#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 verf�gbar. 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->f�llConstBuffer( (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->f�llConstBuffer( (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->f�llConstBuffer( (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++;
    }
}

// �berpr�ft, 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 zur�ckgiebt 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->f�llConstBuffer( (char*)viewAndProj, 0, sizeof( Mat4< float > ) * 2 );
    if( pixelShader )
        pixelShader->f�llConstBuffer( (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->f�llConstBuffer( (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++, &current );
        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 );
}