DX11GraphicsApi.cpp 42 KB

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  1. #include <d3d11.h>
  2. #include <dxgi1_5.h>
  3. #include "Camera3D.h"
  4. #include "DLLRegister.h"
  5. #include "DXBuffer.h"
  6. #include "Globals.h"
  7. #include "GraphicsApi.h"
  8. #include "Image.h"
  9. #include "Logging.h"
  10. #include "Model3DList.h"
  11. #include "Shader.h"
  12. #include "Texture.h"
  13. #include "TextureList.h"
  14. #include "TextureModel.h"
  15. #include "UIPixelShader.h"
  16. #include "UIVertexShader.h"
  17. #include "Window.h"
  18. #include "World3D.h"
  19. using namespace Framework;
  20. struct TextureEffect
  21. {
  22. bool enabled;
  23. float percentage;
  24. };
  25. DirectX11::DirectX11()
  26. : GraphicsApi(DIRECTX11),
  27. d3d11Device(0),
  28. d3d11Context(0),
  29. d3d11SpawChain(0),
  30. uiTexture(0),
  31. vertexShader(0),
  32. pixelShader(0),
  33. sampleState(0),
  34. rtview(0),
  35. dsView(0),
  36. depthStencilBuffer(0),
  37. depthStencilState(0),
  38. depthDisabledStencilState(0),
  39. blendStateAlphaBlend(0),
  40. vp(0),
  41. texturModel(0),
  42. texturRegister(new TextureList()),
  43. texturRS(0),
  44. meshRS(0),
  45. defaultTexture(0),
  46. diffuseLights(0),
  47. pointLights(0)
  48. {}
  49. DirectX11::~DirectX11()
  50. {
  51. if (diffuseLights) diffuseLights->release();
  52. if (pointLights) pointLights->release();
  53. if (defaultTexture) defaultTexture->release();
  54. if (texturRS) texturRS->Release();
  55. if (meshRS) meshRS->Release();
  56. if (texturModel) texturModel->release();
  57. texturRegister->release();
  58. if (blendStateAlphaBlend)
  59. {
  60. blendStateAlphaBlend->Release();
  61. blendStateAlphaBlend = NULL;
  62. }
  63. if (uiTexture)
  64. {
  65. uiTexture->release();
  66. uiTexture = NULL;
  67. }
  68. if (sampleState)
  69. {
  70. sampleState->Release();
  71. sampleState = NULL;
  72. }
  73. if (pixelShader)
  74. {
  75. pixelShader->release();
  76. pixelShader = NULL;
  77. }
  78. if (vertexShader)
  79. {
  80. vertexShader->release();
  81. vertexShader = NULL;
  82. }
  83. if (depthDisabledStencilState)
  84. {
  85. depthDisabledStencilState->Release();
  86. depthDisabledStencilState = NULL;
  87. }
  88. delete vp;
  89. vp = 0;
  90. if (dsView)
  91. {
  92. dsView->Release();
  93. dsView = NULL;
  94. }
  95. if (depthStencilState)
  96. {
  97. depthStencilState->Release();
  98. depthStencilState = NULL;
  99. }
  100. if (depthStencilBuffer)
  101. {
  102. depthStencilBuffer->Release();
  103. depthStencilBuffer = NULL;
  104. }
  105. if (rtview)
  106. {
  107. rtview->Release();
  108. rtview = NULL;
  109. }
  110. if (d3d11SpawChain)
  111. {
  112. d3d11SpawChain->Release();
  113. d3d11SpawChain = NULL;
  114. }
  115. if (d3d11Device)
  116. {
  117. d3d11Device->Release();
  118. d3d11Device = NULL;
  119. }
  120. if (d3d11Context)
  121. {
  122. d3d11Context->Release();
  123. d3d11Context = NULL;
  124. getDLLRegister()->releaseDLL("d3d11.dll");
  125. getDLLRegister()->releaseDLL("dxgi.dll");
  126. }
  127. }
  128. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  129. typedef HRESULT(__stdcall* D3D11CreateDeviceAndSwapChainFunction)(IDXGIAdapter*,
  130. D3D_DRIVER_TYPE,
  131. HMODULE,
  132. UINT,
  133. const D3D_FEATURE_LEVEL*,
  134. UINT,
  135. UINT,
  136. const DXGI_SWAP_CHAIN_DESC*,
  137. IDXGISwapChain**,
  138. ID3D11Device**,
  139. D3D_FEATURE_LEVEL*,
  140. ID3D11DeviceContext**);
  141. void DirectX11::initialize(
  142. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  143. {
  144. if (d3d11Device)
  145. return GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  146. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  147. //--------------------------------------------------------------------
  148. // Create Device
  149. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  150. if (!dxgiDLL)
  151. {
  152. WMessageBox(fenster->getWindowHandle(),
  153. new Text("Fehler"),
  154. new Text("dxgi.dll konnte nicht gefunden werden."),
  155. MB_ICONERROR);
  156. return;
  157. }
  158. CreateDXGIFactory2Function createFactory
  159. = (CreateDXGIFactory2Function)GetProcAddress(
  160. dxgiDLL, "CreateDXGIFactory2");
  161. if (!createFactory)
  162. {
  163. getDLLRegister()->releaseDLL("dxgi.dll");
  164. WMessageBox(fenster->getWindowHandle(),
  165. new Text("Fehler"),
  166. new Text(
  167. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  168. "nicht gefunden werden."),
  169. MB_ICONERROR);
  170. return;
  171. }
  172. IDXGIFactory5* factory;
  173. HRESULT res = createFactory(0, __uuidof(IDXGIFactory5), (void**)&factory);
  174. if (FAILED(res))
  175. {
  176. getDLLRegister()->releaseDLL("dxgi.dll");
  177. Logging::error() << "ERROR DXGI: createFactory returned " << res
  178. << "\n";
  179. WMessageBox(fenster->getWindowHandle(),
  180. new Text("Fehler"),
  181. new Text("createFactory ist Fehlgeschlagen."),
  182. MB_ICONERROR);
  183. return;
  184. }
  185. // search for gpu with max dedicated memory
  186. IDXGIAdapter* adapter = 0;
  187. IDXGIAdapter* usedAdapter = 0;
  188. unsigned __int64 dedicatedMemoryCount = 0;
  189. for (UINT adapterID = 0;
  190. DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(adapterID, &adapter);
  191. ++adapterID)
  192. {
  193. DXGI_ADAPTER_DESC desc;
  194. adapter->GetDesc(&desc);
  195. if (dedicatedMemoryCount > desc.DedicatedVideoMemory)
  196. {
  197. continue;
  198. }
  199. dedicatedMemoryCount = desc.DedicatedVideoMemory;
  200. if (usedAdapter) usedAdapter->Release();
  201. usedAdapter = adapter;
  202. }
  203. HINSTANCE dll = getDLLRegister()->loadDLL("d3d11.dll", "d3d11.dll");
  204. if (!dll)
  205. {
  206. WMessageBox(fenster->getWindowHandle(),
  207. new Text("Fehler"),
  208. new Text("DirectX 11 konnte nicht gefunden werden."),
  209. MB_ICONERROR);
  210. return;
  211. }
  212. D3D11CreateDeviceAndSwapChainFunction createDeviceAndSwapChain
  213. = (D3D11CreateDeviceAndSwapChainFunction)GetProcAddress(
  214. dll, "D3D11CreateDeviceAndSwapChain");
  215. if (!createDeviceAndSwapChain)
  216. {
  217. getDLLRegister()->releaseDLL("d3d11.dll");
  218. getDLLRegister()->releaseDLL("dxgi.dll");
  219. WMessageBox(fenster->getWindowHandle(),
  220. new Text("Fehler"),
  221. new Text("Der Einstiegspunkt D3D11CreateDeviceAndSwapChain fon "
  222. "DirectX 11 konnte nicht gefunden werden."),
  223. MB_ICONERROR);
  224. return;
  225. }
  226. // create a struct to hold information about the swap chain
  227. DXGI_SWAP_CHAIN_DESC scd;
  228. // clear out the struct for use
  229. ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
  230. scd.Windowed = !fullScreen;
  231. scd.BufferCount = 2;
  232. scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  233. scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  234. scd.SampleDesc.Count = 1; // multisampling setting
  235. scd.SampleDesc.Quality = 0; // vendor-specific flag
  236. scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  237. scd.OutputWindow = fenster ? fenster->getWindowHandle() : 0;
  238. scd.BufferDesc.Width = this->backBufferSize.x;
  239. scd.BufferDesc.Height = this->backBufferSize.y; // windowed/full-screen mode
  240. D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
  241. D3D_FEATURE_LEVEL support = D3D_FEATURE_LEVEL_11_0;
  242. // create a device, device context and swap chain using the information in
  243. // the scd struct
  244. UINT flag = 0;
  245. #ifdef _DEBUG
  246. if (debugDX) flag |= D3D11_CREATE_DEVICE_DEBUG;
  247. #endif
  248. HRESULT result = createDeviceAndSwapChain(usedAdapter,
  249. D3D_DRIVER_TYPE_UNKNOWN,
  250. NULL,
  251. flag,
  252. &featureLevel,
  253. 1,
  254. D3D11_SDK_VERSION,
  255. &scd,
  256. &d3d11SpawChain,
  257. &d3d11Device,
  258. &support,
  259. &d3d11Context);
  260. if (result != S_OK)
  261. {
  262. getDLLRegister()->releaseDLL("d3d11.dll");
  263. getDLLRegister()->releaseDLL("dxgi.dll");
  264. Logging::error() << "ERROR: D3D11CreateDeviceAndSwapChain returned "
  265. << result << "\n";
  266. WMessageBox(fenster->getWindowHandle(),
  267. new Text("Fehler"),
  268. new Text("DirectX 11 konnte nicht initialisiert werden."),
  269. MB_ICONERROR);
  270. return;
  271. }
  272. ID3D11Texture2D* backBufferPtr;
  273. // Get the pointer to the back buffer.
  274. result = d3d11SpawChain->GetBuffer(
  275. 0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
  276. if (result != S_OK)
  277. {
  278. Logging::error() << "ERROR: d3d11SpawChain->GetBuffer returned "
  279. << result << "\n";
  280. WMessageBox(fenster->getWindowHandle(),
  281. new Text("Fehler"),
  282. new Text("DirectX 11 konnte nicht initialisiert werden."),
  283. MB_ICONERROR);
  284. return;
  285. }
  286. vp = new D3D11_VIEWPORT();
  287. memset(vp, 0, sizeof(D3D11_VIEWPORT));
  288. vp->Width = (float)this->backBufferSize.x;
  289. vp->Height = (float)this->backBufferSize.y;
  290. vp->MinDepth = 0.0f;
  291. vp->MaxDepth = 1.0f;
  292. d3d11Context->RSSetViewports(1, vp);
  293. // Create the render target view with the back buffer pointer.
  294. deviceLock.lock();
  295. result = d3d11Device->CreateRenderTargetView(backBufferPtr, NULL, &rtview);
  296. deviceLock.unlock();
  297. if (result != S_OK)
  298. {
  299. Logging::error()
  300. << "ERROR: d3d11Device->CreateRenderTargetView returned " << result
  301. << "\n";
  302. WMessageBox(fenster->getWindowHandle(),
  303. new Text("Fehler"),
  304. new Text("DirectX 11 konnte nicht initialisiert werden."),
  305. MB_ICONERROR);
  306. return;
  307. }
  308. // Release pointer to the back buffer as we no longer need it.
  309. backBufferPtr->Release();
  310. // Initialize the description of the depth buffer.
  311. D3D11_TEXTURE2D_DESC depthBufferDesc;
  312. ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
  313. // Set up the description of the depth buffer.
  314. depthBufferDesc.Width = this->backBufferSize.x;
  315. depthBufferDesc.Height = this->backBufferSize.y;
  316. depthBufferDesc.MipLevels = 1;
  317. depthBufferDesc.ArraySize = 1;
  318. depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  319. depthBufferDesc.SampleDesc.Count = 1;
  320. depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
  321. depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  322. // Create the texture for the depth buffer using the filled out description.
  323. deviceLock.lock();
  324. result = d3d11Device->CreateTexture2D(
  325. &depthBufferDesc, NULL, &depthStencilBuffer);
  326. deviceLock.unlock();
  327. if (result != S_OK)
  328. {
  329. Logging::error() << "ERROR: d3d11Device->CreateTexture2D returned "
  330. << result << "\n";
  331. WMessageBox(fenster->getWindowHandle(),
  332. new Text("Fehler"),
  333. new Text("DirectX 11 konnte nicht initialisiert werden."),
  334. MB_ICONERROR);
  335. return;
  336. }
  337. // Initialize the description of the stencil state.
  338. D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
  339. ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
  340. // Set up the description of the stencil state.
  341. depthStencilDesc.DepthEnable = true;
  342. depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  343. depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
  344. depthStencilDesc.StencilEnable = true;
  345. depthStencilDesc.StencilReadMask = 0xFF;
  346. depthStencilDesc.StencilWriteMask = 0xFF;
  347. // Stencil operations if pixel is front-facing.
  348. depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  349. depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
  350. depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  351. depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  352. // Stencil operations if pixel is back-facing.
  353. depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  354. depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
  355. depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  356. depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  357. // Create the depth stencil state.
  358. deviceLock.lock();
  359. result = d3d11Device->CreateDepthStencilState(
  360. &depthStencilDesc, &depthStencilState);
  361. deviceLock.unlock();
  362. if (result != S_OK)
  363. {
  364. Logging::error()
  365. << "ERROR: d3d11Device->CreateDepthStencilState returned " << result
  366. << "\n";
  367. WMessageBox(fenster->getWindowHandle(),
  368. new Text("Fehler"),
  369. new Text("DirectX 11 konnte nicht initialisiert werden."),
  370. MB_ICONERROR);
  371. return;
  372. }
  373. d3d11Context->OMSetDepthStencilState(depthStencilState, 1);
  374. // Initialize the depth stencil view.
  375. D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
  376. ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
  377. // Set up the depth stencil view description.
  378. depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  379. depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  380. // Create the depth stencil view.
  381. deviceLock.lock();
  382. result = d3d11Device->CreateDepthStencilView(
  383. depthStencilBuffer, &depthStencilViewDesc, &dsView);
  384. deviceLock.unlock();
  385. if (result != S_OK)
  386. {
  387. Logging::error()
  388. << "ERROR: d3d11Device->CreateDepthStencilView returned " << result
  389. << "\n";
  390. WMessageBox(fenster->getWindowHandle(),
  391. new Text("Fehler"),
  392. new Text("DirectX 11 konnte nicht initialisiert werden."),
  393. MB_ICONERROR);
  394. return;
  395. }
  396. d3d11Context->OMSetRenderTargets(1, &rtview, dsView);
  397. D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
  398. // Clear the second depth stencil state before setting the parameters.
  399. ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
  400. // Now create a second depth stencil state which turns off the Z buffer for
  401. // 2D rendering. The only difference is that DepthEnable is set to false,
  402. // all other parameters are the same as the other depth stencil state.
  403. depthDisabledStencilDesc.DepthEnable = false;
  404. depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  405. depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
  406. depthDisabledStencilDesc.StencilEnable = true;
  407. depthDisabledStencilDesc.StencilReadMask = 0xFF;
  408. depthDisabledStencilDesc.StencilWriteMask = 0xFF;
  409. depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  410. depthDisabledStencilDesc.FrontFace.StencilDepthFailOp
  411. = D3D11_STENCIL_OP_INCR;
  412. depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  413. depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  414. depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  415. depthDisabledStencilDesc.BackFace.StencilDepthFailOp
  416. = D3D11_STENCIL_OP_DECR;
  417. depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  418. depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  419. // Create the state using the device.
  420. deviceLock.lock();
  421. result = d3d11Device->CreateDepthStencilState(
  422. &depthDisabledStencilDesc, &depthDisabledStencilState);
  423. deviceLock.unlock();
  424. if (result != S_OK)
  425. {
  426. Logging::error()
  427. << "ERROR: d3d11Device->CreateDepthStencilState returned " << result
  428. << "\n";
  429. WMessageBox(fenster->getWindowHandle(),
  430. new Text("Fehler"),
  431. new Text("DirectX 11 konnte nicht initialisiert werden."),
  432. MB_ICONERROR);
  433. return;
  434. }
  435. //-------------------------------------------------
  436. // Shaders
  437. vertexShader = initializeVertexShader(
  438. (unsigned char*)UIVertexShader, sizeof(UIVertexShader));
  439. pixelShader = initializePixelShader(
  440. (unsigned char*)UIPixelShader, sizeof(UIPixelShader));
  441. // Create a texture sampler state description.
  442. D3D11_SAMPLER_DESC samplerDesc;
  443. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  444. samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  445. samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  446. samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  447. samplerDesc.MipLODBias = 0.0f;
  448. samplerDesc.MaxAnisotropy = 1;
  449. samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  450. samplerDesc.BorderColor[0] = 0;
  451. samplerDesc.BorderColor[1] = 0;
  452. samplerDesc.BorderColor[2] = 0;
  453. samplerDesc.BorderColor[3] = 0;
  454. samplerDesc.MinLOD = 0;
  455. samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
  456. // Create the texture sampler state.
  457. deviceLock.lock();
  458. result = d3d11Device->CreateSamplerState(&samplerDesc, &sampleState);
  459. deviceLock.unlock();
  460. if (result != S_OK)
  461. {
  462. Logging::error() << "ERROR: d3d11Device->CreateSamplerState returned "
  463. << result << "\n";
  464. WMessageBox(fenster->getWindowHandle(),
  465. new Text("Fehler"),
  466. new Text("DirectX 11 konnte nicht initialisiert werden."),
  467. MB_ICONERROR);
  468. return;
  469. }
  470. //---------------------------------------------------------------
  471. // Framework Backbuffer Texture
  472. Image* renderB = new Image(1);
  473. renderB->setAlpha3D(1);
  474. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  475. uiTexture = createOrGetTexture("_f_Render_Image", renderB);
  476. ((DX11Texture*)uiTexture)->setUseMips(0);
  477. texturModel = new TextureModel(this, "_framework_gui_");
  478. texturModel->setSize(this->backBufferSize);
  479. texturModel->setTexture(dynamic_cast<Texture*>(uiTexture->getThis()));
  480. D3D11_BLEND_DESC blendState;
  481. ZeroMemory(&blendState, sizeof(D3D11_BLEND_DESC));
  482. blendState.AlphaToCoverageEnable = false;
  483. blendState.IndependentBlendEnable = false;
  484. blendState.RenderTarget[0].BlendEnable = true;
  485. blendState.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  486. blendState.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  487. blendState.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  488. blendState.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
  489. blendState.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
  490. blendState.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  491. blendState.RenderTarget[0].RenderTargetWriteMask
  492. = D3D11_COLOR_WRITE_ENABLE_ALL;
  493. deviceLock.lock();
  494. d3d11Device->CreateBlendState(&blendState, &blendStateAlphaBlend);
  495. deviceLock.unlock();
  496. d3d11Context->OMSetBlendState(blendStateAlphaBlend, 0, 0xFFFFFFFF);
  497. // Setup Render Objekt
  498. vertexShader->useShader();
  499. d3d11Context->PSSetSamplers(0, 1, &sampleState);
  500. pixelShader->useShader();
  501. D3D11_RASTERIZER_DESC rasterDesc;
  502. ZeroMemory(&rasterDesc, sizeof(rasterDesc));
  503. rasterDesc.AntialiasedLineEnable = false;
  504. rasterDesc.CullMode = D3D11_CULL_BACK;
  505. rasterDesc.DepthBiasClamp = 0.0f;
  506. rasterDesc.DepthClipEnable = true;
  507. rasterDesc.FillMode = D3D11_FILL_SOLID;
  508. rasterDesc.FrontCounterClockwise = false;
  509. rasterDesc.MultisampleEnable = false;
  510. rasterDesc.ScissorEnable = false;
  511. rasterDesc.SlopeScaledDepthBias = 0.0f;
  512. deviceLock.lock();
  513. d3d11Device->CreateRasterizerState(&rasterDesc, &texturRS);
  514. deviceLock.unlock();
  515. ZeroMemory(&rasterDesc, sizeof(rasterDesc));
  516. rasterDesc.AntialiasedLineEnable = false;
  517. rasterDesc.CullMode = D3D11_CULL_BACK;
  518. rasterDesc.DepthBiasClamp = 0.0f;
  519. rasterDesc.DepthClipEnable = true;
  520. rasterDesc.FillMode = D3D11_FILL_WIREFRAME;
  521. rasterDesc.FrontCounterClockwise = false;
  522. rasterDesc.MultisampleEnable = false;
  523. rasterDesc.ScissorEnable = false;
  524. rasterDesc.SlopeScaledDepthBias = 0.0f;
  525. deviceLock.lock();
  526. d3d11Device->CreateRasterizerState(&rasterDesc, &meshRS);
  527. deviceLock.unlock();
  528. d3d11Context->RSSetState(texturRS);
  529. Image* b = new Image();
  530. b->newImage(10, 10, 0xFFFFFFFF);
  531. defaultTexture = createOrGetTexture("_default_textur", b);
  532. diffuseLights = new DX11StructuredBuffer(
  533. sizeof(DiffuseLight), d3d11Device, d3d11Context, deviceLock);
  534. pointLights = new DX11StructuredBuffer(
  535. sizeof(PointLight), d3d11Device, d3d11Context, deviceLock);
  536. }
  537. void DirectX11::update()
  538. {
  539. modelList->removeAll();
  540. if (texturModel)
  541. {
  542. texturModel->release();
  543. texturModel = 0;
  544. }
  545. if (pointLights)
  546. pointLights = (DX11StructuredBuffer*)pointLights->release();
  547. if (diffuseLights)
  548. diffuseLights = (DX11StructuredBuffer*)diffuseLights->release();
  549. if (texturRS)
  550. {
  551. texturRS->Release();
  552. texturRS = NULL;
  553. }
  554. if (meshRS)
  555. {
  556. meshRS->Release();
  557. meshRS = NULL;
  558. }
  559. texturRegister->clear();
  560. if (defaultTexture) defaultTexture = (Texture*)defaultTexture->release();
  561. if (blendStateAlphaBlend)
  562. {
  563. blendStateAlphaBlend->Release();
  564. blendStateAlphaBlend = NULL;
  565. }
  566. if (uiTexture)
  567. {
  568. uiTexture->release();
  569. uiTexture = NULL;
  570. }
  571. if (sampleState)
  572. {
  573. sampleState->Release();
  574. sampleState = NULL;
  575. }
  576. if (pixelShader)
  577. {
  578. pixelShader->release();
  579. pixelShader = NULL;
  580. }
  581. if (vertexShader)
  582. {
  583. vertexShader->release();
  584. vertexShader = NULL;
  585. }
  586. if (depthDisabledStencilState)
  587. {
  588. depthDisabledStencilState->Release();
  589. depthDisabledStencilState = NULL;
  590. }
  591. delete vp;
  592. vp = 0;
  593. if (dsView)
  594. {
  595. dsView->Release();
  596. dsView = NULL;
  597. }
  598. if (depthStencilState)
  599. {
  600. depthStencilState->Release();
  601. depthStencilState = NULL;
  602. }
  603. if (depthStencilBuffer)
  604. {
  605. depthStencilBuffer->Release();
  606. depthStencilBuffer = NULL;
  607. }
  608. if (rtview)
  609. {
  610. rtview->Release();
  611. rtview = NULL;
  612. }
  613. if (d3d11SpawChain)
  614. {
  615. d3d11SpawChain->Release();
  616. d3d11SpawChain = NULL;
  617. }
  618. if (d3d11Device)
  619. {
  620. d3d11Device->Release();
  621. d3d11Device = NULL;
  622. }
  623. if (d3d11Context)
  624. {
  625. d3d11Context->Release();
  626. d3d11Context = NULL;
  627. }
  628. initialize(dynamic_cast<NativeWindow*>(fenster->getThis()),
  629. backBufferSize,
  630. fullScreen);
  631. }
  632. void DirectX11::beginFrame(bool fill2D, bool fill3D, int fillColor)
  633. {
  634. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  635. if (fill3D || true)
  636. {
  637. float color[4];
  638. // Setup the color to clear the buffer.
  639. color[0] = ((fillColor >> 16) & 0xFF) / 255.f; // R
  640. color[1] = ((fillColor >> 8) & 0xFF) / 255.f; // G
  641. color[2] = (fillColor & 0xFF) / 255.f; // B
  642. color[3] = ((fillColor >> 24) & 0xFF) / 255.f; // A
  643. d3d11Context->ClearRenderTargetView(rtview, color);
  644. }
  645. // Bind the render target view and depth stencil buffer to the output render
  646. // pipeline.
  647. d3d11Context->OMSetRenderTargets(1, &rtview, dsView);
  648. // Clear the depth buffer.
  649. d3d11Context->ClearDepthStencilView(
  650. dsView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
  651. // Set the depth stencil state.
  652. d3d11Context->OMSetDepthStencilState(depthStencilState, 1);
  653. }
  654. void DirectX11::renderObject(Model3D* zObj)
  655. {
  656. if (!zObj->zModelData()) return;
  657. int curId = zObj->zModelData()->getId();
  658. zObj->zModelData()->updateGPUMemory();
  659. Mat4<float> trans = Mat4<float>::identity();
  660. int anz = zObj->calculateMatrices(trans, matrixBuffer);
  661. if (vertexShader)
  662. vertexShader->fillConstBuffer(
  663. (char*)matrixBuffer, 0, sizeof(Mat4<float>) * anz);
  664. float matirialBuffer[3]; // light factors (phong model)
  665. matirialBuffer[0] = zObj->getAmbientFactor();
  666. matirialBuffer[1] = zObj->getDiffusFactor();
  667. matirialBuffer[2] = zObj->getSpecularFactor();
  668. if (pixelShader)
  669. pixelShader->fillConstBuffer(
  670. (char*)matirialBuffer, 1, sizeof(float) * 3);
  671. unsigned int offset = 0;
  672. unsigned int es
  673. = (unsigned)zObj->zModelData()->zDXVertexBuffer()->getElementLength();
  674. ID3D11Buffer* vBuffer
  675. = ((DX11Buffer*)zObj->zModelData()->zDXVertexBuffer())->zBuffer();
  676. d3d11Context->IASetVertexBuffers(0, 1, &vBuffer, &es, &offset);
  677. Model3DTexture* zTexture = zObj->zTexture();
  678. int ind = 0;
  679. int current = 0;
  680. if (zObj->zEffectTexture())
  681. {
  682. ID3D11ShaderResourceView* v[1];
  683. DX11Texture* zEffectTexture = (DX11Texture*)zObj->zEffectTexture();
  684. if (zEffectTexture && zEffectTexture->needsUpdate())
  685. zEffectTexture->updateTextur();
  686. v[0] = *zEffectTexture;
  687. d3d11Context->PSSetShaderResources(3, 1, v);
  688. TextureEffect e = {1, zObj->getEffectPercentage()};
  689. if (pixelShader)
  690. pixelShader->fillConstBuffer((char*)&e, 3, sizeof(TextureEffect));
  691. }
  692. else
  693. {
  694. TextureEffect e = {0, 0.f};
  695. if (pixelShader)
  696. pixelShader->fillConstBuffer((char*)&e, 3, sizeof(TextureEffect));
  697. }
  698. DXGI_FORMAT f = DXGI_FORMAT_R32_UINT;
  699. if (zObj->zModelData()->zDXIndexBuffer()->getElementLength() == 2)
  700. f = DXGI_FORMAT_R16_UINT;
  701. if (zObj->zModelData()->zDXIndexBuffer()->getElementLength() == 1)
  702. f = DXGI_FORMAT_R8_UINT;
  703. d3d11Context->IASetIndexBuffer(
  704. ((DX11Buffer*)zObj->zModelData()->zDXIndexBuffer())->zBuffer(), f, 0);
  705. d3d11Context->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  706. zObj->beforeRender(this, vertexShader, pixelShader);
  707. for (auto i = zObj->zModelData()->getPolygons(); i; ++i)
  708. {
  709. if (zObj->needRenderPolygon(ind))
  710. {
  711. Texture* t = zTexture->zPolygonTexture(ind);
  712. if (t && t->needsUpdate()) t->updateTextur();
  713. if (t)
  714. {
  715. ID3D11ShaderResourceView* v[3];
  716. v[0] = *(DX11Texture*)t;
  717. v[1] = *diffuseLights;
  718. v[2] = *pointLights;
  719. d3d11Context->PSSetShaderResources(0, 3, v);
  720. d3d11Context->DrawIndexed(i->indexAnz, current, 0);
  721. }
  722. else
  723. {
  724. d3d11Context->RSSetState(meshRS);
  725. ID3D11ShaderResourceView* v[3];
  726. v[0] = *(DX11Texture*)defaultTexture;
  727. v[1] = *diffuseLights;
  728. v[2] = *pointLights;
  729. d3d11Context->PSSetShaderResources(0, 3, v);
  730. d3d11Context->DrawIndexed(i->indexAnz, current, 0);
  731. d3d11Context->RSSetState(texturRS);
  732. }
  733. }
  734. ind++;
  735. current += i->indexAnz;
  736. }
  737. zObj->afterRender(this, pixelShader, vertexShader);
  738. }
  739. // Checks whether a sphere is in the visible space of the world and needs to be
  740. // drawn
  741. // pos: The center of the sphere
  742. // radius: The radius of the sphere
  743. // dist: A pointer to a float where the square of the distance to the
  744. // camera position is stored if this function returns true and
  745. // the pointer is not 0
  746. bool DirectX11::isInFrustrum(
  747. const Vec3<float>& pos, float radius, float* dist) const
  748. {
  749. for (int i = 0; i < 6; i++)
  750. {
  751. if (frustrum[i] * pos + radius < 0) return 0;
  752. }
  753. if (dist) *dist = kamPos.distance(pos);
  754. return 1;
  755. }
  756. bool DirectX11::isInFrustrum(
  757. const Vec3<float>& pos, Vec3<float> radius, float* dist) const
  758. {
  759. for (int i = 0; i < 6; i++)
  760. {
  761. float r = abs(frustrum[i].normal() * radius);
  762. if (frustrum[i] * pos + r < 0) return 0;
  763. }
  764. if (dist) *dist = kamPos.distance(pos);
  765. return 1;
  766. }
  767. void DirectX11::renderKamera(Cam3D* zKamera)
  768. {
  769. d3d11Context->RSSetViewports(1, (D3D11_VIEWPORT*)zKamera->zViewPort());
  770. Mat4<float> tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix();
  771. frustrum[0].x = tmp.elements[3][0] + tmp.elements[0][0];
  772. frustrum[0].y = tmp.elements[3][1] + tmp.elements[0][1];
  773. frustrum[0].z = tmp.elements[3][2] + tmp.elements[0][2];
  774. frustrum[0].w = tmp.elements[3][3] + tmp.elements[0][3];
  775. frustrum[1].x = tmp.elements[3][0] - tmp.elements[0][0];
  776. frustrum[1].y = tmp.elements[3][1] - tmp.elements[0][1];
  777. frustrum[1].z = tmp.elements[3][2] - tmp.elements[0][2];
  778. frustrum[1].w = tmp.elements[3][3] - tmp.elements[0][3];
  779. frustrum[2].x = tmp.elements[3][0] - tmp.elements[1][0];
  780. frustrum[2].y = tmp.elements[3][1] - tmp.elements[1][1];
  781. frustrum[2].z = tmp.elements[3][2] - tmp.elements[1][2];
  782. frustrum[2].w = tmp.elements[3][3] - tmp.elements[1][3];
  783. frustrum[3].x = tmp.elements[3][0] + tmp.elements[1][0];
  784. frustrum[3].y = tmp.elements[3][1] + tmp.elements[1][1];
  785. frustrum[3].z = tmp.elements[3][2] + tmp.elements[1][2];
  786. frustrum[3].w = tmp.elements[3][3] + tmp.elements[1][3];
  787. frustrum[4].x = tmp.elements[2][0];
  788. frustrum[4].y = tmp.elements[2][1];
  789. frustrum[4].z = tmp.elements[2][2];
  790. frustrum[4].w = tmp.elements[2][3];
  791. frustrum[5].x = tmp.elements[3][0] - tmp.elements[2][0];
  792. frustrum[5].y = tmp.elements[3][1] - tmp.elements[2][1];
  793. frustrum[5].z = tmp.elements[3][2] - tmp.elements[2][2];
  794. frustrum[5].w = tmp.elements[3][3] - tmp.elements[2][3];
  795. for (int i = 0; i < 6; i++)
  796. frustrum[i].normalize();
  797. viewAndProj[0] = zKamera->getViewMatrix();
  798. viewAndProj[1] = zKamera->getProjectionMatrix();
  799. kamPos = zKamera->getWorldPosition();
  800. if (vertexShader)
  801. vertexShader->fillConstBuffer(
  802. (char*)viewAndProj, 1, sizeof(Mat4<float>) * 2);
  803. if (pixelShader)
  804. pixelShader->fillConstBuffer((char*)&kamPos, 0, sizeof(float) * 3);
  805. World3D* w = zKamera->zWorld();
  806. w->readLock().lock();
  807. int lc[] = {w->getDiffuseLightCount(), w->getPointLightCount()};
  808. pixelShader->fillConstBuffer((char*)lc, 2, sizeof(int) * 2);
  809. w->copyLight(diffuseLights, pointLights);
  810. int maxDist = 0;
  811. int minDist = 0x7FFFFFFF;
  812. Array<Model3D*> alphaModels;
  813. w->render([this, &minDist, &maxDist, &alphaModels, &lc](Model3D* obj) {
  814. float dist;
  815. if (isInFrustrum(obj->getPos(), obj->getRadius(), &dist))
  816. {
  817. if ((int)dist > maxDist) maxDist = (int)dist;
  818. if ((int)dist < minDist) minDist = (int)dist;
  819. if (obj->hasAlpha())
  820. alphaModels.add(obj);
  821. else
  822. {
  823. pixelShader->fillConstBuffer((char*)lc, 2, sizeof(int) * 2);
  824. renderObject(obj);
  825. }
  826. }
  827. });
  828. maxDist++;
  829. if (alphaModels.getEntryCount())
  830. {
  831. int size = maxDist - minDist;
  832. int* index = new int[size];
  833. memset(index, 0, size * 4);
  834. Model3D** sorted = new Model3D*[size * alphaModels.getEntryCount()];
  835. for (auto obj : alphaModels)
  836. {
  837. float dist;
  838. dist = kamPos.distance(obj->getPos());
  839. if (isInFrustrum(obj->getPos(), obj->getRadius(), &dist))
  840. {
  841. int pos = (int)dist - minDist;
  842. sorted[pos * alphaModels.getEntryCount() + index[pos]++] = obj;
  843. }
  844. }
  845. for (int i = 0; i < size; i++)
  846. {
  847. for (int j = 0; j < index[i]; j++)
  848. {
  849. renderObject(sorted[i * alphaModels.getEntryCount() + j]);
  850. }
  851. }
  852. delete[] index;
  853. delete[] sorted;
  854. }
  855. w->readLock().unlock();
  856. }
  857. void DirectX11::renderKamera(Cam3D* zKamera, Texture* zTarget)
  858. {
  859. ID3D11RenderTargetView* texturRtView;
  860. DX11Texture* d11Textur = dynamic_cast<DX11Texture*>(zTarget);
  861. if (!d11Textur)
  862. throw "incompatible textur object was passed to renderKamera of "
  863. "DirectX11 GPU API";
  864. d11Textur->setRenderTarget(1);
  865. if (d11Textur->needsUpdate()) d11Textur->updateTextur();
  866. D3D11_TEXTURE2D_DESC depthBufferDesc;
  867. ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
  868. // Set up the description of the depth buffer.
  869. depthBufferDesc.Width = zTarget->zImage()->getWidth();
  870. depthBufferDesc.Height = zTarget->zImage()->getHeight();
  871. depthBufferDesc.MipLevels = 1;
  872. depthBufferDesc.ArraySize = 1;
  873. depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  874. depthBufferDesc.SampleDesc.Count = 1;
  875. depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
  876. depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  877. ID3D11Texture2D* txtDepthStencilBuffer;
  878. // Create the texture for the depth buffer using the filled out description.
  879. deviceLock.lock();
  880. HRESULT result = d3d11Device->CreateTexture2D(
  881. &depthBufferDesc, NULL, &txtDepthStencilBuffer);
  882. deviceLock.unlock();
  883. if (result != S_OK) throw "could not create depth Stencil buffer";
  884. // Initialize the depth stencil view.
  885. D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
  886. ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
  887. // Set up the depth stencil view description.
  888. depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  889. depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  890. ID3D11DepthStencilView* txtDsView;
  891. // Create the depth stencil view.
  892. deviceLock.lock();
  893. result = d3d11Device->CreateDepthStencilView(
  894. txtDepthStencilBuffer, &depthStencilViewDesc, &txtDsView);
  895. deviceLock.unlock();
  896. if (result != S_OK) throw "could not create depth stencil view";
  897. D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
  898. renderTargetViewDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  899. renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  900. renderTargetViewDesc.Texture2D.MipSlice = 0;
  901. deviceLock.lock();
  902. result = d3d11Device->CreateRenderTargetView(
  903. (ID3D11Texture2D*)*d11Textur, &renderTargetViewDesc, &texturRtView);
  904. deviceLock.unlock();
  905. if (result != S_OK)
  906. throw "could not create render target view for given texture";
  907. d3d11Context->OMSetRenderTargets(1, &texturRtView, txtDsView);
  908. float color[4] = {0, 0, 0, 0};
  909. d3d11Context->ClearRenderTargetView(texturRtView, color);
  910. d3d11Context->ClearDepthStencilView(
  911. txtDsView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
  912. renderKamera(zKamera);
  913. result = d3d11SpawChain->Present(0, 0);
  914. if (result != S_OK) throw "could not present the rendered content";
  915. d3d11Context->OMSetRenderTargets(1, &rtview, dsView);
  916. texturRtView->Release();
  917. txtDsView->Release();
  918. txtDepthStencilBuffer->Release();
  919. }
  920. void DirectX11::presentFrame()
  921. {
  922. // Set the depth stencil state.
  923. d3d11Context->OMSetDepthStencilState(depthDisabledStencilState, 1);
  924. uiTexture->updateTextur();
  925. d3d11Context->RSSetViewports(1, vp);
  926. float screenAspect = (float)backBufferSize.x / (float)backBufferSize.y;
  927. Mat4<float> view
  928. = view.translation(Vec3<float>(0.f, 0.f, backBufferSize.y * 1.2075f));
  929. viewAndProj[0] = view;
  930. viewAndProj[1]
  931. = view.projektion((float)PI / 4.0f, screenAspect, 0.1f, 10000.f);
  932. kamPos = Vec3<float>(0.f, 0.f, backBufferSize.y * 1.2075f);
  933. if (vertexShader)
  934. vertexShader->fillConstBuffer(
  935. (char*)viewAndProj, 1, sizeof(Mat4<float>) * 2);
  936. if (pixelShader)
  937. pixelShader->fillConstBuffer((char*)&kamPos, 0, sizeof(float) * 3);
  938. if (fenster && !IsIconic(fenster->getWindowHandle()))
  939. renderObject(texturModel);
  940. HRESULT result = d3d11SpawChain->Present(0, 0);
  941. if (!SUCCEEDED(result))
  942. {
  943. deviceLock.lock();
  944. HRESULT res = d3d11Device->GetDeviceRemovedReason();
  945. deviceLock.unlock();
  946. update();
  947. WMessageBox(fenster ? fenster->getWindowHandle() : 0,
  948. new Text("Fehler"),
  949. new Text("Es ist ein Fehler beim rendern aufgetreten."),
  950. MB_ICONERROR);
  951. }
  952. }
  953. Image* DirectX11::zUIRenderImage() const
  954. {
  955. return uiTexture->zImage();
  956. }
  957. Texture* DirectX11::createOrGetTexture(const char* name, Image* b)
  958. {
  959. if (!d3d11Device)
  960. {
  961. if (b) b->release();
  962. return 0;
  963. }
  964. if (texturRegister->hasTexture(name))
  965. {
  966. Texture* ret = texturRegister->getTexture(name);
  967. if (b) ret->setImageZ(b);
  968. return ret;
  969. }
  970. Texture* ret = new DX11Texture(d3d11Device, d3d11Context, deviceLock);
  971. if (b) ret->setImageZ(b);
  972. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  973. return ret;
  974. }
  975. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  976. typedef HRESULT(__stdcall* D3D11CreateDeviceFunction)(IDXGIAdapter*,
  977. D3D_DRIVER_TYPE,
  978. HMODULE,
  979. UINT,
  980. D3D_FEATURE_LEVEL*,
  981. UINT,
  982. UINT,
  983. ID3D11Device**,
  984. D3D_FEATURE_LEVEL*,
  985. ID3D11DeviceContext**);
  986. bool DirectX11::isAvailable()
  987. {
  988. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  989. if (!dxgiDLL) return 0;
  990. HINSTANCE d3d11DLL = getDLLRegister()->loadDLL("d3d11.dll", "d3d11.dll");
  991. if (!d3d11DLL)
  992. {
  993. getDLLRegister()->releaseDLL("dxgi.dll");
  994. return 0;
  995. }
  996. CreateDXGIFactory2Function createFactory
  997. = (CreateDXGIFactory2Function)GetProcAddress(
  998. dxgiDLL, "CreateDXGIFactory2");
  999. if (!createFactory)
  1000. {
  1001. getDLLRegister()->releaseDLL("dxgi.dll");
  1002. getDLLRegister()->releaseDLL("d3d11.dll");
  1003. return 0;
  1004. }
  1005. D3D11CreateDeviceFunction createDevice
  1006. = (D3D11CreateDeviceFunction)GetProcAddress(
  1007. d3d11DLL, "D3D11CreateDevice");
  1008. if (!createDevice)
  1009. {
  1010. getDLLRegister()->releaseDLL("dxgi.dll");
  1011. getDLLRegister()->releaseDLL("d3d11.dll");
  1012. return 0;
  1013. }
  1014. IDXGIFactory4* factory;
  1015. UINT createFactoryFlags = 0;
  1016. #if defined(_DEBUG)
  1017. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  1018. #endif
  1019. HRESULT res = createFactory(
  1020. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  1021. if (FAILED(res))
  1022. {
  1023. getDLLRegister()->releaseDLL("dxgi.dll");
  1024. getDLLRegister()->releaseDLL("d3d11.dll");
  1025. return 0;
  1026. }
  1027. int index = 0;
  1028. UINT flag = 0;
  1029. #ifdef _DEBUG
  1030. flag |= D3D11_CREATE_DEVICE_DEBUG;
  1031. #endif
  1032. do
  1033. {
  1034. IDXGIAdapter1* current;
  1035. res = factory->EnumAdapters1(index++, &current);
  1036. if (res == S_OK)
  1037. {
  1038. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  1039. current->GetDesc1(&dxgiAdapterDesc1);
  1040. ID3D11Device* device = 0;
  1041. ID3D11DeviceContext* context = 0;
  1042. D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_11_0;
  1043. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  1044. && SUCCEEDED(createDevice(current,
  1045. D3D_DRIVER_TYPE_UNKNOWN,
  1046. 0,
  1047. flag,
  1048. &level,
  1049. 1,
  1050. D3D11_SDK_VERSION,
  1051. &device,
  1052. 0,
  1053. &context)))
  1054. {
  1055. context->Release();
  1056. device->Release();
  1057. current->Release();
  1058. factory->Release();
  1059. getDLLRegister()->releaseDLL("dxgi.dll");
  1060. getDLLRegister()->releaseDLL("d3d11.dll");
  1061. return 1;
  1062. }
  1063. current->Release();
  1064. }
  1065. } while (res != DXGI_ERROR_NOT_FOUND);
  1066. factory->Release();
  1067. getDLLRegister()->releaseDLL("dxgi.dll");
  1068. getDLLRegister()->releaseDLL("d3d11.dll");
  1069. return 0;
  1070. }
  1071. DXBuffer* DirectX11::createIndexBuffer()
  1072. {
  1073. return new DX11Buffer(sizeof(int),
  1074. d3d11Device,
  1075. d3d11Context,
  1076. D3D11_BIND_INDEX_BUFFER,
  1077. deviceLock);
  1078. }
  1079. DXBuffer* DirectX11::createVertexBuffer()
  1080. {
  1081. return new DX11Buffer(sizeof(Vertex3D),
  1082. d3d11Device,
  1083. d3d11Context,
  1084. D3D11_BIND_VERTEX_BUFFER,
  1085. deviceLock);
  1086. }
  1087. DX11VertexShader* DirectX11::initializeVertexShader(
  1088. unsigned char* byteCode, int size)
  1089. {
  1090. DX11VertexShader* vertexShader
  1091. = new DX11VertexShader(d3d11Device, d3d11Context, deviceLock);
  1092. vertexShader->setCompiledByteArray(byteCode, size);
  1093. D3D11_INPUT_ELEMENT_DESC polygonLayout[5];
  1094. // Create the vertex input layout description.
  1095. // This setup needs to match the VertexType stucture in the ModelClass and
  1096. // in the shader.
  1097. polygonLayout[0].SemanticName = "POSITION";
  1098. polygonLayout[0].SemanticIndex = 0;
  1099. polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
  1100. polygonLayout[0].InputSlot = 0;
  1101. polygonLayout[0].AlignedByteOffset = 0;
  1102. polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  1103. polygonLayout[0].InstanceDataStepRate = 0;
  1104. polygonLayout[1].SemanticName = "TEXCOORD";
  1105. polygonLayout[1].SemanticIndex = 0;
  1106. polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
  1107. polygonLayout[1].InputSlot = 0;
  1108. polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  1109. polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  1110. polygonLayout[1].InstanceDataStepRate = 0;
  1111. polygonLayout[2].SemanticName = "NORMAL";
  1112. polygonLayout[2].SemanticIndex = 0;
  1113. polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
  1114. polygonLayout[2].InputSlot = 0;
  1115. polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  1116. polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  1117. polygonLayout[2].InstanceDataStepRate = 0;
  1118. polygonLayout[3].SemanticName = "KNOCHEN_ID";
  1119. polygonLayout[3].SemanticIndex = 0;
  1120. polygonLayout[3].Format = DXGI_FORMAT_R32_UINT;
  1121. polygonLayout[3].InputSlot = 0;
  1122. polygonLayout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  1123. polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  1124. polygonLayout[3].InstanceDataStepRate = 0;
  1125. polygonLayout[4].SemanticName = "VERTEX_ID";
  1126. polygonLayout[4].SemanticIndex = 0;
  1127. polygonLayout[4].Format = DXGI_FORMAT_R32_UINT;
  1128. polygonLayout[4].InputSlot = 0;
  1129. polygonLayout[4].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  1130. polygonLayout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  1131. polygonLayout[4].InstanceDataStepRate = 0;
  1132. vertexShader->createInputLayout(polygonLayout, 5);
  1133. vertexShader->createConstBuffer(sizeof(Mat4<float>) * MAX_KNOCHEN_ANZ,
  1134. vertexShader
  1135. ->getFirstUninitializedBufferIndex()); // matrices for skeleton
  1136. // animations
  1137. vertexShader->createConstBuffer(sizeof(Mat4<float>) * 2,
  1138. vertexShader
  1139. ->getFirstUninitializedBufferIndex()); // View and Projection Matrix
  1140. return vertexShader;
  1141. }
  1142. DX11PixelShader* DirectX11::initializePixelShader(
  1143. unsigned char* byteCode, int size)
  1144. {
  1145. DX11PixelShader* pixelShader
  1146. = new DX11PixelShader(d3d11Device, d3d11Context, deviceLock);
  1147. pixelShader->setCompiledByteArray((unsigned char*)byteCode, size);
  1148. pixelShader->createConstBuffer(sizeof(float) * 3,
  1149. pixelShader->getFirstUninitializedBufferIndex()); // Camera position
  1150. pixelShader->createConstBuffer(sizeof(float) * 3,
  1151. pixelShader->getFirstUninitializedBufferIndex()); // material constants
  1152. // using phong model
  1153. pixelShader->createConstBuffer(
  1154. sizeof(int) * 2, pixelShader->getFirstUninitializedBufferIndex());
  1155. pixelShader->createConstBuffer(
  1156. sizeof(TextureEffect), pixelShader->getFirstUninitializedBufferIndex());
  1157. // TODO: Remove Following Test Code
  1158. int lc[] = {0, 0};
  1159. pixelShader->fillConstBuffer((char*)lc, 2, sizeof(int) * 2);
  1160. TextureEffect e = {0, 0.f};
  1161. pixelShader->fillConstBuffer((char*)&e, 3, sizeof(TextureEffect));
  1162. return pixelShader;
  1163. }
  1164. DLLEXPORT ID3D11DeviceContext* DirectX11::zContext()
  1165. {
  1166. return d3d11Context;
  1167. }
  1168. DXBuffer* DirectX11::createStructuredBuffer(int eSize)
  1169. {
  1170. return new DX11StructuredBuffer(
  1171. eSize, d3d11Device, d3d11Context, deviceLock);
  1172. }