(2019年5月5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++】 Direct2D 1.1の初期化(ComPtr使用) //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")
//--------------------------------------------------------------------------------------
// Windowクラス:Window関係
//--------------------------------------------------------------------------------------
class Window
{
public:
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
void InitFps();
void CalculationFps();
void CalculationSleep();
void CalculationFrameTime();
static HWND GethWnd();
static int GetClientWidth();
static int GetClientHeight();
static double GetFps();
static double GetFrameTime();
private:
LARGE_INTEGER m_freq = { 0 };
LARGE_INTEGER m_starttime = { 0 };
LARGE_INTEGER m_nowtime = { 0 };
LARGE_INTEGER m_frametime_a = { 0 };
LARGE_INTEGER m_frametime_b = { 0 };
int m_iCount = 0;
static HWND g_hWnd;
static int g_iClientWidth;
static int g_iClientHeight;
static double g_dFps;
static double g_dFrameTime;
};
#include <windows.h>
#pragma comment(lib,"winmm.lib")
//--------------------------------------------------------------------------------------
// Windowクラス:Window関係
//--------------------------------------------------------------------------------------
class Window
{
public:
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
void InitFps();
void CalculationFps();
void CalculationSleep();
void CalculationFrameTime();
static HWND GethWnd();
static int GetClientWidth();
static int GetClientHeight();
static double GetFps();
static double GetFrameTime();
private:
LARGE_INTEGER m_freq = { 0 };
LARGE_INTEGER m_starttime = { 0 };
LARGE_INTEGER m_nowtime = { 0 };
LARGE_INTEGER m_frametime_a = { 0 };
LARGE_INTEGER m_frametime_b = { 0 };
int m_iCount = 0;
static HWND g_hWnd;
static int g_iClientWidth;
static int g_iClientHeight;
static double g_dFps;
static double g_dFrameTime;
};
(2)Main.cpp
#include "Main.h"
#include "DirectX.h"
//--------------------------------------------------------------------------------------
// 静的メンバ
//--------------------------------------------------------------------------------------
HWND Window::g_hWnd = nullptr;//ウィンドウハンドル
int Window::g_iClientWidth = 800;//クライアント領域の横幅
int Window::g_iClientHeight = 600;//クライアント領域の高さ
double Window::g_dFps = 0;//FPS
double Window::g_dFrameTime = 0;//1フレームあたりの時間
//--------------------------------------------------------------------------------------
// 前方宣言
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
//--------------------------------------------------------------------------------------
// wWinMain()関数:エントリーポイント
//--------------------------------------------------------------------------------------
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();
dx.Render();
win.CalculationSleep();
}
}
CoUninitialize();//COMの終了処理
return (int)msg.wParam;
}
//--------------------------------------------------------------------------------------
// WndProc()関数:ウィンドウプロシージャ
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT uiMessage, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (uiMessage)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, uiMessage, wParam, lParam);
}
return 0;
}
//--------------------------------------------------------------------------------------
// Window::InitWindow()関数:ウィンドウの表示
//--------------------------------------------------------------------------------------
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, g_iClientWidth, g_iClientHeight };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow(L"WindowClass", L"DirectX11 - 簡易ペイントソフト",//★---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;
}
//--------------------------------------------------------------------------------------
// Window::InitFps()関数:FPS計測の初期化
//--------------------------------------------------------------------------------------
void Window::InitFps()
{
QueryPerformanceFrequency(&m_freq);
QueryPerformanceCounter(&m_starttime);//現在の時間を取得(1フレーム目)
}
//--------------------------------------------------------------------------------------
// Window::CalculationFps()関数:FPS計測
//--------------------------------------------------------------------------------------
void Window::CalculationFps()
{
if (m_iCount == 60)//カウントが60の時の処理
{
QueryPerformanceCounter(&m_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>((m_nowtime.QuadPart - m_starttime.QuadPart) * 1000 / m_freq.QuadPart) / 60.0);
m_iCount = 0;//カウントを初期値に戻す
m_starttime = m_nowtime;//1フレーム目の時間を現在の時間にする
}
m_iCount++;//カウント+1
}
//--------------------------------------------------------------------------------------
// Window::CalculationSleep()関数:Sleepさせる時間の計算
//--------------------------------------------------------------------------------------
void Window::CalculationSleep()
{
QueryPerformanceCounter(&m_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)
DWORD dwSleepTime = static_cast<DWORD>((1000.0 / 60.0) * m_iCount - (m_nowtime.QuadPart - m_starttime.QuadPart) * 1000 / m_freq.QuadPart);
if (dwSleepTime > 0 && dwSleepTime < 18)//大きく変動がなければSleepTimeは1~17の間に納まる
{
timeBeginPeriod(1);
Sleep(dwSleepTime);
timeEndPeriod(1);
}
else//大きく変動があった場合
{
timeBeginPeriod(1);
Sleep(1);
timeEndPeriod(1);
}
}
//--------------------------------------------------------------------------------------
// Window::CalculationFrameTime()関数:1フレームあたりの時間の計測
//--------------------------------------------------------------------------------------
void Window::CalculationFrameTime()
{
static int iFlg;
if (iFlg == 0)
{
QueryPerformanceCounter(&m_frametime_a);
iFlg = 1;
}
QueryPerformanceCounter(&m_frametime_b);
g_dFrameTime = (m_frametime_b.QuadPart - m_frametime_a.QuadPart) * 1000.0 / m_freq.QuadPart;
m_frametime_a = m_frametime_b;
}
//--------------------------------------------------------------------------------------
// Window::GethWnd()関数:hWndの取得
//--------------------------------------------------------------------------------------
HWND Window::GethWnd()
{
return g_hWnd;
}
//--------------------------------------------------------------------------------------
// Window::GetClientWidth()関数:クライアント領域の横幅の取得
//--------------------------------------------------------------------------------------
int Window::GetClientWidth()
{
return g_iClientWidth;
}
//--------------------------------------------------------------------------------------
// Window::GetClientHeight()関数:クライアント領域の高さの取得
//--------------------------------------------------------------------------------------
int Window::GetClientHeight()
{
return g_iClientHeight;
}
//--------------------------------------------------------------------------------------
// Window::GetFps()関数:FPSの取得
//--------------------------------------------------------------------------------------
double Window::GetFps()
{
return g_dFps;
}
//--------------------------------------------------------------------------------------
// Window::GetFrameTime()関数:1フレームあたりの時間の取得
//--------------------------------------------------------------------------------------
double Window::GetFrameTime()
{
return g_dFrameTime;
}
#include "DirectX.h"
//--------------------------------------------------------------------------------------
// 静的メンバ
//--------------------------------------------------------------------------------------
HWND Window::g_hWnd = nullptr;//ウィンドウハンドル
int Window::g_iClientWidth = 800;//クライアント領域の横幅
int Window::g_iClientHeight = 600;//クライアント領域の高さ
double Window::g_dFps = 0;//FPS
double Window::g_dFrameTime = 0;//1フレームあたりの時間
//--------------------------------------------------------------------------------------
// 前方宣言
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
//--------------------------------------------------------------------------------------
// wWinMain()関数:エントリーポイント
//--------------------------------------------------------------------------------------
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();
dx.Render();
win.CalculationSleep();
}
}
CoUninitialize();//COMの終了処理
return (int)msg.wParam;
}
//--------------------------------------------------------------------------------------
// WndProc()関数:ウィンドウプロシージャ
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT uiMessage, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (uiMessage)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, uiMessage, wParam, lParam);
}
return 0;
}
//--------------------------------------------------------------------------------------
// Window::InitWindow()関数:ウィンドウの表示
//--------------------------------------------------------------------------------------
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, g_iClientWidth, g_iClientHeight };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow(L"WindowClass", L"DirectX11 - 簡易ペイントソフト",//★---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;
}
//--------------------------------------------------------------------------------------
// Window::InitFps()関数:FPS計測の初期化
//--------------------------------------------------------------------------------------
void Window::InitFps()
{
QueryPerformanceFrequency(&m_freq);
QueryPerformanceCounter(&m_starttime);//現在の時間を取得(1フレーム目)
}
//--------------------------------------------------------------------------------------
// Window::CalculationFps()関数:FPS計測
//--------------------------------------------------------------------------------------
void Window::CalculationFps()
{
if (m_iCount == 60)//カウントが60の時の処理
{
QueryPerformanceCounter(&m_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>((m_nowtime.QuadPart - m_starttime.QuadPart) * 1000 / m_freq.QuadPart) / 60.0);
m_iCount = 0;//カウントを初期値に戻す
m_starttime = m_nowtime;//1フレーム目の時間を現在の時間にする
}
m_iCount++;//カウント+1
}
//--------------------------------------------------------------------------------------
// Window::CalculationSleep()関数:Sleepさせる時間の計算
//--------------------------------------------------------------------------------------
void Window::CalculationSleep()
{
QueryPerformanceCounter(&m_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)
DWORD dwSleepTime = static_cast<DWORD>((1000.0 / 60.0) * m_iCount - (m_nowtime.QuadPart - m_starttime.QuadPart) * 1000 / m_freq.QuadPart);
if (dwSleepTime > 0 && dwSleepTime < 18)//大きく変動がなければSleepTimeは1~17の間に納まる
{
timeBeginPeriod(1);
Sleep(dwSleepTime);
timeEndPeriod(1);
}
else//大きく変動があった場合
{
timeBeginPeriod(1);
Sleep(1);
timeEndPeriod(1);
}
}
//--------------------------------------------------------------------------------------
// Window::CalculationFrameTime()関数:1フレームあたりの時間の計測
//--------------------------------------------------------------------------------------
void Window::CalculationFrameTime()
{
static int iFlg;
if (iFlg == 0)
{
QueryPerformanceCounter(&m_frametime_a);
iFlg = 1;
}
QueryPerformanceCounter(&m_frametime_b);
g_dFrameTime = (m_frametime_b.QuadPart - m_frametime_a.QuadPart) * 1000.0 / m_freq.QuadPart;
m_frametime_a = m_frametime_b;
}
//--------------------------------------------------------------------------------------
// Window::GethWnd()関数:hWndの取得
//--------------------------------------------------------------------------------------
HWND Window::GethWnd()
{
return g_hWnd;
}
//--------------------------------------------------------------------------------------
// Window::GetClientWidth()関数:クライアント領域の横幅の取得
//--------------------------------------------------------------------------------------
int Window::GetClientWidth()
{
return g_iClientWidth;
}
//--------------------------------------------------------------------------------------
// Window::GetClientHeight()関数:クライアント領域の高さの取得
//--------------------------------------------------------------------------------------
int Window::GetClientHeight()
{
return g_iClientHeight;
}
//--------------------------------------------------------------------------------------
// Window::GetFps()関数:FPSの取得
//--------------------------------------------------------------------------------------
double Window::GetFps()
{
return g_dFps;
}
//--------------------------------------------------------------------------------------
// Window::GetFrameTime()関数:1フレームあたりの時間の取得
//--------------------------------------------------------------------------------------
double Window::GetFrameTime()
{
return g_dFrameTime;
}
(3)DirectX.h
#pragma once
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d2d1.lib")
#pragma comment(lib,"dwrite.lib")
#include <d3d11_1.h>
#include <directxcolors.h>
#include <d2d1_1.h>
#include <dwrite.h>
#include <wchar.h>
#include <wrl/client.h>
#include <random>
//--------------------------------------------------------------------------------------
// DirectX11クラス:DirectX関係
//--------------------------------------------------------------------------------------
class DirectX11
{
public:
DirectX11();
~DirectX11();
HRESULT InitDevice();
void Render();
private:
//------------------------------------------------------------
// DirectX11とDirect2D 1.1の初期化
//------------------------------------------------------------
Microsoft::WRL::ComPtr<ID3D11DeviceContext> m_D3DDeviceContext;
Microsoft::WRL::ComPtr<ID2D1DeviceContext> m_D2DDeviceContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_DXGISwapChain1;
Microsoft::WRL::ComPtr<ID2D1Bitmap1> m_D2DBitmap1;
Microsoft::WRL::ComPtr<ID2D1Bitmap1> m_D2DBackBitmap1;//---★追加---
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_D3DRenderTargetView;
//------------------------------------------------------------
// DirectWriteの初期化
//------------------------------------------------------------
Microsoft::WRL::ComPtr<IDWriteTextFormat> m_DWriteTextFormat;
Microsoft::WRL::ComPtr<ID2D1SolidColorBrush> m_D2DSolidBrush;
//------------------------------------------------------------
// ビットマップ作成
//------------------------------------------------------------
Microsoft::WRL::ComPtr<ID2D1Bitmap> m_D2DBitmap;
};
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d2d1.lib")
#pragma comment(lib,"dwrite.lib")
#include <d3d11_1.h>
#include <directxcolors.h>
#include <d2d1_1.h>
#include <dwrite.h>
#include <wchar.h>
#include <wrl/client.h>
#include <random>
//--------------------------------------------------------------------------------------
// DirectX11クラス:DirectX関係
//--------------------------------------------------------------------------------------
class DirectX11
{
public:
DirectX11();
~DirectX11();
HRESULT InitDevice();
void Render();
private:
//------------------------------------------------------------
// DirectX11とDirect2D 1.1の初期化
//------------------------------------------------------------
Microsoft::WRL::ComPtr<ID3D11DeviceContext> m_D3DDeviceContext;
Microsoft::WRL::ComPtr<ID2D1DeviceContext> m_D2DDeviceContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_DXGISwapChain1;
Microsoft::WRL::ComPtr<ID2D1Bitmap1> m_D2DBitmap1;
Microsoft::WRL::ComPtr<ID2D1Bitmap1> m_D2DBackBitmap1;//---★追加---
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_D3DRenderTargetView;
//------------------------------------------------------------
// DirectWriteの初期化
//------------------------------------------------------------
Microsoft::WRL::ComPtr<IDWriteTextFormat> m_DWriteTextFormat;
Microsoft::WRL::ComPtr<ID2D1SolidColorBrush> m_D2DSolidBrush;
//------------------------------------------------------------
// ビットマップ作成
//------------------------------------------------------------
Microsoft::WRL::ComPtr<ID2D1Bitmap> m_D2DBitmap;
};
(4)DirectX.cpp
#include "Main.h"
#include "DirectX.h"
//--------------------------------------------------------------------------------------
// DirectX11::DirectX11()関数:コンストラクタ
//--------------------------------------------------------------------------------------
DirectX11::DirectX11()
{
}
//--------------------------------------------------------------------------------------
// DirectX11::~DirectX11関数:デストラクタ
//--------------------------------------------------------------------------------------
DirectX11::~DirectX11()
{
}
//--------------------------------------------------------------------------------------
// DirectX11::InitDevice():DirectX関係の初期化
//--------------------------------------------------------------------------------------
HRESULT DirectX11::InitDevice()
{
//------------------------------------------------------------
// DirectX11とDirect2D 1.1の初期化
//------------------------------------------------------------
HRESULT hr = S_OK;
UINT uiDeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;//DirectX11上でDirect2Dを使用するために必要
#ifdef _DEBUG
uiDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE drivertypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT uiDriverTypesNum = 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 uiFeatureLevelsNum = ARRAYSIZE(featurelevels);
Microsoft::WRL::ComPtr<ID3D11Device> D3DDevice;
D3D_DRIVER_TYPE drivertype = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL featurelevel = D3D_FEATURE_LEVEL_11_0;
for (UINT uiDriverTypeIndex = 0; uiDriverTypeIndex < uiDriverTypesNum; uiDriverTypeIndex++)
{
drivertype = drivertypes[uiDriverTypeIndex];
hr = D3D11CreateDevice(nullptr, drivertype, nullptr, uiDeviceFlags, featurelevels, uiFeatureLevelsNum,
D3D11_SDK_VERSION, &D3DDevice, &featurelevel, &m_D3DDeviceContext);//&D3DDevice &m_D3DDeviceContext 初期化
if (hr == E_INVALIDARG)
{
hr = D3D11CreateDevice(nullptr, drivertype, nullptr, uiDeviceFlags, &featurelevels[1], uiFeatureLevelsNum - 1,
D3D11_SDK_VERSION, &D3DDevice, &featurelevel, &m_D3DDeviceContext);//&D3DDevice &m_D3DDeviceContext 初期化
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<IDXGIDevice2> DXGIDevice2;
hr = D3DDevice.As(&DXGIDevice2);//D3DDevice->QueryInterface()ではなくD3DDevice.As()、&DXGIDevice2 初期化
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<ID2D1Factory1> D2DFactory1;
D2D1_FACTORY_OPTIONS factoryoptions = {};
#ifdef _DEBUG
factoryoptions.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;
#endif
hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, factoryoptions, D2DFactory1.GetAddressOf());//&D2DFactory1ではなくD2DFactory1.GetAddressOf()
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<ID2D1Device> D2D1Device;
hr = D2DFactory1->CreateDevice(DXGIDevice2.Get(), &D2D1Device);//DXGIDevice2ではなくDXGIDevice2.Get()、&D2D1Device 初期化
if (FAILED(hr))
return hr;
hr = D2D1Device->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE, &m_D2DDeviceContext);//&m_D2DDeviceContext 初期化
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<IDXGIAdapter> DXGIAdapter;
hr = DXGIDevice2->GetAdapter(&DXGIAdapter);//&DXGIAdapter 初期化
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<IDXGIFactory2> DXGIFactory2;
hr = DXGIAdapter->GetParent(IID_PPV_ARGS(&DXGIFactory2));//&DXGIFactory2 初期化
if (FAILED(hr))
return hr;
DXGI_SWAP_CHAIN_DESC1 desc = {};
desc.Width = Window::GetClientWidth();
desc.Height = Window::GetClientHeight();
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.Stereo = FALSE;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
desc.Scaling = DXGI_SCALING_STRETCH;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
hr = DXGIFactory2->CreateSwapChainForHwnd(D3DDevice.Get(), Window::GethWnd(), &desc, nullptr, nullptr, &m_DXGISwapChain1);//D3DDeviceではなくD3DDevice.Get()、&m_DXGISwapChain1 初期化
if (FAILED(hr))
return hr;
(void)DXGIDevice2->SetMaximumFrameLatency(1);
DXGIFactory2->MakeWindowAssociation(Window::GethWnd(), DXGI_MWA_NO_ALT_ENTER);//Alt+Enter時フルスクリーンを無効
Microsoft::WRL::ComPtr<IDXGISurface2> DXGISurface2;
hr = m_DXGISwapChain1->GetBuffer(0, IID_PPV_ARGS(&DXGISurface2));//&DXGISurface2 初期化
if (FAILED(hr))
return hr;
hr = m_D2DDeviceContext->CreateBitmapFromDxgiSurface(DXGISurface2.Get(),//DXGISurface2ではなくDXGISurface2.Get()
D2D1::BitmapProperties1(D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE)), &m_D2DBitmap1);//&m_D2DBitmap1 初期化
if (FAILED(hr))
return hr;
//--------------------------★変更↓--------------------------
//作業用ビットマップの作成
D2D1_SIZE_U pixsize = m_D2DBitmap1->GetPixelSize();
hr = m_D2DDeviceContext->CreateBitmap(pixsize, nullptr, pixsize.width * 4,
D2D1::BitmapProperties1(D2D1_BITMAP_OPTIONS_TARGET,
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED)), &m_D2DBackBitmap1);//&m_D2DBackBitmap1 初期化
if (FAILED(hr))
return hr;
m_D2DDeviceContext->SetTarget(m_D2DBackBitmap1.Get());//作業用ビットマップに描画ターゲットとを移す
m_D2DDeviceContext->BeginDraw();
m_D2DDeviceContext->Clear(D2D1::ColorF(0, 0, 0, 0));//最初だけクリアしておく
m_D2DDeviceContext->EndDraw();
//--------------------------★変更↑--------------------------
Microsoft::WRL::ComPtr<ID3D11Texture2D> D3DTexture2D;
hr = m_DXGISwapChain1->GetBuffer(0, IID_PPV_ARGS(&D3DTexture2D));//&D3DTexture2D 初期化
if (FAILED(hr))
return hr;
hr = D3DDevice->CreateRenderTargetView(D3DTexture2D.Get(), nullptr, &m_D3DRenderTargetView);//D3DTexture2DではなくD3DTexture2D.Get()、&m_D3DRenderTargetView 初期化
if (FAILED(hr))
return hr;
m_D3DDeviceContext->OMSetRenderTargets(1, m_D3DRenderTargetView.GetAddressOf(), nullptr);//&m_D3DRenderTargetViewではなくm_D3DRenderTargetView.GetAddressOf()
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)Window::GetClientWidth();
vp.Height = (FLOAT)Window::GetClientHeight();
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
m_D3DDeviceContext->RSSetViewports(1, &vp);
//------------------------------------------------------------
// DirectWriteの初期化
//------------------------------------------------------------
Microsoft::WRL::ComPtr<IDWriteFactory> DWriteFactory;
hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &DWriteFactory);//&DWriteFactory 初期化
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 = DWriteFactory->CreateTextFormat(L"メイリオ", nullptr, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 20, L"", &m_DWriteTextFormat);//&m_DWriteTextFormat 初期化
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 = m_DWriteTextFormat->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 = m_D2DDeviceContext->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &m_D2DSolidBrush);//&m_D2DSolidBrush 初期化
if (FAILED(hr))
return hr;
//--------------------------★変更↓--------------------------
//--------------------------★変更↑--------------------------
return S_OK;
}
//--------------------------------------------------------------------------------------
// DirectX11::Render():DirectX関係の描画
//--------------------------------------------------------------------------------------
void DirectX11::Render()
{
m_D3DDeviceContext->ClearRenderTargetView(m_D3DRenderTargetView.Get(), DirectX::Colors::Aquamarine);//m_D3DRenderTargetViewではなくm_D3DRenderTargetView.Get()
//--------------------------★変更↓--------------------------
//------------------------------------------------------------
// キー入力関係
//------------------------------------------------------------
//マウス入力
int iMouseL = 0, iMouseR = 0;
if (GetAsyncKeyState(VK_LBUTTON) & 0x8000) iMouseL = 1;
if (GetAsyncKeyState(VK_RBUTTON) & 0x8000) iMouseR = 1;
POINT mousepoint_a;
static FLOAT fMouseX_a, fMouseY_a;
POINT mousepoint_b;
static FLOAT fMouseX_b, fMouseY_b;
//------------------------------------------------------------
// 文字操作
//------------------------------------------------------------
//FPS表示用
WCHAR wcText1[256] = { 0 };
swprintf(wcText1, 256, L"FPS=%lf", Window::GetFps());
//------------------------------------------------------------
// 2D描画(作業用ビットマップに描画)
//------------------------------------------------------------
static int iDrawStart = 1;
if (iMouseL)//マウス左ボタンが押されているとき
{
if (iDrawStart)//マウス左ボタンが押された時のマウス座標取得
{
GetCursorPos(&mousepoint_b);//マウスのスクリーン座標取得
ScreenToClient(Window::GethWnd(), &mousepoint_b);//スクリーン座標をクライアント座標(アプリケーションの左上を(0, 0))に変換
fMouseX_b = static_cast<FLOAT>(mousepoint_b.x);
fMouseY_b = static_cast<FLOAT>(mousepoint_b.y);
iDrawStart = 0;
}
GetCursorPos(&mousepoint_a);//マウスのスクリーン座標取得
ScreenToClient(Window::GethWnd(), &mousepoint_a);//スクリーン座標をクライアント座標(アプリケーションの左上を(0, 0))に変換
fMouseX_a = static_cast<FLOAT>(mousepoint_a.x);
fMouseY_a = static_cast<FLOAT>(mousepoint_a.y);
if(fMouseX_a != fMouseX_b || fMouseY_a != fMouseY_b)//マウス座標に変更があった場合、線を描画
{
m_D2DDeviceContext->SetTarget(m_D2DBackBitmap1.Get());//作業用ビットマップに描画ターゲットとを移す
m_D2DDeviceContext->BeginDraw();
m_D2DSolidBrush->SetColor(D2D1::ColorF(0.0f, 0.0f, 1.0f, 1.0f));//RGBA
m_D2DDeviceContext->DrawLine(D2D1::Point2F(fMouseX_b, fMouseY_b), D2D1::Point2F(fMouseX_a, fMouseY_a), m_D2DSolidBrush.Get(), 1);//線を描画
m_D2DDeviceContext->EndDraw();
fMouseX_b = fMouseX_a;
fMouseY_b = fMouseY_a;
}
}
else//マウス左ボタンが押されていないとき
{
iDrawStart = 1;
}
if (iMouseL == 0 && iMouseR == 1)//マウス左ボタンが押されていない かつ マウス右ボタンが押されているとき作業用ビットマップをクリアする
{
m_D2DDeviceContext->SetTarget(m_D2DBackBitmap1.Get());//作業用ビットマップに描画ターゲットとを移す
m_D2DDeviceContext->BeginDraw();
m_D2DDeviceContext->Clear(D2D1::ColorF(0, 0, 0, 0));//クリア
m_D2DDeviceContext->EndDraw();
}
//------------------------------------------------------------
// 2D描画(ウィンドウに描画)
//------------------------------------------------------------
m_D2DDeviceContext->SetTarget(m_D2DBitmap1.Get());//ウィンドウ表示用ビットマップに描画ターゲットとを移す
m_D2DDeviceContext->BeginDraw();
m_D2DDeviceContext->DrawBitmap(m_D2DBackBitmap1.Get());//作業用ビットマップを描画
//関数DrawBitmap()
//第1引数:レンダリングするビットマップ(m_D2DBitmapではなくm_D2DBitmap.Get())
//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)
//m_D2DDeviceContext->DrawBitmap(m_D2DBitmap.Get(), D2D1::RectF(fPosX, fPosY, fPosX + 512, fPosY + 512), 1.0f, D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, D2D1::RectF(0, 0, iPixSize, iPixSize));
m_D2DSolidBrush->SetColor(D2D1::ColorF(0, 0, 0, 1));//RGBA
m_D2DDeviceContext->DrawText(wcText1, ARRAYSIZE(wcText1) - 1, m_DWriteTextFormat.Get(), D2D1::RectF(0, 0, 800, 20), m_D2DSolidBrush.Get(), D2D1_DRAW_TEXT_OPTIONS_NONE);//m_DWriteTextFormatではなくm_DWriteTextFormat.Get()
m_D2DDeviceContext->EndDraw();
//--------------------------★変更↑--------------------------
m_DXGISwapChain1->Present(0, 0);
}
#include "DirectX.h"
//--------------------------------------------------------------------------------------
// DirectX11::DirectX11()関数:コンストラクタ
//--------------------------------------------------------------------------------------
DirectX11::DirectX11()
{
}
//--------------------------------------------------------------------------------------
// DirectX11::~DirectX11関数:デストラクタ
//--------------------------------------------------------------------------------------
DirectX11::~DirectX11()
{
}
//--------------------------------------------------------------------------------------
// DirectX11::InitDevice():DirectX関係の初期化
//--------------------------------------------------------------------------------------
HRESULT DirectX11::InitDevice()
{
//------------------------------------------------------------
// DirectX11とDirect2D 1.1の初期化
//------------------------------------------------------------
HRESULT hr = S_OK;
UINT uiDeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;//DirectX11上でDirect2Dを使用するために必要
#ifdef _DEBUG
uiDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE drivertypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT uiDriverTypesNum = 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 uiFeatureLevelsNum = ARRAYSIZE(featurelevels);
Microsoft::WRL::ComPtr<ID3D11Device> D3DDevice;
D3D_DRIVER_TYPE drivertype = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL featurelevel = D3D_FEATURE_LEVEL_11_0;
for (UINT uiDriverTypeIndex = 0; uiDriverTypeIndex < uiDriverTypesNum; uiDriverTypeIndex++)
{
drivertype = drivertypes[uiDriverTypeIndex];
hr = D3D11CreateDevice(nullptr, drivertype, nullptr, uiDeviceFlags, featurelevels, uiFeatureLevelsNum,
D3D11_SDK_VERSION, &D3DDevice, &featurelevel, &m_D3DDeviceContext);//&D3DDevice &m_D3DDeviceContext 初期化
if (hr == E_INVALIDARG)
{
hr = D3D11CreateDevice(nullptr, drivertype, nullptr, uiDeviceFlags, &featurelevels[1], uiFeatureLevelsNum - 1,
D3D11_SDK_VERSION, &D3DDevice, &featurelevel, &m_D3DDeviceContext);//&D3DDevice &m_D3DDeviceContext 初期化
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<IDXGIDevice2> DXGIDevice2;
hr = D3DDevice.As(&DXGIDevice2);//D3DDevice->QueryInterface()ではなくD3DDevice.As()、&DXGIDevice2 初期化
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<ID2D1Factory1> D2DFactory1;
D2D1_FACTORY_OPTIONS factoryoptions = {};
#ifdef _DEBUG
factoryoptions.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;
#endif
hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, factoryoptions, D2DFactory1.GetAddressOf());//&D2DFactory1ではなくD2DFactory1.GetAddressOf()
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<ID2D1Device> D2D1Device;
hr = D2DFactory1->CreateDevice(DXGIDevice2.Get(), &D2D1Device);//DXGIDevice2ではなくDXGIDevice2.Get()、&D2D1Device 初期化
if (FAILED(hr))
return hr;
hr = D2D1Device->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE, &m_D2DDeviceContext);//&m_D2DDeviceContext 初期化
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<IDXGIAdapter> DXGIAdapter;
hr = DXGIDevice2->GetAdapter(&DXGIAdapter);//&DXGIAdapter 初期化
if (FAILED(hr))
return hr;
Microsoft::WRL::ComPtr<IDXGIFactory2> DXGIFactory2;
hr = DXGIAdapter->GetParent(IID_PPV_ARGS(&DXGIFactory2));//&DXGIFactory2 初期化
if (FAILED(hr))
return hr;
DXGI_SWAP_CHAIN_DESC1 desc = {};
desc.Width = Window::GetClientWidth();
desc.Height = Window::GetClientHeight();
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.Stereo = FALSE;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
desc.Scaling = DXGI_SCALING_STRETCH;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
hr = DXGIFactory2->CreateSwapChainForHwnd(D3DDevice.Get(), Window::GethWnd(), &desc, nullptr, nullptr, &m_DXGISwapChain1);//D3DDeviceではなくD3DDevice.Get()、&m_DXGISwapChain1 初期化
if (FAILED(hr))
return hr;
(void)DXGIDevice2->SetMaximumFrameLatency(1);
DXGIFactory2->MakeWindowAssociation(Window::GethWnd(), DXGI_MWA_NO_ALT_ENTER);//Alt+Enter時フルスクリーンを無効
Microsoft::WRL::ComPtr<IDXGISurface2> DXGISurface2;
hr = m_DXGISwapChain1->GetBuffer(0, IID_PPV_ARGS(&DXGISurface2));//&DXGISurface2 初期化
if (FAILED(hr))
return hr;
hr = m_D2DDeviceContext->CreateBitmapFromDxgiSurface(DXGISurface2.Get(),//DXGISurface2ではなくDXGISurface2.Get()
D2D1::BitmapProperties1(D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE)), &m_D2DBitmap1);//&m_D2DBitmap1 初期化
if (FAILED(hr))
return hr;
//--------------------------★変更↓--------------------------
//作業用ビットマップの作成
D2D1_SIZE_U pixsize = m_D2DBitmap1->GetPixelSize();
hr = m_D2DDeviceContext->CreateBitmap(pixsize, nullptr, pixsize.width * 4,
D2D1::BitmapProperties1(D2D1_BITMAP_OPTIONS_TARGET,
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED)), &m_D2DBackBitmap1);//&m_D2DBackBitmap1 初期化
if (FAILED(hr))
return hr;
m_D2DDeviceContext->SetTarget(m_D2DBackBitmap1.Get());//作業用ビットマップに描画ターゲットとを移す
m_D2DDeviceContext->BeginDraw();
m_D2DDeviceContext->Clear(D2D1::ColorF(0, 0, 0, 0));//最初だけクリアしておく
m_D2DDeviceContext->EndDraw();
//--------------------------★変更↑--------------------------
Microsoft::WRL::ComPtr<ID3D11Texture2D> D3DTexture2D;
hr = m_DXGISwapChain1->GetBuffer(0, IID_PPV_ARGS(&D3DTexture2D));//&D3DTexture2D 初期化
if (FAILED(hr))
return hr;
hr = D3DDevice->CreateRenderTargetView(D3DTexture2D.Get(), nullptr, &m_D3DRenderTargetView);//D3DTexture2DではなくD3DTexture2D.Get()、&m_D3DRenderTargetView 初期化
if (FAILED(hr))
return hr;
m_D3DDeviceContext->OMSetRenderTargets(1, m_D3DRenderTargetView.GetAddressOf(), nullptr);//&m_D3DRenderTargetViewではなくm_D3DRenderTargetView.GetAddressOf()
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)Window::GetClientWidth();
vp.Height = (FLOAT)Window::GetClientHeight();
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
m_D3DDeviceContext->RSSetViewports(1, &vp);
//------------------------------------------------------------
// DirectWriteの初期化
//------------------------------------------------------------
Microsoft::WRL::ComPtr<IDWriteFactory> DWriteFactory;
hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &DWriteFactory);//&DWriteFactory 初期化
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 = DWriteFactory->CreateTextFormat(L"メイリオ", nullptr, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 20, L"", &m_DWriteTextFormat);//&m_DWriteTextFormat 初期化
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 = m_DWriteTextFormat->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 = m_D2DDeviceContext->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &m_D2DSolidBrush);//&m_D2DSolidBrush 初期化
if (FAILED(hr))
return hr;
//--------------------------★変更↓--------------------------
//--------------------------★変更↑--------------------------
return S_OK;
}
//--------------------------------------------------------------------------------------
// DirectX11::Render():DirectX関係の描画
//--------------------------------------------------------------------------------------
void DirectX11::Render()
{
m_D3DDeviceContext->ClearRenderTargetView(m_D3DRenderTargetView.Get(), DirectX::Colors::Aquamarine);//m_D3DRenderTargetViewではなくm_D3DRenderTargetView.Get()
//--------------------------★変更↓--------------------------
//------------------------------------------------------------
// キー入力関係
//------------------------------------------------------------
//マウス入力
int iMouseL = 0, iMouseR = 0;
if (GetAsyncKeyState(VK_LBUTTON) & 0x8000) iMouseL = 1;
if (GetAsyncKeyState(VK_RBUTTON) & 0x8000) iMouseR = 1;
POINT mousepoint_a;
static FLOAT fMouseX_a, fMouseY_a;
POINT mousepoint_b;
static FLOAT fMouseX_b, fMouseY_b;
//------------------------------------------------------------
// 文字操作
//------------------------------------------------------------
//FPS表示用
WCHAR wcText1[256] = { 0 };
swprintf(wcText1, 256, L"FPS=%lf", Window::GetFps());
//------------------------------------------------------------
// 2D描画(作業用ビットマップに描画)
//------------------------------------------------------------
static int iDrawStart = 1;
if (iMouseL)//マウス左ボタンが押されているとき
{
if (iDrawStart)//マウス左ボタンが押された時のマウス座標取得
{
GetCursorPos(&mousepoint_b);//マウスのスクリーン座標取得
ScreenToClient(Window::GethWnd(), &mousepoint_b);//スクリーン座標をクライアント座標(アプリケーションの左上を(0, 0))に変換
fMouseX_b = static_cast<FLOAT>(mousepoint_b.x);
fMouseY_b = static_cast<FLOAT>(mousepoint_b.y);
iDrawStart = 0;
}
GetCursorPos(&mousepoint_a);//マウスのスクリーン座標取得
ScreenToClient(Window::GethWnd(), &mousepoint_a);//スクリーン座標をクライアント座標(アプリケーションの左上を(0, 0))に変換
fMouseX_a = static_cast<FLOAT>(mousepoint_a.x);
fMouseY_a = static_cast<FLOAT>(mousepoint_a.y);
if(fMouseX_a != fMouseX_b || fMouseY_a != fMouseY_b)//マウス座標に変更があった場合、線を描画
{
m_D2DDeviceContext->SetTarget(m_D2DBackBitmap1.Get());//作業用ビットマップに描画ターゲットとを移す
m_D2DDeviceContext->BeginDraw();
m_D2DSolidBrush->SetColor(D2D1::ColorF(0.0f, 0.0f, 1.0f, 1.0f));//RGBA
m_D2DDeviceContext->DrawLine(D2D1::Point2F(fMouseX_b, fMouseY_b), D2D1::Point2F(fMouseX_a, fMouseY_a), m_D2DSolidBrush.Get(), 1);//線を描画
m_D2DDeviceContext->EndDraw();
fMouseX_b = fMouseX_a;
fMouseY_b = fMouseY_a;
}
}
else//マウス左ボタンが押されていないとき
{
iDrawStart = 1;
}
if (iMouseL == 0 && iMouseR == 1)//マウス左ボタンが押されていない かつ マウス右ボタンが押されているとき作業用ビットマップをクリアする
{
m_D2DDeviceContext->SetTarget(m_D2DBackBitmap1.Get());//作業用ビットマップに描画ターゲットとを移す
m_D2DDeviceContext->BeginDraw();
m_D2DDeviceContext->Clear(D2D1::ColorF(0, 0, 0, 0));//クリア
m_D2DDeviceContext->EndDraw();
}
//------------------------------------------------------------
// 2D描画(ウィンドウに描画)
//------------------------------------------------------------
m_D2DDeviceContext->SetTarget(m_D2DBitmap1.Get());//ウィンドウ表示用ビットマップに描画ターゲットとを移す
m_D2DDeviceContext->BeginDraw();
m_D2DDeviceContext->DrawBitmap(m_D2DBackBitmap1.Get());//作業用ビットマップを描画
//関数DrawBitmap()
//第1引数:レンダリングするビットマップ(m_D2DBitmapではなくm_D2DBitmap.Get())
//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)
//m_D2DDeviceContext->DrawBitmap(m_D2DBitmap.Get(), D2D1::RectF(fPosX, fPosY, fPosX + 512, fPosY + 512), 1.0f, D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, D2D1::RectF(0, 0, iPixSize, iPixSize));
m_D2DSolidBrush->SetColor(D2D1::ColorF(0, 0, 0, 1));//RGBA
m_D2DDeviceContext->DrawText(wcText1, ARRAYSIZE(wcText1) - 1, m_DWriteTextFormat.Get(), D2D1::RectF(0, 0, 800, 20), m_D2DSolidBrush.Get(), D2D1_DRAW_TEXT_OPTIONS_NONE);//m_DWriteTextFormatではなくm_DWriteTextFormat.Get()
m_D2DDeviceContext->EndDraw();
//--------------------------★変更↑--------------------------
m_DXGISwapChain1->Present(0, 0);
}
★部分を追加または変更
3.マウス左ドラッグ:線を引く、マウス右クリック:すべてクリア
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