(2019年5月2日)
■使用ソフト
・Visual Studio Community 2019
■言語
・C/C++
■Windows SDK バージョン
・10.0.17763.0
※Windows SDK バージョンの変更方法
■手順
1.基本的には以下の流れ参照
【C++】 DirectX11 - Direct2D - PNGの描画 //これをベースにコードを変更する
【C++】 メッセージボックスの作成 //プロジェクトの作成からビルドまでの操作方法について
2.以下の4つのファイルを作成してビルドを行う。
(1)Main.h
(2)Main.cpp
(3)DirectX.h
(4)DirectX.cpp
(1)Main.h
#pragma once
#include <windows.h>
#pragma comment(lib,"winmm.lib")
class Window
{
public:
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
void InitFps();
void CalculationFps();
void CalculationSleep();
void CalculationFrameTime();//---★追加---
static HWND GethWnd();
static double GetFps();
static double GetFrameTime();//---★追加---
private:
static HWND g_hWnd;
static double g_dFps;
static double g_dFrameTime;//---★追加---
LARGE_INTEGER Freq = { 0 };
LARGE_INTEGER StartTime = { 0 };
LARGE_INTEGER NowTime = { 0 };
LARGE_INTEGER FrameTimeA = { 0 };//---★追加---
LARGE_INTEGER FrameTimeB = { 0 };//---★追加---
int iCount = 0;
DWORD SleepTime = 0;
};
#include <windows.h>
#pragma comment(lib,"winmm.lib")
class Window
{
public:
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
void InitFps();
void CalculationFps();
void CalculationSleep();
void CalculationFrameTime();//---★追加---
static HWND GethWnd();
static double GetFps();
static double GetFrameTime();//---★追加---
private:
static HWND g_hWnd;
static double g_dFps;
static double g_dFrameTime;//---★追加---
LARGE_INTEGER Freq = { 0 };
LARGE_INTEGER StartTime = { 0 };
LARGE_INTEGER NowTime = { 0 };
LARGE_INTEGER FrameTimeA = { 0 };//---★追加---
LARGE_INTEGER FrameTimeB = { 0 };//---★追加---
int iCount = 0;
DWORD SleepTime = 0;
};
(2)Main.cpp
#include "Main.h"
#include "DirectX.h"
HWND Window::g_hWnd = nullptr;
double Window::g_dFps = 0;
double Window::g_dFrameTime = 0;//---★追加---
//--------------------------------------------------------------------------------------
// 前方宣言
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
if (FAILED(CoInitialize(nullptr)))//COMの初期化
return 0;
Window win;
if (FAILED(win.InitWindow(hInstance, nCmdShow)))
return 0;
DirectX11 dx;
if (FAILED(dx.InitDevice()))
return 0;
win.InitFps();
// メインメッセージループ
MSG msg = { 0 };
while (WM_QUIT != msg.message)
{
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
win.CalculationFps();
win.CalculationFrameTime();//---★追加---
dx.Render();
win.CalculationSleep();
}
}
return (int)msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
HRESULT Window::InitWindow(HINSTANCE hInstance, int nCmdShow)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = nullptr;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"WindowClass";
wcex.hIconSm = nullptr;
if (!RegisterClassEx(&wcex))
return E_FAIL;
RECT rc = { 0, 0, 800, 600 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow(L"WindowClass", L"1フレームあたりの時間の計測",//★---変更---
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
nullptr);
if (!g_hWnd)
return E_FAIL;
ShowWindow(g_hWnd, nCmdShow);
return S_OK;
}
HWND Window::GethWnd()
{
return g_hWnd;
}
void Window::InitFps()
{
QueryPerformanceFrequency(&Freq);
QueryPerformanceCounter(&StartTime);//現在の時間を取得(1フレーム目)
}
void Window::CalculationFps()
{
//FPSの計算
if (iCount == 60)//カウントが60の時の処理
{
QueryPerformanceCounter(&NowTime);//現在の時間を取得(60フレーム目)
//FPS = 1秒 / 1フレームの描画にかかる時間
// = 1000ms / ((現在の時間ms - 1フレーム目の時間ms) / 60フレーム)
g_dFps = 1000.0 / (static_cast<double>((NowTime.QuadPart - StartTime.QuadPart) * 1000 / Freq.QuadPart) / 60.0);
iCount = 0;//カウントを初期値に戻す
StartTime = NowTime;//1フレーム目の時間を現在の時間にする
}
iCount++;//カウント+1
}
void Window::CalculationSleep()
{
//Sleepさせる時間の計算
QueryPerformanceCounter(&NowTime);//現在の時間を取得
//Sleepさせる時間ms = 1フレーム目から現在のフレームまでの描画にかかるべき時間ms - 1フレーム目から現在のフレームまで実際にかかった時間ms
// = (1000ms / 60)*フレーム数 - (現在の時間ms - 1フレーム目の時間ms)
SleepTime = static_cast<DWORD>((1000.0 / 60.0) * iCount - (NowTime.QuadPart - StartTime.QuadPart) * 1000 / Freq.QuadPart);
if (SleepTime > 0 && SleepTime < 18)//大きく変動がなければSleepTimeは1~17の間に納まる
{
timeBeginPeriod(1);
Sleep(SleepTime);
timeEndPeriod(1);
}
else//大きく変動があった場合
{
timeBeginPeriod(1);
Sleep(1);
timeEndPeriod(1);
}
}
double Window::GetFps()
{
return g_dFps;
}
//--------------------------★追加↓--------------------------
void Window::CalculationFrameTime()
{
//1フレームあたりの時間の計測
static int a;
if (a == 0)
{
QueryPerformanceCounter(&FrameTimeA);
a = 1;
}
QueryPerformanceCounter(&FrameTimeB);
g_dFrameTime = (FrameTimeB.QuadPart - FrameTimeA.QuadPart) * 1000.0 / Freq.QuadPart;
FrameTimeA = FrameTimeB;
}
double Window::GetFrameTime()
{
return g_dFrameTime;
}
//--------------------------★追加↑--------------------------
#include "DirectX.h"
HWND Window::g_hWnd = nullptr;
double Window::g_dFps = 0;
double Window::g_dFrameTime = 0;//---★追加---
//--------------------------------------------------------------------------------------
// 前方宣言
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
if (FAILED(CoInitialize(nullptr)))//COMの初期化
return 0;
Window win;
if (FAILED(win.InitWindow(hInstance, nCmdShow)))
return 0;
DirectX11 dx;
if (FAILED(dx.InitDevice()))
return 0;
win.InitFps();
// メインメッセージループ
MSG msg = { 0 };
while (WM_QUIT != msg.message)
{
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
win.CalculationFps();
win.CalculationFrameTime();//---★追加---
dx.Render();
win.CalculationSleep();
}
}
return (int)msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
HRESULT Window::InitWindow(HINSTANCE hInstance, int nCmdShow)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = nullptr;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"WindowClass";
wcex.hIconSm = nullptr;
if (!RegisterClassEx(&wcex))
return E_FAIL;
RECT rc = { 0, 0, 800, 600 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow(L"WindowClass", L"1フレームあたりの時間の計測",//★---変更---
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
nullptr);
if (!g_hWnd)
return E_FAIL;
ShowWindow(g_hWnd, nCmdShow);
return S_OK;
}
HWND Window::GethWnd()
{
return g_hWnd;
}
void Window::InitFps()
{
QueryPerformanceFrequency(&Freq);
QueryPerformanceCounter(&StartTime);//現在の時間を取得(1フレーム目)
}
void Window::CalculationFps()
{
//FPSの計算
if (iCount == 60)//カウントが60の時の処理
{
QueryPerformanceCounter(&NowTime);//現在の時間を取得(60フレーム目)
//FPS = 1秒 / 1フレームの描画にかかる時間
// = 1000ms / ((現在の時間ms - 1フレーム目の時間ms) / 60フレーム)
g_dFps = 1000.0 / (static_cast<double>((NowTime.QuadPart - StartTime.QuadPart) * 1000 / Freq.QuadPart) / 60.0);
iCount = 0;//カウントを初期値に戻す
StartTime = NowTime;//1フレーム目の時間を現在の時間にする
}
iCount++;//カウント+1
}
void Window::CalculationSleep()
{
//Sleepさせる時間の計算
QueryPerformanceCounter(&NowTime);//現在の時間を取得
//Sleepさせる時間ms = 1フレーム目から現在のフレームまでの描画にかかるべき時間ms - 1フレーム目から現在のフレームまで実際にかかった時間ms
// = (1000ms / 60)*フレーム数 - (現在の時間ms - 1フレーム目の時間ms)
SleepTime = static_cast<DWORD>((1000.0 / 60.0) * iCount - (NowTime.QuadPart - StartTime.QuadPart) * 1000 / Freq.QuadPart);
if (SleepTime > 0 && SleepTime < 18)//大きく変動がなければSleepTimeは1~17の間に納まる
{
timeBeginPeriod(1);
Sleep(SleepTime);
timeEndPeriod(1);
}
else//大きく変動があった場合
{
timeBeginPeriod(1);
Sleep(1);
timeEndPeriod(1);
}
}
double Window::GetFps()
{
return g_dFps;
}
//--------------------------★追加↓--------------------------
void Window::CalculationFrameTime()
{
//1フレームあたりの時間の計測
static int a;
if (a == 0)
{
QueryPerformanceCounter(&FrameTimeA);
a = 1;
}
QueryPerformanceCounter(&FrameTimeB);
g_dFrameTime = (FrameTimeB.QuadPart - FrameTimeA.QuadPart) * 1000.0 / Freq.QuadPart;
FrameTimeA = FrameTimeB;
}
double Window::GetFrameTime()
{
return g_dFrameTime;
}
//--------------------------★追加↑--------------------------
(3)DirectX.h
#pragma once
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d2d1.lib")
#pragma comment(lib,"dwrite.lib")
#pragma comment(lib,"windowscodecs.lib")
#include <d3d11_1.h>
#include <directxcolors.h>
#include <d2d1.h>
#include <dwrite.h>
#include <wchar.h>
#include <wincodec.h>
class DirectX11
{
public:
DirectX11();
~DirectX11();
HRESULT InitDevice();
void Render();
private:
ID3D11Device* pd3dDevice;
ID3D11Device1* pd3dDevice1;
ID3D11DeviceContext* pImmediateContext;
ID3D11DeviceContext1* pImmediateContext1;
IDXGISwapChain* pSwapChain;
IDXGISwapChain1* pSwapChain1;
ID3D11RenderTargetView* pRenderTargetView;
ID2D1Factory* pD2DFactory;
IDWriteFactory* pDWriteFactory;
IDWriteTextFormat* pTextFormat;
ID2D1RenderTarget* pRT;
ID2D1SolidColorBrush* pSolidBrush;
IDXGISurface* pDXGISurface;
IWICImagingFactory* pWICImagingFactory;
IWICBitmapDecoder* pWICBitmapDecoder;
IWICBitmapFrameDecode* pWICBitmapFrameDecode;
IWICFormatConverter* pWICFormatConverter;
ID2D1Bitmap* pD2DBitmap;
};
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d2d1.lib")
#pragma comment(lib,"dwrite.lib")
#pragma comment(lib,"windowscodecs.lib")
#include <d3d11_1.h>
#include <directxcolors.h>
#include <d2d1.h>
#include <dwrite.h>
#include <wchar.h>
#include <wincodec.h>
class DirectX11
{
public:
DirectX11();
~DirectX11();
HRESULT InitDevice();
void Render();
private:
ID3D11Device* pd3dDevice;
ID3D11Device1* pd3dDevice1;
ID3D11DeviceContext* pImmediateContext;
ID3D11DeviceContext1* pImmediateContext1;
IDXGISwapChain* pSwapChain;
IDXGISwapChain1* pSwapChain1;
ID3D11RenderTargetView* pRenderTargetView;
ID2D1Factory* pD2DFactory;
IDWriteFactory* pDWriteFactory;
IDWriteTextFormat* pTextFormat;
ID2D1RenderTarget* pRT;
ID2D1SolidColorBrush* pSolidBrush;
IDXGISurface* pDXGISurface;
IWICImagingFactory* pWICImagingFactory;
IWICBitmapDecoder* pWICBitmapDecoder;
IWICBitmapFrameDecode* pWICBitmapFrameDecode;
IWICFormatConverter* pWICFormatConverter;
ID2D1Bitmap* pD2DBitmap;
};
(4)DirectX.cpp
#include "Main.h"
#include "DirectX.h"
DirectX11::DirectX11()
{
pd3dDevice = nullptr;
pd3dDevice1 = nullptr;
pImmediateContext = nullptr;
pImmediateContext1 = nullptr;
pSwapChain = nullptr;
pSwapChain1 = nullptr;
pRenderTargetView = nullptr;
pD2DFactory = nullptr;
pDWriteFactory = nullptr;
pTextFormat = nullptr;
pRT = nullptr;
pSolidBrush = nullptr;
pDXGISurface = nullptr;
pWICImagingFactory = nullptr;
pWICBitmapDecoder = nullptr;
pWICBitmapFrameDecode = nullptr;
pWICFormatConverter = nullptr;
pD2DBitmap = nullptr;
}
DirectX11::~DirectX11()
{
if (pD2DBitmap) pD2DBitmap->Release();
if (pWICFormatConverter) pWICFormatConverter->Release();
if (pWICBitmapFrameDecode) pWICBitmapFrameDecode->Release();
if (pWICBitmapDecoder) pWICBitmapDecoder->Release();
if (pWICImagingFactory) pWICImagingFactory->Release();
if (pDXGISurface) pDXGISurface->Release();
if (pSolidBrush) pSolidBrush->Release();
if (pRT) pRT->Release();
if (pTextFormat) pTextFormat->Release();
if (pDWriteFactory) pDWriteFactory->Release();
if (pD2DFactory) pD2DFactory->Release();
if (pImmediateContext) pImmediateContext->ClearState();
if (pRenderTargetView) pRenderTargetView->Release();
if (pSwapChain1) pSwapChain1->Release();
if (pSwapChain) pSwapChain->Release();
if (pImmediateContext1) pImmediateContext1->Release();
if (pImmediateContext) pImmediateContext->Release();
if (pd3dDevice1) pd3dDevice1->Release();
if (pd3dDevice) pd3dDevice->Release();
CoUninitialize();//COMの終了処理:Release前に呼び出すと例外が発生するので一番最後に行う
}
HRESULT DirectX11::InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect(Window::GethWnd(), &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;//DirectX11上でDirect2Dを使用するために必要
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &pd3dDevice, &g_featureLevel, &pImmediateContext);
if (hr == E_INVALIDARG)
{
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &pd3dDevice, &g_featureLevel, &pImmediateContext);
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return hr;
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr))
{
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr))
{
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return hr;
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
if (dxgiFactory2)
{
hr = pd3dDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&pd3dDevice1));
if (SUCCEEDED(hr))
{
(void)pImmediateContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&pImmediateContext1));
}
DXGI_SWAP_CHAIN_DESC1 sd = {};
sd.Width = width;
sd.Height = height;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2->CreateSwapChainForHwnd(pd3dDevice, Window::GethWnd(), &sd, nullptr, nullptr, &pSwapChain1);
if (SUCCEEDED(hr))
{
hr = pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&pSwapChain));
}
dxgiFactory2->Release();
}
else
{
DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = Window::GethWnd();
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(pd3dDevice, &sd, &pSwapChain);
}
dxgiFactory->MakeWindowAssociation(Window::GethWnd(), DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return hr;
ID3D11Texture2D* pBackBuffer = nullptr;
hr = pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return hr;
hr = pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr))
return hr;
pImmediateContext->OMSetRenderTargets(1, &pRenderTargetView, nullptr);
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
pImmediateContext->RSSetViewports(1, &vp);
// Direct2D,DirectWriteの初期化
hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory);
if (FAILED(hr))
return hr;
hr = pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pDXGISurface));
if (FAILED(hr))
return hr;
FLOAT dpiX;
FLOAT dpiY;
pD2DFactory->GetDesktopDpi(&dpiX, &dpiY);
D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED), dpiX, dpiY);
hr = pD2DFactory->CreateDxgiSurfaceRenderTarget(pDXGISurface, &props, &pRT);
if (FAILED(hr))
return hr;
hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), reinterpret_cast<IUnknown * *>(&pDWriteFactory));
if (FAILED(hr))
return hr;
//関数CreateTextFormat()
//第1引数:フォント名(L"メイリオ", L"Arial", L"Meiryo UI"等)
//第2引数:フォントコレクション(nullptr)
//第3引数:フォントの太さ(DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_WEIGHT_BOLD等)
//第4引数:フォントスタイル(DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STYLE_OBLIQUE, DWRITE_FONT_STYLE_ITALIC)
//第5引数:フォントの幅(DWRITE_FONT_STRETCH_NORMAL,DWRITE_FONT_STRETCH_EXTRA_EXPANDED等)
//第6引数:フォントサイズ(20, 30等)
//第7引数:ロケール名(L"")
//第8引数:テキストフォーマット(&g_pTextFormat)
hr = pDWriteFactory->CreateTextFormat(L"メイリオ", nullptr, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 20, L"", &pTextFormat);
if (FAILED(hr))
return hr;
//関数SetTextAlignment()
//第1引数:テキストの配置(DWRITE_TEXT_ALIGNMENT_LEADING:前, DWRITE_TEXT_ALIGNMENT_TRAILING:後, DWRITE_TEXT_ALIGNMENT_CENTER:中央)
hr = pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
if (FAILED(hr))
return hr;
//関数CreateSolidColorBrush()
//第1引数:フォント色(D2D1::ColorF(D2D1::ColorF::Black):黒, D2D1::ColorF(D2D1::ColorF(0.0f, 0.2f, 0.9f, 1.0f)):RGBA指定)
hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pSolidBrush);
if (FAILED(hr))
return hr;
hr = CoCreateInstance(CLSID_WICImagingFactory, nullptr, CLSCTX_INPROC_SERVER, IID_IWICImagingFactory, (LPVOID*)& pWICImagingFactory);
if (FAILED(hr))
return hr;
//関数CreateDecoderFromFilename()
//第1引数:ファイル名
hr = pWICImagingFactory->CreateDecoderFromFilename(L"image.png", nullptr, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &pWICBitmapDecoder);
if (FAILED(hr))
return hr;
hr = pWICBitmapDecoder->GetFrame(0, &pWICBitmapFrameDecode);
if (FAILED(hr))
return hr;
hr = pWICImagingFactory->CreateFormatConverter(&pWICFormatConverter);
if (FAILED(hr))
return hr;
hr = pWICFormatConverter->Initialize(pWICBitmapFrameDecode, GUID_WICPixelFormat32bppPBGRA, WICBitmapDitherTypeNone, nullptr, 1.0f, WICBitmapPaletteTypeMedianCut);
if (FAILED(hr))
return hr;
hr = pRT->CreateBitmapFromWicBitmap(pWICFormatConverter, nullptr, &pD2DBitmap);
if (FAILED(hr))
return hr;
return S_OK;
}
void DirectX11::Render()
{
pImmediateContext->ClearRenderTargetView(pRenderTargetView, DirectX::Colors::Aquamarine);
//--------------------------★変更↓--------------------------
//------------------------------------------------------------
//文字操作
//------------------------------------------------------------
//FPS表示用
WCHAR wcText1[256] = { 0 };
swprintf(wcText1, 256, L"FPS=%lf", Window::GetFps());
//FrameTime表示用
WCHAR wcText2[256] = { 0 };
swprintf(wcText2, 256, L"FrameTime=%lf", Window::GetFrameTime());
//------------------------------------------------------------
//2D描画
//------------------------------------------------------------
pRT->BeginDraw();
//関数DrawBitmap()
//第1引数:レンダリングするビットマップ(pD2DBitmap)
//第2引数:ビットマップの位置の座標(D2D1::RectF(左, 上, 右, 下))
//第3引数:不透明度(0.0f~1.0f)
//第4引数:ビットマップが拡大縮小または回転される場合に使用する補間モード(D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR:ドット絵風[ギザギザ]
// D2D1_BITMAP_INTERPOLATION_MODE_LINEAR:写真風[なめらか])
//第5引数:トリミング(D2D1::RectF(左, 上, 右, 下), nullptr:イメージ全体の場合)
pRT->DrawBitmap(pD2DBitmap, D2D1::RectF(0, 0, 64, 64), 1.0f, D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, D2D1::RectF(0, 0, 64, 64));
pRT->DrawText(wcText1, ARRAYSIZE(wcText1) - 1, pTextFormat, D2D1::RectF(0, 0, 800, 20), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
pRT->DrawText(wcText2, ARRAYSIZE(wcText2) - 1, pTextFormat, D2D1::RectF(0, 20, 800, 40), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
pRT->EndDraw();
//--------------------------★変更↑--------------------------
pSwapChain->Present(0, 0);
}
#include "DirectX.h"
DirectX11::DirectX11()
{
pd3dDevice = nullptr;
pd3dDevice1 = nullptr;
pImmediateContext = nullptr;
pImmediateContext1 = nullptr;
pSwapChain = nullptr;
pSwapChain1 = nullptr;
pRenderTargetView = nullptr;
pD2DFactory = nullptr;
pDWriteFactory = nullptr;
pTextFormat = nullptr;
pRT = nullptr;
pSolidBrush = nullptr;
pDXGISurface = nullptr;
pWICImagingFactory = nullptr;
pWICBitmapDecoder = nullptr;
pWICBitmapFrameDecode = nullptr;
pWICFormatConverter = nullptr;
pD2DBitmap = nullptr;
}
DirectX11::~DirectX11()
{
if (pD2DBitmap) pD2DBitmap->Release();
if (pWICFormatConverter) pWICFormatConverter->Release();
if (pWICBitmapFrameDecode) pWICBitmapFrameDecode->Release();
if (pWICBitmapDecoder) pWICBitmapDecoder->Release();
if (pWICImagingFactory) pWICImagingFactory->Release();
if (pDXGISurface) pDXGISurface->Release();
if (pSolidBrush) pSolidBrush->Release();
if (pRT) pRT->Release();
if (pTextFormat) pTextFormat->Release();
if (pDWriteFactory) pDWriteFactory->Release();
if (pD2DFactory) pD2DFactory->Release();
if (pImmediateContext) pImmediateContext->ClearState();
if (pRenderTargetView) pRenderTargetView->Release();
if (pSwapChain1) pSwapChain1->Release();
if (pSwapChain) pSwapChain->Release();
if (pImmediateContext1) pImmediateContext1->Release();
if (pImmediateContext) pImmediateContext->Release();
if (pd3dDevice1) pd3dDevice1->Release();
if (pd3dDevice) pd3dDevice->Release();
CoUninitialize();//COMの終了処理:Release前に呼び出すと例外が発生するので一番最後に行う
}
HRESULT DirectX11::InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect(Window::GethWnd(), &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;//DirectX11上でDirect2Dを使用するために必要
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &pd3dDevice, &g_featureLevel, &pImmediateContext);
if (hr == E_INVALIDARG)
{
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &pd3dDevice, &g_featureLevel, &pImmediateContext);
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return hr;
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr))
{
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr))
{
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return hr;
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
if (dxgiFactory2)
{
hr = pd3dDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&pd3dDevice1));
if (SUCCEEDED(hr))
{
(void)pImmediateContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&pImmediateContext1));
}
DXGI_SWAP_CHAIN_DESC1 sd = {};
sd.Width = width;
sd.Height = height;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2->CreateSwapChainForHwnd(pd3dDevice, Window::GethWnd(), &sd, nullptr, nullptr, &pSwapChain1);
if (SUCCEEDED(hr))
{
hr = pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&pSwapChain));
}
dxgiFactory2->Release();
}
else
{
DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = Window::GethWnd();
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(pd3dDevice, &sd, &pSwapChain);
}
dxgiFactory->MakeWindowAssociation(Window::GethWnd(), DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return hr;
ID3D11Texture2D* pBackBuffer = nullptr;
hr = pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return hr;
hr = pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr))
return hr;
pImmediateContext->OMSetRenderTargets(1, &pRenderTargetView, nullptr);
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
pImmediateContext->RSSetViewports(1, &vp);
// Direct2D,DirectWriteの初期化
hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory);
if (FAILED(hr))
return hr;
hr = pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pDXGISurface));
if (FAILED(hr))
return hr;
FLOAT dpiX;
FLOAT dpiY;
pD2DFactory->GetDesktopDpi(&dpiX, &dpiY);
D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED), dpiX, dpiY);
hr = pD2DFactory->CreateDxgiSurfaceRenderTarget(pDXGISurface, &props, &pRT);
if (FAILED(hr))
return hr;
hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), reinterpret_cast<IUnknown * *>(&pDWriteFactory));
if (FAILED(hr))
return hr;
//関数CreateTextFormat()
//第1引数:フォント名(L"メイリオ", L"Arial", L"Meiryo UI"等)
//第2引数:フォントコレクション(nullptr)
//第3引数:フォントの太さ(DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_WEIGHT_BOLD等)
//第4引数:フォントスタイル(DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STYLE_OBLIQUE, DWRITE_FONT_STYLE_ITALIC)
//第5引数:フォントの幅(DWRITE_FONT_STRETCH_NORMAL,DWRITE_FONT_STRETCH_EXTRA_EXPANDED等)
//第6引数:フォントサイズ(20, 30等)
//第7引数:ロケール名(L"")
//第8引数:テキストフォーマット(&g_pTextFormat)
hr = pDWriteFactory->CreateTextFormat(L"メイリオ", nullptr, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 20, L"", &pTextFormat);
if (FAILED(hr))
return hr;
//関数SetTextAlignment()
//第1引数:テキストの配置(DWRITE_TEXT_ALIGNMENT_LEADING:前, DWRITE_TEXT_ALIGNMENT_TRAILING:後, DWRITE_TEXT_ALIGNMENT_CENTER:中央)
hr = pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
if (FAILED(hr))
return hr;
//関数CreateSolidColorBrush()
//第1引数:フォント色(D2D1::ColorF(D2D1::ColorF::Black):黒, D2D1::ColorF(D2D1::ColorF(0.0f, 0.2f, 0.9f, 1.0f)):RGBA指定)
hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pSolidBrush);
if (FAILED(hr))
return hr;
hr = CoCreateInstance(CLSID_WICImagingFactory, nullptr, CLSCTX_INPROC_SERVER, IID_IWICImagingFactory, (LPVOID*)& pWICImagingFactory);
if (FAILED(hr))
return hr;
//関数CreateDecoderFromFilename()
//第1引数:ファイル名
hr = pWICImagingFactory->CreateDecoderFromFilename(L"image.png", nullptr, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &pWICBitmapDecoder);
if (FAILED(hr))
return hr;
hr = pWICBitmapDecoder->GetFrame(0, &pWICBitmapFrameDecode);
if (FAILED(hr))
return hr;
hr = pWICImagingFactory->CreateFormatConverter(&pWICFormatConverter);
if (FAILED(hr))
return hr;
hr = pWICFormatConverter->Initialize(pWICBitmapFrameDecode, GUID_WICPixelFormat32bppPBGRA, WICBitmapDitherTypeNone, nullptr, 1.0f, WICBitmapPaletteTypeMedianCut);
if (FAILED(hr))
return hr;
hr = pRT->CreateBitmapFromWicBitmap(pWICFormatConverter, nullptr, &pD2DBitmap);
if (FAILED(hr))
return hr;
return S_OK;
}
void DirectX11::Render()
{
pImmediateContext->ClearRenderTargetView(pRenderTargetView, DirectX::Colors::Aquamarine);
//--------------------------★変更↓--------------------------
//------------------------------------------------------------
//文字操作
//------------------------------------------------------------
//FPS表示用
WCHAR wcText1[256] = { 0 };
swprintf(wcText1, 256, L"FPS=%lf", Window::GetFps());
//FrameTime表示用
WCHAR wcText2[256] = { 0 };
swprintf(wcText2, 256, L"FrameTime=%lf", Window::GetFrameTime());
//------------------------------------------------------------
//2D描画
//------------------------------------------------------------
pRT->BeginDraw();
//関数DrawBitmap()
//第1引数:レンダリングするビットマップ(pD2DBitmap)
//第2引数:ビットマップの位置の座標(D2D1::RectF(左, 上, 右, 下))
//第3引数:不透明度(0.0f~1.0f)
//第4引数:ビットマップが拡大縮小または回転される場合に使用する補間モード(D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR:ドット絵風[ギザギザ]
// D2D1_BITMAP_INTERPOLATION_MODE_LINEAR:写真風[なめらか])
//第5引数:トリミング(D2D1::RectF(左, 上, 右, 下), nullptr:イメージ全体の場合)
pRT->DrawBitmap(pD2DBitmap, D2D1::RectF(0, 0, 64, 64), 1.0f, D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, D2D1::RectF(0, 0, 64, 64));
pRT->DrawText(wcText1, ARRAYSIZE(wcText1) - 1, pTextFormat, D2D1::RectF(0, 0, 800, 20), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
pRT->DrawText(wcText2, ARRAYSIZE(wcText2) - 1, pTextFormat, D2D1::RectF(0, 20, 800, 40), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
pRT->EndDraw();
//--------------------------★変更↑--------------------------
pSwapChain->Present(0, 0);
}
★部分を追加または変更
3.1フレームあたりの時間が表示される
0 件のコメント:
コメントを投稿