DX11GraphicsApi.cpp 35 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. if( debugDX )
  176. flag |= D3D11_CREATE_DEVICE_DEBUG;
  177. #endif
  178. HRESULT result = createDeviceAndSwapChain( NULL,
  179. D3D_DRIVER_TYPE_HARDWARE,
  180. NULL,
  181. flag,
  182. &featureLevel,
  183. 1,
  184. D3D11_SDK_VERSION,
  185. &scd,
  186. &d3d11SpawChain,
  187. &d3d11Device,
  188. &support,
  189. &d3d11Context );
  190. if( result != S_OK )
  191. {
  192. getDLLRegister()->releaseDLL( "d3d11.dll" );
  193. std::cout << "ERROR: D3D11CreateDeviceAndSwapChain returned " << result << "\n";
  194. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  195. return;
  196. }
  197. ID3D11Texture2D* backBufferPtr;
  198. // Get the pointer to the back buffer.
  199. result = d3d11SpawChain->GetBuffer( 0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr );
  200. if( result != S_OK )
  201. {
  202. std::cout << "ERROR: d3d11SpawChain->GetBuffer returned " << result << "\n";
  203. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  204. return;
  205. }
  206. vp = new D3D11_VIEWPORT();
  207. memset( vp, 0, sizeof( D3D11_VIEWPORT ) );
  208. vp->Width = (float)this->backBufferSize.x;
  209. vp->Height = (float)this->backBufferSize.y;
  210. vp->MinDepth = 0.0f;
  211. vp->MaxDepth = 1.0f;
  212. d3d11Context->RSSetViewports( 1, vp );
  213. // Create the render target view with the back buffer pointer.
  214. result = d3d11Device->CreateRenderTargetView( backBufferPtr, NULL, &rtview );
  215. if( result != S_OK )
  216. {
  217. std::cout << "ERROR: d3d11Device->CreateRenderTargetView returned " << result << "\n";
  218. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  219. return;
  220. }
  221. // Release pointer to the back buffer as we no longer need it.
  222. backBufferPtr->Release();
  223. // Initialize the description of the depth buffer.
  224. D3D11_TEXTURE2D_DESC depthBufferDesc;
  225. ZeroMemory( &depthBufferDesc, sizeof( depthBufferDesc ) );
  226. // Set up the description of the depth buffer.
  227. depthBufferDesc.Width = this->backBufferSize.x;
  228. depthBufferDesc.Height = this->backBufferSize.y;
  229. depthBufferDesc.MipLevels = 1;
  230. depthBufferDesc.ArraySize = 1;
  231. depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  232. depthBufferDesc.SampleDesc.Count = 1;
  233. depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
  234. depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  235. // Create the texture for the depth buffer using the filled out description.
  236. result = d3d11Device->CreateTexture2D( &depthBufferDesc, NULL, &depthStencilBuffer );
  237. if( result != S_OK )
  238. {
  239. std::cout << "ERROR: d3d11Device->CreateTexture2D returned " << result << "\n";
  240. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  241. return;
  242. }
  243. // Initialize the description of the stencil state.
  244. D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
  245. ZeroMemory( &depthStencilDesc, sizeof( depthStencilDesc ) );
  246. // Set up the description of the stencil state.
  247. depthStencilDesc.DepthEnable = true;
  248. depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  249. depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
  250. depthStencilDesc.StencilEnable = true;
  251. depthStencilDesc.StencilReadMask = 0xFF;
  252. depthStencilDesc.StencilWriteMask = 0xFF;
  253. // Stencil operations if pixel is front-facing.
  254. depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  255. depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
  256. depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  257. depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  258. // Stencil operations if pixel is back-facing.
  259. depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  260. depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
  261. depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  262. depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  263. // Create the depth stencil state.
  264. result = d3d11Device->CreateDepthStencilState( &depthStencilDesc, &depthStencilState );
  265. if( result != S_OK )
  266. {
  267. std::cout << "ERROR: d3d11Device->CreateDepthStencilState returned " << result << "\n";
  268. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  269. return;
  270. }
  271. d3d11Context->OMSetDepthStencilState( depthStencilState, 1 );
  272. // Initialize the depth stencil view.
  273. D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
  274. ZeroMemory( &depthStencilViewDesc, sizeof( depthStencilViewDesc ) );
  275. // Set up the depth stencil view description.
  276. depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  277. depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  278. // Create the depth stencil view.
  279. result = d3d11Device->CreateDepthStencilView( depthStencilBuffer, &depthStencilViewDesc, &dsView );
  280. if( result != S_OK )
  281. {
  282. std::cout << "ERROR: d3d11Device->CreateDepthStencilView returned " << result << "\n";
  283. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  284. return;
  285. }
  286. d3d11Context->OMSetRenderTargets( 1, &rtview, dsView );
  287. D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
  288. // Clear the second depth stencil state before setting the parameters.
  289. ZeroMemory( &depthDisabledStencilDesc, sizeof( depthDisabledStencilDesc ) );
  290. // Now create a second depth stencil state which turns off the Z buffer for 2D rendering. The only difference is
  291. // that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
  292. depthDisabledStencilDesc.DepthEnable = false;
  293. depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  294. depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
  295. depthDisabledStencilDesc.StencilEnable = true;
  296. depthDisabledStencilDesc.StencilReadMask = 0xFF;
  297. depthDisabledStencilDesc.StencilWriteMask = 0xFF;
  298. depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  299. depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
  300. depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  301. depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  302. depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  303. depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
  304. depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  305. depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  306. // Create the state using the device.
  307. result = d3d11Device->CreateDepthStencilState( &depthDisabledStencilDesc, &depthDisabledStencilState );
  308. if( result != S_OK )
  309. {
  310. std::cout << "ERROR: d3d11Device->CreateDepthStencilState returned " << result << "\n";
  311. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  312. return;
  313. }
  314. //-------------------------------------------------
  315. // Shaders
  316. vertexShader = new DX11VertexShader( d3d11Device, d3d11Context );
  317. vertexShader->setCompiledByteArray( (unsigned char*)UIVertexShader, sizeof( UIVertexShader ) );
  318. pixelShader = new DX11PixelShader( d3d11Device, d3d11Context );
  319. pixelShader->setCompiledByteArray( (unsigned char*)UIPixelShader, sizeof( UIPixelShader ) );
  320. D3D11_INPUT_ELEMENT_DESC polygonLayout[ 4 ];
  321. // Create the vertex input layout description.
  322. // This setup needs to match the VertexType stucture in the ModelClass and in the shader.
  323. polygonLayout[ 0 ].SemanticName = "POSITION";
  324. polygonLayout[ 0 ].SemanticIndex = 0;
  325. polygonLayout[ 0 ].Format = DXGI_FORMAT_R32G32B32_FLOAT;
  326. polygonLayout[ 0 ].InputSlot = 0;
  327. polygonLayout[ 0 ].AlignedByteOffset = 0;
  328. polygonLayout[ 0 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  329. polygonLayout[ 0 ].InstanceDataStepRate = 0;
  330. polygonLayout[ 1 ].SemanticName = "TEXCOORD";
  331. polygonLayout[ 1 ].SemanticIndex = 0;
  332. polygonLayout[ 1 ].Format = DXGI_FORMAT_R32G32_FLOAT;
  333. polygonLayout[ 1 ].InputSlot = 0;
  334. polygonLayout[ 1 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  335. polygonLayout[ 1 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  336. polygonLayout[ 1 ].InstanceDataStepRate = 0;
  337. polygonLayout[ 2 ].SemanticName = "NORMAL";
  338. polygonLayout[ 2 ].SemanticIndex = 0;
  339. polygonLayout[ 2 ].Format = DXGI_FORMAT_R32G32B32_FLOAT;
  340. polygonLayout[ 2 ].InputSlot = 0;
  341. polygonLayout[ 2 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  342. polygonLayout[ 2 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  343. polygonLayout[ 2 ].InstanceDataStepRate = 0;
  344. polygonLayout[ 3 ].SemanticName = "KNOCHEN_ID";
  345. polygonLayout[ 3 ].SemanticIndex = 0;
  346. polygonLayout[ 3 ].Format = DXGI_FORMAT_R32_UINT;
  347. polygonLayout[ 3 ].InputSlot = 0;
  348. polygonLayout[ 3 ].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  349. polygonLayout[ 3 ].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  350. polygonLayout[ 3 ].InstanceDataStepRate = 0;
  351. vertexShader->erstelleInputLayout( polygonLayout, 4 );
  352. vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * MAX_KNOCHEN_ANZ, 0 ); // matrizen für skelett annimationen
  353. vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * 2, 1 ); // View and Projection Matrix
  354. pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 0 ); // Kamera Position
  355. pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 1 ); // materialkonstanten nach phong model
  356. pixelShader->erstelleConstBuffer( sizeof( int ) * 2, 2 ); // materialkonstanten nach phong model
  357. // TODO: Remove Following Test Code
  358. int lc[] = { 0, 0 };
  359. pixelShader->füllConstBuffer( (char*)lc, 2, sizeof( int ) * 2 );
  360. // Create a texture sampler state description.
  361. D3D11_SAMPLER_DESC samplerDesc;
  362. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  363. samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  364. samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  365. samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  366. samplerDesc.MipLODBias = 0.0f;
  367. samplerDesc.MaxAnisotropy = 1;
  368. samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  369. samplerDesc.BorderColor[ 0 ] = 0;
  370. samplerDesc.BorderColor[ 1 ] = 0;
  371. samplerDesc.BorderColor[ 2 ] = 0;
  372. samplerDesc.BorderColor[ 3 ] = 0;
  373. samplerDesc.MinLOD = 0;
  374. samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
  375. // Create the texture sampler state.
  376. result = d3d11Device->CreateSamplerState( &samplerDesc, &sampleState );
  377. if( result != S_OK )
  378. {
  379. std::cout << "ERROR: d3d11Device->CreateSamplerState returned " << result << "\n";
  380. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 11 konnte nicht initialisiert werden." ), MB_ICONERROR );
  381. return;
  382. }
  383. //---------------------------------------------------------------
  384. // Framework Backbuffer Texture
  385. Bild* renderB = new Bild( 1 );
  386. renderB->setAlpha3D( 1 );
  387. renderB->neuBild( this->backBufferSize.x, this->backBufferSize.y, 0 );
  388. uiTextur = createOrGetTextur( "_f_Render_Bild", renderB );
  389. texturModel->setSize( this->backBufferSize );
  390. texturModel->setTextur( dynamic_cast<Textur*>(uiTextur->getThis()) );
  391. D3D11_BLEND_DESC blendState;
  392. ZeroMemory( &blendState, sizeof( D3D11_BLEND_DESC ) );
  393. blendState.AlphaToCoverageEnable = false;
  394. blendState.IndependentBlendEnable = false;
  395. blendState.RenderTarget[ 0 ].BlendEnable = true;
  396. blendState.RenderTarget[ 0 ].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  397. blendState.RenderTarget[ 0 ].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  398. blendState.RenderTarget[ 0 ].BlendOp = D3D11_BLEND_OP_ADD;
  399. blendState.RenderTarget[ 0 ].SrcBlendAlpha = D3D11_BLEND_ZERO;
  400. blendState.RenderTarget[ 0 ].DestBlendAlpha = D3D11_BLEND_ONE;
  401. blendState.RenderTarget[ 0 ].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  402. blendState.RenderTarget[ 0 ].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  403. d3d11Device->CreateBlendState( &blendState, &blendStateAlphaBlend );
  404. d3d11Context->OMSetBlendState( blendStateAlphaBlend, 0, 0xFFFFFFFF );
  405. // Setup Render Objekt
  406. vertexShader->benutzeShader();
  407. d3d11Context->PSSetSamplers( 0, 1, &sampleState );
  408. pixelShader->benutzeShader();
  409. D3D11_RASTERIZER_DESC rasterDesc;
  410. ZeroMemory( &rasterDesc, sizeof( rasterDesc ) );
  411. rasterDesc.AntialiasedLineEnable = false;
  412. rasterDesc.CullMode = D3D11_CULL_BACK;
  413. rasterDesc.DepthBiasClamp = 0.0f;
  414. rasterDesc.DepthClipEnable = true;
  415. rasterDesc.FillMode = D3D11_FILL_SOLID;
  416. rasterDesc.FrontCounterClockwise = false;
  417. rasterDesc.MultisampleEnable = false;
  418. rasterDesc.ScissorEnable = false;
  419. rasterDesc.SlopeScaledDepthBias = 0.0f;
  420. d3d11Device->CreateRasterizerState( &rasterDesc, &texturRS );
  421. ZeroMemory( &rasterDesc, sizeof( rasterDesc ) );
  422. rasterDesc.AntialiasedLineEnable = false;
  423. rasterDesc.CullMode = D3D11_CULL_BACK;
  424. rasterDesc.DepthBiasClamp = 0.0f;
  425. rasterDesc.DepthClipEnable = true;
  426. rasterDesc.FillMode = D3D11_FILL_WIREFRAME;
  427. rasterDesc.FrontCounterClockwise = false;
  428. rasterDesc.MultisampleEnable = false;
  429. rasterDesc.ScissorEnable = false;
  430. rasterDesc.SlopeScaledDepthBias = 0.0f;
  431. d3d11Device->CreateRasterizerState( &rasterDesc, &meshRS );
  432. d3d11Context->RSSetState( texturRS );
  433. Bild* b = new Bild();
  434. b->neuBild( 10, 10, 0xFFFFFFFF );
  435. defaultTextur = createOrGetTextur( "_default_textur", b );
  436. vertexBuffer = new DX11Buffer( sizeof( Vertex3D ), d3d11Device, d3d11Context, D3D11_BIND_VERTEX_BUFFER );
  437. indexBuffer = new DX11Buffer( sizeof( int ), d3d11Device, d3d11Context, D3D11_BIND_INDEX_BUFFER );
  438. diffuseLights = new DX11StructuredBuffer( sizeof( DiffuseLight ), d3d11Device, d3d11Context );
  439. pointLights = new DX11StructuredBuffer( sizeof( PointLight ), d3d11Device, d3d11Context );
  440. }
  441. void DirectX11::update()
  442. {
  443. if( pointLights )
  444. pointLights = (DX11StructuredBuffer*)pointLights->release();
  445. if( diffuseLights )
  446. diffuseLights = (DX11StructuredBuffer*)diffuseLights->release();
  447. if( vertexBuffer )
  448. vertexBuffer = (DX11Buffer*)vertexBuffer->release();
  449. if( indexBuffer )
  450. indexBuffer = (DX11Buffer*)indexBuffer->release();
  451. if( texturRS )
  452. {
  453. texturRS->Release();
  454. texturRS = NULL;
  455. }
  456. if( meshRS )
  457. {
  458. meshRS->Release();
  459. meshRS = NULL;
  460. }
  461. texturRegister->leeren();
  462. if( defaultTextur )
  463. defaultTextur = (Textur*)defaultTextur->release();
  464. if( blendStateAlphaBlend )
  465. {
  466. blendStateAlphaBlend->Release();
  467. blendStateAlphaBlend = NULL;
  468. }
  469. if( uiTextur )
  470. {
  471. uiTextur->release();
  472. uiTextur = NULL;
  473. }
  474. if( sampleState )
  475. {
  476. sampleState->Release();
  477. sampleState = NULL;
  478. }
  479. if( pixelShader )
  480. {
  481. pixelShader->release();
  482. pixelShader = NULL;
  483. }
  484. if( vertexShader )
  485. {
  486. vertexShader->release();
  487. vertexShader = NULL;
  488. }
  489. if( depthDisabledStencilState )
  490. {
  491. depthDisabledStencilState->Release();
  492. depthDisabledStencilState = NULL;
  493. }
  494. delete vp;
  495. vp = 0;
  496. if( dsView )
  497. {
  498. dsView->Release();
  499. dsView = NULL;
  500. }
  501. if( depthStencilState )
  502. {
  503. depthStencilState->Release();
  504. depthStencilState = NULL;
  505. }
  506. if( depthStencilBuffer )
  507. {
  508. depthStencilBuffer->Release();
  509. depthStencilBuffer = NULL;
  510. }
  511. if( rtview )
  512. {
  513. rtview->Release();
  514. rtview = NULL;
  515. }
  516. if( d3d11SpawChain )
  517. {
  518. d3d11SpawChain->Release();
  519. d3d11SpawChain = NULL;
  520. }
  521. if( d3d11Device )
  522. {
  523. d3d11Device->Release();
  524. d3d11Device = NULL;
  525. }
  526. if( d3d11Context )
  527. {
  528. d3d11Context->Release();
  529. d3d11Context = NULL;
  530. }
  531. initialize( dynamic_cast<WFenster*>(fenster->getThis()), backBufferSize, fullScreen );
  532. }
  533. void DirectX11::beginFrame( bool fill2D, bool fill3D, int fillColor )
  534. {
  535. if( fill2D )
  536. uiTextur->zBild()->setFarbe( fillColor );
  537. if( fill3D || true )
  538. {
  539. float color[ 4 ];
  540. // Setup the color to clear the buffer.
  541. color[ 0 ] = ((fillColor >> 16) & 0xFF) / 255.f; // R
  542. color[ 1 ] = ((fillColor >> 8) & 0xFF) / 255.f; // G
  543. color[ 2 ] = (fillColor & 0xFF) / 255.f; // B
  544. color[ 3 ] = ((fillColor >> 24) & 0xFF) / 255.f; // A
  545. d3d11Context->ClearRenderTargetView( rtview, color );
  546. }
  547. // Clear the depth buffer.
  548. d3d11Context->ClearDepthStencilView( dsView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0 );
  549. // Bind the render target view and depth stencil buffer to the output render pipeline.
  550. d3d11Context->OMSetRenderTargets( 1, &rtview, dsView );
  551. // Set the depth stencil state.
  552. d3d11Context->OMSetDepthStencilState( depthStencilState, 1 );
  553. }
  554. void DirectX11::renderObject( Model3D* zObj )
  555. {
  556. if( !zObj->zModelData() )
  557. return;
  558. int curId = zObj->zModelData()->getId();
  559. if( lastModelId < 0 || lastModelId != curId )
  560. {
  561. vertexBuffer->setData( (void*)zObj->zVertexBuffer() );
  562. vertexBuffer->setLength( sizeof( Vertex3D ) * zObj->getVertexAnzahl() );
  563. vertexBuffer->copieren();
  564. indexBuffer->setData( (void*)zObj->zModelData()->getIndexBuffer() );
  565. indexBuffer->setLength( sizeof( int ) * zObj->zModelData()->getIndexCount() );
  566. indexBuffer->copieren();
  567. lastModelId = curId;
  568. }
  569. Mat4< float > trans = Mat4< float >::identity();
  570. int anz = zObj->errechneMatrizen( trans, matrixBuffer );
  571. if( vertexShader )
  572. vertexShader->füllConstBuffer( (char*)matrixBuffer, 0, sizeof( Mat4< float > ) * anz );
  573. float matirialBuffer[ 3 ]; // light factors (phong model)
  574. matirialBuffer[ 0 ] = zObj->getAmbientFactor();
  575. matirialBuffer[ 1 ] = zObj->getDiffusFactor();
  576. matirialBuffer[ 2 ] = zObj->getSpecularFactor();
  577. if( pixelShader )
  578. pixelShader->füllConstBuffer( (char*)matirialBuffer, 1, sizeof( float ) * 3 );
  579. unsigned int offset = 0;
  580. unsigned int es = (unsigned)vertexBuffer->getElementLength();
  581. ID3D11Buffer* vBuffer = vertexBuffer->zBuffer();
  582. d3d11Context->IASetVertexBuffers( 0, 1, &vBuffer, &es, &offset );
  583. Model3DTextur* zTextur = zObj->zTextur();
  584. int ind = 0;
  585. int current = 0;
  586. for( auto i = zObj->zModelData()->getPolygons(); i; i++ )
  587. {
  588. if( zObj->needRenderPolygon( ind ) )
  589. {
  590. Textur* t = zTextur->zPolygonTextur( ind );
  591. if( t && t->brauchtUpdate() )
  592. t->updateTextur();
  593. DXGI_FORMAT f = DXGI_FORMAT_R32_UINT;
  594. if( indexBuffer->getElementLength() == 2 )
  595. f = DXGI_FORMAT_R16_UINT;
  596. if( indexBuffer->getElementLength() == 1 )
  597. f = DXGI_FORMAT_R8_UINT;
  598. d3d11Context->IASetIndexBuffer( indexBuffer->zBuffer(), f, 0 );
  599. d3d11Context->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
  600. if( t )
  601. {
  602. ID3D11ShaderResourceView* v[ 3 ];
  603. v[ 0 ] = *(DX11Textur*)t;
  604. v[ 1 ] = *diffuseLights;
  605. v[ 2 ] = *pointLights;
  606. d3d11Context->PSSetShaderResources( 0, 3, v );
  607. d3d11Context->DrawIndexed( i->indexAnz, current, 0 );
  608. }
  609. else
  610. {
  611. d3d11Context->RSSetState( meshRS );
  612. ID3D11ShaderResourceView* v[ 3 ];
  613. v[ 0 ] = *(DX11Textur*)defaultTextur;
  614. v[ 1 ] = *diffuseLights;
  615. v[ 2 ] = *pointLights;
  616. d3d11Context->PSSetShaderResources( 0, 3, v );
  617. d3d11Context->DrawIndexed( i->indexAnz, current, 0 );
  618. d3d11Context->RSSetState( texturRS );
  619. }
  620. }
  621. ind++;
  622. current += i->indexAnz;
  623. }
  624. }
  625. // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss
  626. // pos: Der Mittelpunkt der Kugel
  627. // radius: Der Radius der Kugel
  628. // 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
  629. bool DirectX11::isInFrustrum( const Vec3< float >& pos, float radius, float* dist ) const
  630. {
  631. for( int i = 0; i < 6; i++ )
  632. {
  633. if( frustrum[ i ] * pos + radius < 0 )
  634. return 0;
  635. }
  636. if( dist )
  637. *dist = kamPos.abstand( pos );
  638. return 1;
  639. }
  640. void DirectX11::renderKamera( Kam3D* zKamera )
  641. {
  642. d3d11Context->RSSetViewports( 1, (D3D11_VIEWPORT*)zKamera->zViewPort() );
  643. Mat4< float > tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix();
  644. frustrum[ 0 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 0 ][ 0 ];
  645. frustrum[ 0 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 0 ][ 1 ];
  646. frustrum[ 0 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 0 ][ 2 ];
  647. frustrum[ 0 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 0 ][ 3 ];
  648. frustrum[ 1 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 0 ][ 0 ];
  649. frustrum[ 1 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 0 ][ 1 ];
  650. frustrum[ 1 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 0 ][ 2 ];
  651. frustrum[ 1 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 0 ][ 3 ];
  652. frustrum[ 2 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 1 ][ 0 ];
  653. frustrum[ 2 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 1 ][ 1 ];
  654. frustrum[ 2 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 1 ][ 2 ];
  655. frustrum[ 2 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 1 ][ 3 ];
  656. frustrum[ 3 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 1 ][ 0 ];
  657. frustrum[ 3 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 1 ][ 1 ];
  658. frustrum[ 3 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 1 ][ 2 ];
  659. frustrum[ 3 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 1 ][ 3 ];
  660. frustrum[ 4 ].x = tmp.elements[ 2 ][ 0 ];
  661. frustrum[ 4 ].y = tmp.elements[ 2 ][ 1 ];
  662. frustrum[ 4 ].z = tmp.elements[ 2 ][ 2 ];
  663. frustrum[ 4 ].w = tmp.elements[ 2 ][ 3 ];
  664. frustrum[ 5 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 2 ][ 0 ];
  665. frustrum[ 5 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 2 ][ 1 ];
  666. frustrum[ 5 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 2 ][ 2 ];
  667. frustrum[ 5 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 2 ][ 3 ];
  668. for( int i = 0; i < 6; i++ )
  669. frustrum[ i ].normalize();
  670. viewAndProj[ 0 ] = zKamera->getViewMatrix();
  671. viewAndProj[ 1 ] = zKamera->getProjectionMatrix();
  672. kamPos = zKamera->getWorldPosition();
  673. if( vertexShader )
  674. vertexShader->füllConstBuffer( (char*)viewAndProj, 1, sizeof( Mat4< float > ) * 2 );
  675. if( pixelShader )
  676. pixelShader->füllConstBuffer( (char*)&kamPos, 0, sizeof( float ) * 3 );
  677. Welt3D* w = zKamera->zWelt();
  678. w->lock();
  679. int lc[] = { w->getDiffuseLightCount(), w->getPointLightCount() };
  680. pixelShader->füllConstBuffer( (char*)lc, 2, sizeof( int ) * 2 );
  681. w->copyLight( diffuseLights, pointLights );
  682. int alphaAnzahl = 0;
  683. int maxDist = 0;
  684. int minDist = 0x7FFFFFFF;
  685. for( auto obj = w->getMembers(); obj; obj++ )
  686. {
  687. float dist;
  688. if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) )
  689. {
  690. if( (int)dist > maxDist )
  691. maxDist = (int)dist;
  692. if( (int)dist < minDist )
  693. minDist = (int)dist;
  694. if( obj->hatAlpha() )
  695. alphaAnzahl++;
  696. else
  697. renderObject( obj._ );
  698. }
  699. }
  700. maxDist++;
  701. if( alphaAnzahl )
  702. {
  703. int size = maxDist - minDist;
  704. int* index = new int[ size ];
  705. memset( index, 0, size * 4 );
  706. Model3D** sorted = new Model3D * [ size * alphaAnzahl ];
  707. for( auto obj = w->getMembers(); obj; obj++ )
  708. {
  709. float dist;
  710. dist = kamPos.abstand( obj->getPos() );
  711. if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) )
  712. {
  713. if( obj->hatAlpha() )
  714. {
  715. int pos = (int)dist - minDist;
  716. sorted[ pos * alphaAnzahl + index[ pos ]++ ] = obj._;
  717. }
  718. }
  719. }
  720. for( int i = 0; i < size; i++ )
  721. {
  722. for( int j = 0; j < index[ i ]; j++ )
  723. {
  724. renderObject( sorted[ i * alphaAnzahl + j ] );
  725. }
  726. }
  727. delete[] index;
  728. delete[] sorted;
  729. }
  730. w->unlock();
  731. }
  732. void DirectX11::presentFrame()
  733. {
  734. // Set the depth stencil state.
  735. d3d11Context->OMSetDepthStencilState( depthDisabledStencilState, 1 );
  736. uiTextur->updateTextur();
  737. d3d11Context->RSSetViewports( 1, vp );
  738. float screenAspect = (float)backBufferSize.x / (float)backBufferSize.y;
  739. Mat4< float > view = view.translation( Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f ) );
  740. viewAndProj[ 0 ] = view;
  741. viewAndProj[ 1 ] = view.projektion( (float)PI / 4.0f, screenAspect, 0.1f, 10000.f );
  742. kamPos = Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f );
  743. if( vertexShader )
  744. vertexShader->füllConstBuffer( (char*)viewAndProj, 1, sizeof( Mat4< float > ) * 2 );
  745. if( pixelShader )
  746. pixelShader->füllConstBuffer( (char*)&kamPos, 0, sizeof( float ) * 3 );
  747. if( fenster && !IsIconic( fenster->getFensterHandle() ) )
  748. renderObject( texturModel );
  749. HRESULT result = d3d11SpawChain->Present( 0, 0 );
  750. if( !SUCCEEDED( result ) )
  751. {
  752. update();
  753. WMessageBox( fenster ? fenster->getFensterHandle() : 0, new Text( "Fehler" ), new Text( "Es ist ein Fehler beim rendern aufgetreten." ), MB_ICONERROR );
  754. }
  755. }
  756. Bild* DirectX11::zUIRenderBild() const
  757. {
  758. return uiTextur->zBild();
  759. }
  760. Textur* DirectX11::createOrGetTextur( const char* name, Bild* b )
  761. {
  762. if( !d3d11Device )
  763. {
  764. if( b )
  765. b->release();
  766. return 0;
  767. }
  768. if( texturRegister->hatTextur( name ) )
  769. {
  770. Textur* ret = texturRegister->getTextur( name );
  771. if( b )
  772. ret->setBildZ( b );
  773. return ret;
  774. }
  775. Textur* ret = new DX11Textur( d3d11Device, d3d11Context );
  776. if( b )
  777. ret->setBildZ( b );
  778. texturRegister->addTextur( dynamic_cast<Textur*>(ret->getThis()), name );
  779. return ret;
  780. }
  781. typedef HRESULT( __stdcall* CreateDXGIFactory2Function )(UINT, REFIID, void**);
  782. typedef HRESULT( __stdcall* D3D11CreateDeviceFunction )(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, D3D_FEATURE_LEVEL*,
  783. UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
  784. bool DirectX11::isAvailable()
  785. {
  786. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" );
  787. if( !dxgiDLL )
  788. return 0;
  789. HINSTANCE d3d11DLL = getDLLRegister()->ladeDLL( "d3d11.dll", "d3d11.dll" );
  790. if( !d3d11DLL )
  791. {
  792. getDLLRegister()->releaseDLL( "dxgi.dll" );
  793. return 0;
  794. }
  795. CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" );
  796. if( !createFactory )
  797. {
  798. getDLLRegister()->releaseDLL( "dxgi.dll" );
  799. getDLLRegister()->releaseDLL( "d3d11.dll" );
  800. return 0;
  801. }
  802. D3D11CreateDeviceFunction createDevice = (D3D11CreateDeviceFunction)GetProcAddress( d3d11DLL, "D3D11CreateDevice" );
  803. if( !createDevice )
  804. {
  805. getDLLRegister()->releaseDLL( "dxgi.dll" );
  806. getDLLRegister()->releaseDLL( "d3d11.dll" );
  807. return 0;
  808. }
  809. IDXGIFactory4* factory;
  810. UINT createFactoryFlags = 0;
  811. #if defined(_DEBUG)
  812. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  813. #endif
  814. HRESULT res = createFactory( createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory );
  815. if( FAILED( res ) )
  816. {
  817. getDLLRegister()->releaseDLL( "dxgi.dll" );
  818. getDLLRegister()->releaseDLL( "d3d11.dll" );
  819. return 0;
  820. }
  821. int index = 0;
  822. UINT flag = 0;
  823. #ifdef _DEBUG
  824. flag |= D3D11_CREATE_DEVICE_DEBUG;
  825. #endif
  826. do
  827. {
  828. IDXGIAdapter1* current;
  829. res = factory->EnumAdapters1( index++, &current );
  830. if( res == S_OK )
  831. {
  832. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  833. current->GetDesc1( &dxgiAdapterDesc1 );
  834. ID3D11Device* device = 0;
  835. ID3D11DeviceContext* context = 0;
  836. D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_11_0;
  837. if( (dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0 &&
  838. SUCCEEDED( createDevice( current, D3D_DRIVER_TYPE_UNKNOWN, 0, flag, &level, 1, D3D11_SDK_VERSION, &device, 0, &context ) ) )
  839. {
  840. context->Release();
  841. device->Release();
  842. current->Release();
  843. factory->Release();
  844. getDLLRegister()->releaseDLL( "dxgi.dll" );
  845. getDLLRegister()->releaseDLL( "d3d11.dll" );
  846. return 1;
  847. }
  848. current->Release();
  849. }
  850. } while( res != DXGI_ERROR_NOT_FOUND );
  851. factory->Release();
  852. getDLLRegister()->releaseDLL( "dxgi.dll" );
  853. getDLLRegister()->releaseDLL( "d3d11.dll" );
  854. return 0;
  855. }