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170430C++DirectX11 - DirectXTKスプライトの描画 - Main.cpp

Main.cpp
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d3dCompiler.lib")
#pragma comment(lib,"winmm.lib")//timeGetTime
#include <windows.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <directxcolors.h>
#include "SpriteBatch.h"
#include "DDSTextureLoader.h"

using namespace DirectX;

//--------------------------------------------------------------------------------------
// グローバル変数
//--------------------------------------------------------------------------------------
HINSTANCE               g_hInst = nullptr;
HWND                    g_hWnd = nullptr;
D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device*           g_pd3dDevice = nullptr;
ID3D11Device1*          g_pd3dDevice1 = nullptr;
ID3D11DeviceContext*    g_pImmediateContext = nullptr;
ID3D11DeviceContext1*   g_pImmediateContext1 = nullptr;
IDXGISwapChain*         g_pSwapChain = nullptr;
IDXGISwapChain1*        g_pSwapChain1 = nullptr;
ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
ID3D11Texture2D*        g_pDepthStencil = nullptr;
ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
XMMATRIX                g_World;
XMMATRIX                g_View;
XMMATRIX                g_Projection;

std::unique_ptr<SpriteBatch>    g_Sprites;

ID3D11ShaderResourceView*   g_pTextureRV = nullptr;


//--------------------------------------------------------------------------------------
// 前方宣言
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
void Render();


int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);

    if (FAILED(InitWindow(hInstance, nCmdShow)))
        return 0;

    if (FAILED(InitDevice()))
    {
        CleanupDevice();
        return 0;
    }

    // メインメッセージループ
    MSG msg = { 0 };
    timeBeginPeriod(1);//タイマの精度を上げる
    while (WM_QUIT != msg.message)
    {
        if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else
        {
            Render();
        }
        Sleep(1);
    }
    timeEndPeriod(1);

    CleanupDevice();

    return (int)msg.wParam;
}


HRESULT 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 = NULL;
    wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
    wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
    wcex.lpszMenuName = nullptr;
    wcex.lpszClassName = L"TutorialWindowClass";
    wcex.hIconSm = NULL;
    if (!RegisterClassEx(&wcex))
        return E_FAIL;

    g_hInst = hInstance;
    RECT rc = { 0, 0, 400, 300 };
    AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
    g_hWnd = CreateWindow(L"TutorialWindowClass", L"DirectXTKスプライトの描画",
        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;
}


HRESULT CompileShaderFromFile(WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut)
{
    HRESULT hr = S_OK;

    DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
    dwShaderFlags |= D3DCOMPILE_DEBUG;

    dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif

    ID3DBlob* pErrorBlob = nullptr;
    hr = D3DCompileFromFile(szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
        dwShaderFlags, 0, ppBlobOut, &pErrorBlob);
    if (FAILED(hr))
    {
        if (pErrorBlob)
        {
            OutputDebugStringA(reinterpret_cast<const char*>(pErrorBlob->GetBufferPointer()));
            pErrorBlob->Release();
        }
        return hr;
    }
    if (pErrorBlob) pErrorBlob->Release();

    return S_OK;
}


HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect(g_hWnd, &rc);
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#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);

    for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
            D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);

        if (hr == E_INVALIDARG)
        {
            hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
                D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
        }

        if (SUCCEEDED(hr))
            break;
    }
    if (FAILED(hr))
        return hr;

    IDXGIFactory1* dxgiFactory = nullptr;
    {
        IDXGIDevice* dxgiDevice = nullptr;
        hr = g_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 = g_pd3dDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1));
        if (SUCCEEDED(hr))
        {
            (void)g_pImmediateContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1));
        }

        DXGI_SWAP_CHAIN_DESC1 sd;
        ZeroMemory(&sd, sizeof(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(g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1);
        if (SUCCEEDED(hr))
        {
            hr = g_pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain));
        }

        dxgiFactory2->Release();
    }
    else
    {
        DXGI_SWAP_CHAIN_DESC sd;
        ZeroMemory(&sd, sizeof(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 = g_hWnd;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.Windowed = TRUE;

        hr = dxgiFactory->CreateSwapChain(g_pd3dDevice, &sd, &g_pSwapChain);
    }

    dxgiFactory->MakeWindowAssociation(g_hWnd, DXGI_MWA_NO_ALT_ENTER);

    dxgiFactory->Release();

    if (FAILED(hr))
        return hr;

    ID3D11Texture2D* pBackBuffer = nullptr;
    hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
    if (FAILED(hr))
        return hr;

    hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView);
    pBackBuffer->Release();
    if (FAILED(hr))
        return hr;

    // 深度ステンシルテクスチャの作成
    D3D11_TEXTURE2D_DESC descDepth;
    ZeroMemory(&descDepth, sizeof(descDepth));
    descDepth.Width = width;
    descDepth.Height = height;
    descDepth.MipLevels = 1;
    descDepth.ArraySize = 1;
    descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
    descDepth.SampleDesc.Count = 1;
    descDepth.SampleDesc.Quality = 0;
    descDepth.Usage = D3D11_USAGE_DEFAULT;
    descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    descDepth.CPUAccessFlags = 0;
    descDepth.MiscFlags = 0;
    hr = g_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
    if (FAILED(hr))
        return hr;

    // 深度ステンシルビューの作成
    D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
    ZeroMemory(&descDSV, sizeof(descDSV));
    descDSV.Format = descDepth.Format;
    descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
    descDSV.Texture2D.MipSlice = 0;
    hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
    if (FAILED(hr))
        return hr;

    g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);

    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;
    g_pImmediateContext->RSSetViewports(1, &vp);

    // DirectXTKオブジェクトの作成
    g_Sprites.reset(new SpriteBatch(g_pImmediateContext));

    hr = CreateDDSTextureFromFile(g_pd3dDevice, L"tex.dds", nullptr, &g_pTextureRV);
    if (FAILED(hr))
        return hr;

    // ワールドマトリックスの初期化
    g_World = XMMatrixIdentity();

    // ビューマトリックスの初期化
    XMVECTOR Eye = XMVectorSet(0.0f, 0.0f, -10.0f, 0.0f);
    XMVECTOR At = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
    XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
    g_View = XMMatrixLookAtLH(Eye, At, Up);

    // プロジェクションマトリックスの初期化
    g_Projection = XMMatrixPerspectiveFovLH(XM_PIDIV4, width / (FLOAT)height, 0.01f, 100.0f);

    return S_OK;
}


void CleanupDevice()
{
    if (g_pImmediateContext) g_pImmediateContext->ClearState();

    if (g_pTextureRV) g_pTextureRV->Release();

    if (g_pDepthStencil) g_pDepthStencil->Release();
    if (g_pDepthStencilView) g_pDepthStencilView->Release();
    if (g_pRenderTargetView) g_pRenderTargetView->Release();
    if (g_pSwapChain1) g_pSwapChain1->Release();
    if (g_pSwapChain) g_pSwapChain->Release();
    if (g_pImmediateContext1) g_pImmediateContext1->Release();
    if (g_pImmediateContext) g_pImmediateContext->Release();
    if (g_pd3dDevice1) g_pd3dDevice1->Release();
    if (g_pd3dDevice) g_pd3dDevice->Release();
}


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;
}


void Render()
{
    // 1フレームあたりの時間を測定
    static DWORD PreTime = timeGetTime();
    DWORD NowTime = timeGetTime();
    float FrameTime = (float)(NowTime - PreTime) / 1000.0f;
    PreTime = timeGetTime();

    //
    // バックバッファのクリア
    //
    g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, Colors::Aquamarine);

    //
    // 深度バッファを1.0(最大深度)にクリア
    //
    g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);

    // スプライトの描画
    static float t = 10.0f;
    t += FrameTime * 100;
    if (t >= 400) t = 10.0f;

    g_Sprites->Begin(SpriteSortMode_Deferred);
    g_Sprites->Draw(g_pTextureRV, XMFLOAT2(t, 10), nullptr, Colors::White);
    g_Sprites->End();

    //
    // バックバッファをフロントバッファに渡す
    //
    g_pSwapChain->Present(0, 0);
}

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