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- #include "GraphicsApi.h"
- #include "Globals.h"
- #include "DLLRegister.h"
- #include "Fenster.h"
- #include "DX12CommandQueue.h"
- #include "DX12Buffer.h"
- #include "Model3D.h"
- #include "Kam3D.h"
- #include "Welt3D.h"
- #include "TexturModel.h"
- #include "DX12Textur.h"
- #include "Bild.h"
- #include "TexturList.h"
- #include "Shader.h"
- #include "DX12PixelShader.h"
- #include "DX12VertexShader.h"
- #include "d3dx12.h"
- #include "DX12Shader.h"
- #include "Model3DList.h"
- #include <d3d11.h>
- #include <d3d12.h>
- #include <dxgi1_6.h>
- #include <dxgidebug.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;
- IDXGIInfoQueue* dxgiInfoQueue;
- #ifdef _DEBUG
- 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" );
- std::cout << "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 ) ) )
- {
- wchar_t buff[ 256 ] = {};
- swprintf_s( buff, L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n", adapterID, desc.VendorId, desc.DeviceId, desc.Description );
- std::cout << buff;
- break;
- }
- }
- if( !adapter )
- {
- if( FAILED( factory->EnumWarpAdapter( _uuidof( IDXGIAdapter1 ), (void**)&adapter ) ) )
- std::cout << "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" );
- std::cout << "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" );
- std::cout << "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();
- std::cout << "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();
- std::cout << "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();
- std::cout << "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();
- std::cout << "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 };
- res = device->CreateCommittedResource(
- &CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ),
- D3D12_HEAP_FLAG_NONE,
- &CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_D32_FLOAT, this->backBufferSize.x, this->backBufferSize.y,
- 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL ),
- D3D12_RESOURCE_STATE_DEPTH_WRITE,
- &optimizedClearValue,
- __uuidof(ID3D12Resource),
- (void**)&depthBuffer
- );
- if( FAILED( res ) )
- {
- factory->Release();
- std::cout << "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();
- std::cout << "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();
- std::cout << "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 }
- };
- vertexShader->erstelleInputLayout( inputLayout, 4 );
- 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();
- std::cout << "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();
- std::cout << "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();
- std::cout << "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" );
- std::cout << "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" );
- std::cout << "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();
- std::cout << "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 };
- res = device->CreateCommittedResource(
- &CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ),
- D3D12_HEAP_FLAG_NONE,
- &CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_D32_FLOAT, this->backBufferSize.x, this->backBufferSize.y,
- 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL ),
- D3D12_RESOURCE_STATE_DEPTH_WRITE,
- 0,
- __uuidof(ID3D12Resource),
- (void**)&depthBuffer
- );
- if( FAILED( res ) )
- {
- factory->Release();
- std::cout << "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;
- 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++;
- }
- }
- // 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->forAll( [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 );
- }
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