 0 ].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
- blendState.RenderTarget[ 0 ].BlendOp = D3D11_BLEND_OP_ADD;
- blendState.RenderTarget[ 0 ].SrcBlendAlpha = D3D11_BLEND_ZERO;
- blendState.RenderTarget[ 0 ].DestBlendAlpha = D3D11_BLEND_ONE;
- blendState.RenderTarget[ 0 ].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- blendState.RenderTarget[ 0 ].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- d3d11Device->CreateBlendState( &blendState, &blendStateAlphaBlend );
- d3d11Context->OMSetBlendState( blendStateAlphaBlend, 0, 0xFFFFFFFF );
- // Setup Render Objekt
- vertexShader->benutzeShader();
- d3d11Context->PSSetSamplers( 0, 1, &sampleState );
- pixelShader->benutzeShader();
- D3D11_RASTERIZER_DESC rasterDesc;
- ZeroMemory( &rasterDesc, sizeof( rasterDesc ) );
- rasterDesc.AntialiasedLineEnable = false;
- rasterDesc.CullMode = D3D11_CULL_BACK;
- rasterDesc.DepthBiasClamp = 0.0f;
- rasterDesc.DepthClipEnable = true;
- rasterDesc.FillMode = D3D11_FILL_SOLID;
- rasterDesc.FrontCounterClockwise = false;
- rasterDesc.MultisampleEnable = false;
- rasterDesc.ScissorEnable = false;
- rasterDesc.SlopeScaledDepthBias = 0.0f;
- d3d11Device->CreateRasterizerState( &rasterDesc, &texturRS );
- ZeroMemory( &rasterDesc, sizeof( rasterDesc ) );
- rasterDesc.AntialiasedLineEnable = false;
- rasterDesc.CullMode = D3D11_CULL_BACK;
- rasterDesc.DepthBiasClamp = 0.0f;
- rasterDesc.DepthClipEnable = true;
- rasterDesc.FillMode = D3D11_FILL_WIREFRAME;
- rasterDesc.FrontCounterClockwise = false;
- rasterDesc.MultisampleEnable = false;
- rasterDesc.ScissorEnable = false;
- rasterDesc.SlopeScaledDepthBias = 0.0f;
- d3d11Device->CreateRasterizerState( &rasterDesc, &meshRS );
- d3d11Context->RSSetState( texturRS );
- Bild *b = new Bild();
- b->neuBild( 10, 10, 0xFFFFFFFF );
- defaultTextur = createOrGetTextur( "_default_textur", b );
- vertexBuffer = new DX11Buffer( sizeof( Vertex3D ), d3d11Device, d3d11Context, D3D11_BIND_VERTEX_BUFFER );
- indexBuffer = new DX11Buffer( sizeof( int ), d3d11Device, d3d11Context, D3D11_BIND_INDEX_BUFFER );
- DiffuseLight dl[ 1 ];
- dl[ 0 ].direction = Vec3< float >( -0.5f, -0.5f, -0.5f ).normalize();
- dl[ 0 ].color = Vec3<float>( 1.f, 0.f, 0.f );
- diffuseLights = new DX11StructuredBuffer( sizeof( DiffuseLight ), d3d11Device, d3d11Context );
- diffuseLights->setData( dl );
- diffuseLights->setLength( sizeof( dl ) );
- diffuseLights->copieren();
- PointLight pl[ 6 ];
- pl[ 0 ].position = Vec3< float >( 0, 130, 0 );
- pl[ 0 ].color = Vec3< float >( 1.f, 1.f, 0.f );
- pl[ 0 ].radius = 100;
- pl[ 1 ].position = Vec3< float >( 150, 130, 0 );
- pl[ 1 ].color = Vec3< float >( 0.f, 1.f, 0.f );
- pl[ 1 ].radius = 100;
- pl[ 2 ].position = Vec3< float >( 150, 130, 150 );
- pl[ 2 ].color = Vec3< float >( 0.f, 0.f, 1.f );
- pl[ 2 ].radius = 100;
- pl[ 3 ].position = Vec3< float >( -150, 130, 0 );
- pl[ 3 ].color = Vec3< float >( 1.f, 0.f, 1.f );
- pl[ 3 ].radius = 100;
- pl[ 4 ].position = Vec3< float >( 0, 130, 150 );
- pl[ 4 ].color = Vec3< float >( 0.f, 1.f, 1.f );
- pl[ 4 ].radius = 100;
- pl[ 5 ].position = Vec3< float >( -150, 130, 150 );
- pl[ 5 ].color = Vec3< float >( 1.f, 0.f, 0.f );
- pl[ 5 ].radius = 100;
- pointLights = new DX11StructuredBuffer( sizeof( PointLight ), d3d11Device, d3d11Context );
- pointLights->setData( pl );
- pointLights->setLength( sizeof( pl ) * 6 );
- pointLights->copieren();
- }
- void DirectX11::update()
- {
- if( vertexBuffer )
- vertexBuffer = (DX11Buffer *)vertexBuffer->release();
- if( indexBuffer )
- indexBuffer = (DX11Buffer *)indexBuffer->release();
- if( texturRS )
- {
- texturRS->Release();
- texturRS = NULL;
- }
- if( meshRS )
- {
- meshRS->Release();
- meshRS = NULL;
- }
- texturRegister->leeren();
- if( defaultTextur )
- defaultTextur = defaultTextur->release();
- if( blendStateAlphaBlend )
- {
- blendStateAlphaBlend->Release();
- blendStateAlphaBlend = NULL;
- }
- if( uiTextur )
- {
- uiTextur->release();
- uiTextur = NULL;
- }
- if( sampleState )
- {
- sampleState->Release();
- sampleState = NULL;
- }
- if( pixelShader )
- {
- pixelShader->release();
- pixelShader = NULL;
- }
- if( vertexShader )
- {
- vertexShader->release();
- vertexShader = NULL;
- }
- if( depthDisabledStencilState )
- {
- depthDisabledStencilState->Release();
- depthDisabledStencilState = NULL;
- }
- delete vp;
- vp = 0;
- if( dsView )
- {
- dsView->Release();
- dsView = NULL;
- }
- if( depthStencilState )
- {
- depthStencilState->Release();
- depthStencilState = NULL;
- }
- if( depthStencilBuffer )
- {
- depthStencilBuffer->Release();
- depthStencilBuffer = NULL;
- }
- if( rtview )
- {
- rtview->Release();
- rtview = NULL;
- }
- if( d3d11SpawChain )
- {
- d3d11SpawChain->Release();
- d3d11SpawChain = NULL;
- }
- if( d3d11Device )
- {
- d3d11Device->Release();
- d3d11Device = NULL;
- }
- if( d3d11Context )
- {
- d3d11Context->Release();
- d3d11Context = NULL;
- }
- initialize( fenster->getThis(), backBufferSize, fullScreen );
- }
- void DirectX11::beginFrame( bool fill2D, bool fill3D, int fillColor )
- {
- 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
- 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 );
- }
- void DirectX11::renderObject( Model3D * zObj )
- {
- vertexBuffer->setData( (void *)zObj->zVertexBuffer() );
- vertexBuffer->setLength( sizeof( Vertex3D ) * zObj->getVertexAnzahl() );
- vertexBuffer->copieren();
- Mat4< float > trans = Mat4< float >::identity();
- int anz = zObj->errechneMatrizen( trans, matrixBuffer );
- if( vertexShader )
- vertexShader->füllConstBuffer( (char *)matrixBuffer, 0, sizeof( Mat4< float > ) * anz );
- float matirialBuffer[ 3 ]; // light factors (phong model)
- matirialBuffer[ 0 ] = zObj->getAmbientFactor();
- matirialBuffer[ 1 ] = zObj->getDiffusFactor();
- matirialBuffer[ 2 ] = zObj->getSpecularFactor();
- if( pixelShader )
- pixelShader->füllConstBuffer( (char *)matirialBuffer, 1, sizeof( float ) * 3 );
- unsigned int offset = 0;
- unsigned int es = (unsigned)vertexBuffer->getElementLength();
- ID3D11Buffer * vBuffer = vertexBuffer->zBuffer();
- d3d11Context->IASetVertexBuffers( 0, 1, &vBuffer, &es, &offset );
- Model3DTextur * zTextur = zObj->zTextur();
- int ind = 0;
- for( auto i = zObj->zModelData()->getPolygons(); i; i++ )
- {
- indexBuffer->setData( i->indexList );
- indexBuffer->setLength( sizeof( int ) * i->indexAnz );
- indexBuffer->copieren();
- Textur *t = zTextur->zPolygonTextur( ind );
- if( t &&t->brauchtUpdate() )
- t->updateTextur();
- DXGI_FORMAT f = DXGI_FORMAT_R32_UINT;
- if( indexBuffer->getElementLength() == 2 )
- f = DXGI_FORMAT_R16_UINT;
- if( indexBuffer->getElementLength() == 1 )
- f = DXGI_FORMAT_R8_UINT;
- d3d11Context->IASetIndexBuffer( indexBuffer->zBuffer(), f, 0 );
- d3d11Context->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
- if( t )
- {
- ID3D11ShaderResourceView *v[ 3 ];
- v[ 0 ] = *(DX11Textur *)t;
- v[ 1 ] = *diffuseLights;
- v[ 2 ] = *pointLights;
- d3d11Context->PSSetShaderResources( 0, 3, v );
- d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 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 );
- }
- ind++;
- }
- }
- // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss
- // pos: Der Mittelpunkt der Kugel
- // radius: Der Radius der Kugel
- // dist: Einen Zeiger auf einen float, in dem das quadrat des Abstands zur Kammeraposition gespeichert wird, falls diese Funktion true zurückgiebt und der Zeiger nicht 0 ist
- bool DirectX11::isInFrustrum( const Vec3< float > & pos, float radius, float *dist ) const
- {
- for( int i = 0; i < 6; i++ )
- {
- if( frustrum[ i ] * pos + radius < 0 )
- return 0;
- }
- if( dist )
- * dist = kamPos.abstand( pos );
- return 1;
- }
- void DirectX11::renderKamera( Kam3D * zKamera )
- {
- d3d11Context->RSSetViewports( 1, (D3D11_VIEWPORT *)zKamera->zViewPort() );
- Mat4< float > tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix();
- frustrum[ 0 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 0 ][ 0 ];
- frustrum[ 0 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 0 ][ 1 ];
- frustrum[ 0 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 0 ][ 2 ];
- frustrum[ 0 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 0 ][ 3 ];
- frustrum[ 1 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 0 ][ 0 ];
- frustrum[ 1 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 0 ][ 1 ];
- frustrum[ 1 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 0 ][ 2 ];
- frustrum[ 1 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 0 ][ 3 ];
- frustrum[ 2 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 1 ][ 0 ];
- frustrum[ 2 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 1 ][ 1 ];
- frustrum[ 2 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 1 ][ 2 ];
- frustrum[ 2 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 1 ][ 3 ];
- frustrum[ 3 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 1 ][ 0 ];
- frustrum[ 3 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 1 ][ 1 ];
- frustrum[ 3 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 1 ][ 2 ];
- frustrum[ 3 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 1 ][ 3 ];
- frustrum[ 4 ].x = tmp.elements[ 2 ][ 0 ];
- frustrum[ 4 ].y = tmp.elements[ 2 ][ 1 ];
- frustrum[ 4 ].z = tmp.elements[ 2 ][ 2 ];
- frustrum[ 4 ].w = tmp.elements[ 2 ][ 3 ];
- frustrum[ 5 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 2 ][ 0 ];
- frustrum[ 5 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 2 ][ 1 ];
- frustrum[ 5 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 2 ][ 2 ];
- frustrum[ 5 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 2 ][ 3 ];
- for( int i = 0; i < 6; i++ )
- frustrum[ i ].normalize();
- viewAndProj[ 0 ] = zKamera->getViewMatrix();
- viewAndProj[ 1 ] = zKamera->getProjectionMatrix();
- kamPos = zKamera->getWorldPosition();
- if( vertexShader )
- vertexShader->füllConstBuffer( (char *)viewAndProj, 1, sizeof( Mat4< float > ) * 2 );
- if( pixelShader )
- pixelShader->füllConstBuffer( (char *)& kamPos, 0, sizeof( float ) * 3 );
- Welt3D * w = zKamera->zWelt();
- w->lock();
- int alphaAnzahl = 0;
- int maxDist = 0;
- int minDist = 0x7FFFFFFF;
- for( auto obj = w->getMembers(); obj; obj++ )
- {
- float dist;
- if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) )
- {
- if( (int)dist > maxDist )
- maxDist = (int)dist;
- if( minDist < (int)dist )
- minDist = (int)dist;
- if( obj->hatAlpha() )
- alphaAnzahl++;
- else
- renderObject( obj._ );
- }
- }
- maxDist++;
- if( alphaAnzahl )
- {
- int size = maxDist - minDist;
- int *index = new int[ size ];
- Model3D **sorted = new Model3D * [ size * alphaAnzahl ];
- for( auto obj = w->getMembers(); obj; obj++ )
- {
- float dist;
- if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) )
- {
- if( obj->hatAlpha() )
- {
- int pos = (int)dist - minDist;
- sorted[ pos * alphaAnzahl + index[ pos ]++ ] = obj._;
- }
- }
- }
- for( int i = 0; i < size; i++ )
- {
- for( int j = 0; j < index[ i ]; j++ )
- {
- renderObject( sorted[ i * alphaAnzahl + j ] );
- }
- }
- delete[] index;
- delete[] sorted;
- }
- w->unlock();
- }
- void DirectX11::presentFrame()
- {
- // Set the depth stencil state.
- d3d11Context->OMSetDepthStencilState( depthDisabledStencilState, 1 );
- uiTextur->updateTextur();
- d3d11Context->RSSetViewports( 1, vp );
- float screenAspect = (float)backBufferSize.x / (float)backBufferSize.y;
- Mat4< float > view = view.translation( Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f ) );
- viewAndProj[ 0 ] = view;
- viewAndProj[ 1 ] = view.projektion( (float)PI / 4.0f, screenAspect, 0.1f, 10000.f );
- kamPos = Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f );
- if( vertexShader )
- vertexShader->füllConstBuffer( (char *)viewAndProj, 1, sizeof( Mat4< float > ) * 2 );
- if( pixelShader )
- pixelShader->füllConstBuffer( (char *)& kamPos, 0, sizeof( float ) * 3 );
- if( fenster && !IsIconic( fenster->getFensterHandle() ) )
- renderObject( texturModel );
- HRESULT result = d3d11SpawChain->Present( 0, 0 );
- if( !SUCCEEDED( result ) )
- {
- update();
- WMessageBox( fenster ? fenster->getFensterHandle() : 0, new Text( "Fehler" ), new Text( "Es ist ein Fehler beim rendern aufgetreten." ), MB_ICONERROR );
- }
- }
- Bild *DirectX11::zUIRenderBild() const
- {
- return uiTextur->zBild();
- }
- Textur *DirectX11::createOrGetTextur( const char *name, Bild * b )
- {
- if( !d3d11Device )
- {
- if( b )
- b->release();
- return 0;
- }
- if( texturRegister->hatTextur( name ) )
- {
- Textur *ret = texturRegister->getTextur( name );
- if( b )
- ret->setBildZ( b );
- return ret;
- }
- Textur *ret = new DX11Textur( d3d11Device, d3d11Context );
- if( b )
- ret->setBildZ( b );
- texturRegister->addTextur( ret->getThis(), name );
- return ret;
- }
- typedef HRESULT( *CreateDXGIFactory2Function )( UINT, REFIID, void ** );
- typedef HRESULT( *D3D11CreateDeviceFunction )( IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT, D3D_FEATURE_LEVEL *,
- UINT, UINT, ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext ** );
- bool DirectX11::isAvailable()
- {
- HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" );
- if( !dxgiDLL )
- return 0;
- HINSTANCE d3d11DLL = getDLLRegister()->ladeDLL( "d3d11.dll", "d3d11.dll" );
- if( !d3d11DLL )
- {
- getDLLRegister()->releaseDLL( "dxgi.dll" );
- return 0;
- }
- CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" );
- if( !createFactory )
- {
- getDLLRegister()->releaseDLL( "dxgi.dll" );
- getDLLRegister()->releaseDLL( "d3d11.dll" );
- return 0;
- }
- D3D11CreateDeviceFunction createDevice = (D3D11CreateDeviceFunction)GetProcAddress( d3d11DLL, "D3D11CreateDevice" );
- if( !createDevice )
- {
- getDLLRegister()->releaseDLL( "dxgi.dll" );
- getDLLRegister()->releaseDLL( "d3d11.dll" );
- return 0;
- }
- IDXGIFactory4 *factory;
- UINT createFactoryFlags = 0;
- #if defined(_DEBUG)
- createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
- #endif
- HRESULT res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)& factory );
- if( FAILED( res ) )
- {
- getDLLRegister()->releaseDLL( "dxgi.dll" );
- getDLLRegister()->releaseDLL( "d3d11.dll" );
- return 0;
- }
- int index = 0;
- UINT flag = 0;
- #ifdef _DEBUG
- flag |= D3D11_CREATE_DEVICE_DEBUG;
- #endif
- do
- {
- IDXGIAdapter1 *current;
- res = factory->EnumAdapters1( index++, ¤t );
- if( res == S_OK )
- {
- DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
- current->GetDesc1( &dxgiAdapterDesc1 );
- ID3D11Device *device = 0;
- ID3D11DeviceContext *context = 0;
- D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_11_0;
- if( ( dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE ) == 0 &&
- SUCCEEDED( createDevice( current, D3D_DRIVER_TYPE_UNKNOWN, 0, flag, &level, 1, D3D11_SDK_VERSION, &device, 0, &context ) ) )
- {
- context->Release();
- device->Release();
- current->Release();
- factory->Release();
- getDLLRegister()->releaseDLL( "dxgi.dll" );
- getDLLRegister()->releaseDLL( "d3d11.dll" );
- return 1;
- }
- current->Release();
- }
- } while( res != DXGI_ERROR_NOT_FOUND );
- factory->Release();
- getDLLRegister()->releaseDLL( "dxgi.dll" );
- getDLLRegister()->releaseDLL( "d3d11.dll" );
- return 0;
- }
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