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- #include <d3d11.h>
- #include <dxgi1_5.h>
- #include "Bild.h"
- #include "DLLRegister.h"
- #include "DXBuffer.h"
- #include "Fenster.h"
- #include "Globals.h"
- #include "GraphicsApi.h"
- #include "Kam3D.h"
- #include "Model3DList.h"
- #include "Shader.h"
- #include "Textur.h"
- #include "TexturList.h"
- #include "TexturModel.h"
- #include "UIPixelShader.h"
- #include "UIVertexShader.h"
- #include "Welt3D.h"
- using namespace Framework;
- struct TexturEffect
- {
- bool enabled;
- float percentage;
- };
- 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(0),
- texturRegister(new TexturList()),
- texturRS(0),
- meshRS(0),
- defaultTextur(0),
- diffuseLights(0),
- pointLights(0)
- {}
- DirectX11::~DirectX11()
- {
- if (diffuseLights) diffuseLights->release();
- if (pointLights) pointLights->release();
- if (defaultTextur) defaultTextur->release();
- if (texturRS) texturRS->Release();
- if (meshRS) meshRS->Release();
- if (texturModel) 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(__stdcall* 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));
- scd.Windowed = !fullScreen;
- scd.BufferCount = 2;
- scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- scd.SampleDesc.Count = 1; // multisampling setting
- scd.SampleDesc.Quality = 0; // vendor-specific flag
- scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
- scd.OutputWindow = fenster ? fenster->getFensterHandle() : 0;
- scd.BufferDesc.Width = this->backBufferSize.x;
- scd.BufferDesc.Height = this->backBufferSize.y; // windowed/full-screen mode
- 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
- if (debugDX) 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;
- }
- 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;
- d3d11Context->RSSetViewports(1, vp);
- // 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);
- 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 = initializeVertexShader(
- (unsigned char*)UIVertexShader, sizeof(UIVertexShader));
- pixelShader = initializePixelShader(
- (unsigned char*)UIPixelShader, sizeof(UIPixelShader));
- // 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 = new TexturModel(this);
- texturModel->setSize(this->backBufferSize);
- texturModel->setTextur(dynamic_cast<Textur*>(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);
- diffuseLights = new DX11StructuredBuffer(
- sizeof(DiffuseLight), d3d11Device, d3d11Context);
- pointLights = new DX11StructuredBuffer(
- sizeof(PointLight), d3d11Device, d3d11Context);
- }
- void DirectX11::update()
- {
- modelList->removeAll();
- if (texturModel)
- {
- texturModel->release();
- texturModel = 0;
- }
- if (pointLights)
- pointLights = (DX11StructuredBuffer*)pointLights->release();
- if (diffuseLights)
- diffuseLights = (DX11StructuredBuffer*)diffuseLights->release();
- if (texturRS)
- {
- texturRS->Release();
- texturRS = NULL;
- }
- if (meshRS)
- {
- meshRS->Release();
- meshRS = NULL;
- }
- texturRegister->leeren();
- if (defaultTextur) defaultTextur = (Textur*)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(dynamic_cast<WFenster*>(fenster->getThis()),
- backBufferSize,
- fullScreen);
- }
- void DirectX11::beginFrame(bool fill2D, bool fill3D, int fillColor)
- {
- if (fill2D) uiTextur->zBild()->setFarbe(fillColor);
- if (fill3D || true)
- {
- 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 | D3D11_CLEAR_STENCIL, 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)
- {
- if (!zObj->zModelData()) return;
- int curId = zObj->zModelData()->getId();
- zObj->zModelData()->updateGPUMemory();
- 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)zObj->zModelData()->zDXVertexBuffer()->getElementLength();
- ID3D11Buffer* vBuffer
- = ((DX11Buffer*)zObj->zModelData()->zDXVertexBuffer())->zBuffer();
- d3d11Context->IASetVertexBuffers(0, 1, &vBuffer, &es, &offset);
- Model3DTextur* zTextur = zObj->zTextur();
- int ind = 0;
- int current = 0;
- if (zObj->zEffectTextur())
- {
- ID3D11ShaderResourceView* v[1];
- DX11Textur* zEffectTextur = (DX11Textur*)zObj->zEffectTextur();
- if (zEffectTextur && zEffectTextur->brauchtUpdate())
- zEffectTextur->updateTextur();
- v[0] = *zEffectTextur;
- d3d11Context->PSSetShaderResources(3, 1, v);
- TexturEffect e = {1, zObj->getEffectPercentage()};
- if (pixelShader)
- pixelShader->füllConstBuffer((char*)&e, 3, sizeof(TexturEffect));
- }
- else
- {
- TexturEffect e = {0, 0.f};
- if (pixelShader)
- pixelShader->füllConstBuffer((char*)&e, 3, sizeof(TexturEffect));
- }
- 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;
- d3d11Context->IASetIndexBuffer(
- ((DX11Buffer*)zObj->zModelData()->zDXIndexBuffer())->zBuffer(), f, 0);
- d3d11Context->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- zObj->beforeRender(this, vertexShader, pixelShader);
- for (auto i = zObj->zModelData()->getPolygons(); i; ++i)
- {
- if (zObj->needRenderPolygon(ind))
- {
- Textur* t = zTextur->zPolygonTextur(ind);
- if (t && t->brauchtUpdate()) t->updateTextur();
- if (t)
- {
- ID3D11ShaderResourceView* v[3];
- v[0] = *(DX11Textur*)t;
- v[1] = *diffuseLights;
- v[2] = *pointLights;
- d3d11Context->PSSetShaderResources(0, 3, v);
- d3d11Context->DrawIndexed(i->indexAnz, current, 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(i->indexAnz, current, 0);
- d3d11Context->RSSetState(texturRS);
- }
- }
- ind++;
- current += i->indexAnz;
- }
- zObj->afterRender(this, pixelShader, vertexShader);
- }
- // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet
- // werden muss
- // pos: Der Mittelpunkt der Kugel
- // radius: Der Radius der Kugel
- // dist: Einen Zeiger auf einen float, in dem das quadrat des Abstands zur
- // Kammeraposition gespeichert wird, falls diese Funktion true zurückgiebt und
- // der Zeiger nicht 0 ist
- bool 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 lc[] = {w->getDiffuseLightCount(), w->getPointLightCount()};
- pixelShader->füllConstBuffer((char*)lc, 2, sizeof(int) * 2);
- w->copyLight(diffuseLights, pointLights);
- int maxDist = 0;
- int minDist = 0x7FFFFFFF;
- Array<Model3D*> alphaModels;
- w->forAll([this, &minDist, &maxDist, &alphaModels](Model3D* obj) {
- float dist;
- if (isInFrustrum(obj->getPos(), obj->getRadius(), &dist))
- {
- if ((int)dist > maxDist) maxDist = (int)dist;
- if ((int)dist < minDist) minDist = (int)dist;
- if (obj->hatAlpha())
- alphaModels.add(obj);
- else
- renderObject(obj);
- }
- });
- maxDist++;
- if (alphaModels.getEintragAnzahl())
- {
- int size = maxDist - minDist;
- int* index = new int[size];
- memset(index, 0, size * 4);
- Model3D** sorted = new Model3D*[size * alphaModels.getEintragAnzahl()];
- for (auto obj : alphaModels)
- {
- float dist;
- dist = kamPos.abstand(obj->getPos());
- if (isInFrustrum(obj->getPos(), obj->getRadius(), &dist))
- {
- int pos = (int)dist - minDist;
- sorted[pos * alphaModels.getEintragAnzahl() + index[pos]++]
- = obj;
- }
- }
- for (int i = 0; i < size; i++)
- {
- for (int j = 0; j < index[i]; j++)
- {
- renderObject(sorted[i * alphaModels.getEintragAnzahl() + j]);
- }
- }
- delete[] index;
- delete[] sorted;
- }
- w->unlock();
- }
- void DirectX11::renderKamera(Kam3D* zKamera, Textur* zTarget)
- {
- ID3D11RenderTargetView* texturRtView;
- DX11Textur* d11Textur = dynamic_cast<DX11Textur*>(zTarget);
- if (!d11Textur)
- throw "incompatible textur object was passed to renderKamera of "
- "DirectX11 GPU API";
- d11Textur->setRenderTarget(1);
- if (d11Textur->brauchtUpdate()) d11Textur->updateTextur();
- D3D11_TEXTURE2D_DESC depthBufferDesc;
- ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
- // Set up the description of the depth buffer.
- depthBufferDesc.Width = zTarget->zBild()->getBreite();
- depthBufferDesc.Height = zTarget->zBild()->getHeight();
- 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;
- ID3D11Texture2D* txtDepthStencilBuffer;
- // Create the texture for the depth buffer using the filled out description.
- HRESULT result = d3d11Device->CreateTexture2D(
- &depthBufferDesc, NULL, &txtDepthStencilBuffer);
- if (result != S_OK) throw "could not create depth Stencil buffer";
- // 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;
- ID3D11DepthStencilView* txtDsView;
- // Create the depth stencil view.
- result = d3d11Device->CreateDepthStencilView(
- txtDepthStencilBuffer, &depthStencilViewDesc, &txtDsView);
- if (result != S_OK) throw "could not create depth stencil view";
- D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
- renderTargetViewDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
- renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- renderTargetViewDesc.Texture2D.MipSlice = 0;
- result = d3d11Device->CreateRenderTargetView(
- (ID3D11Texture2D*)*d11Textur, &renderTargetViewDesc, &texturRtView);
- if (result != S_OK)
- throw "could not create render target view for given texture";
- d3d11Context->OMSetRenderTargets(1, &texturRtView, txtDsView);
- float color[4] = {0, 0, 0, 0};
- d3d11Context->ClearRenderTargetView(texturRtView, color);
- d3d11Context->ClearDepthStencilView(
- txtDsView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
- renderKamera(zKamera);
- result = d3d11SpawChain->Present(0, 0);
- if (result != S_OK) throw "could not present the rendered content";
- d3d11Context->OMSetRenderTargets(1, &rtview, dsView);
- texturRtView->Release();
- txtDsView->Release();
- txtDepthStencilBuffer->Release();
- }
- 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))
- {
- HRESULT res = d3d11Device->GetDeviceRemovedReason();
- 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(dynamic_cast<Textur*>(ret->getThis()), name);
- return ret;
- }
- typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
- typedef HRESULT(__stdcall* 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;
- }
- DXBuffer* DirectX11::createIndexBuffer()
- {
- return new DX11Buffer(
- sizeof(int), d3d11Device, d3d11Context, D3D11_BIND_INDEX_BUFFER);
- }
- DXBuffer* DirectX11::createVertexBuffer()
- {
- return new DX11Buffer(
- sizeof(Vertex3D), d3d11Device, d3d11Context, D3D11_BIND_VERTEX_BUFFER);
- }
- DX11VertexShader* DirectX11::initializeVertexShader(
- unsigned char* byteCode, int size)
- {
- DX11VertexShader* vertexShader
- = new DX11VertexShader(d3d11Device, d3d11Context);
- vertexShader->setCompiledByteArray(byteCode, size);
- D3D11_INPUT_ELEMENT_DESC polygonLayout[5];
- // 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;
- polygonLayout[4].SemanticName = "VERTEX_ID";
- polygonLayout[4].SemanticIndex = 0;
- polygonLayout[4].Format = DXGI_FORMAT_R32_UINT;
- polygonLayout[4].InputSlot = 0;
- polygonLayout[4].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
- polygonLayout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- polygonLayout[4].InstanceDataStepRate = 0;
- vertexShader->erstelleInputLayout(polygonLayout, 5);
- vertexShader->erstelleConstBuffer(sizeof(Mat4<float>) * MAX_KNOCHEN_ANZ,
- vertexShader
- ->getFirstUninitializedBufferIndex()); // matrizen für skelett
- // annimationen
- vertexShader->erstelleConstBuffer(sizeof(Mat4<float>) * 2,
- vertexShader
- ->getFirstUninitializedBufferIndex()); // View and Projection Matrix
- return vertexShader;
- }
- DX11PixelShader* DirectX11::initializePixelShader(
- unsigned char* byteCode, int size)
- {
- DX11PixelShader* pixelShader
- = new DX11PixelShader(d3d11Device, d3d11Context);
- pixelShader->setCompiledByteArray((unsigned char*)byteCode, size);
- pixelShader->erstelleConstBuffer(sizeof(float) * 3,
- pixelShader->getFirstUninitializedBufferIndex()); // Kamera Position
- pixelShader->erstelleConstBuffer(sizeof(float) * 3,
- pixelShader->getFirstUninitializedBufferIndex()); // materialkonstanten
- // nach phong model
- pixelShader->erstelleConstBuffer(
- sizeof(int) * 2, pixelShader->getFirstUninitializedBufferIndex());
- pixelShader->erstelleConstBuffer(
- sizeof(TexturEffect), pixelShader->getFirstUninitializedBufferIndex());
- // TODO: Remove Following Test Code
- int lc[] = {0, 0};
- pixelShader->füllConstBuffer((char*)lc, 2, sizeof(int) * 2);
- TexturEffect e = {0, 0.f};
- pixelShader->füllConstBuffer((char*)&e, 3, sizeof(TexturEffect));
- return pixelShader;
- }
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