#pragma comment(lib, "d3d11")
#pragma comment(lib, "d3dcompiler")
#include <Windows.h>
#include <wrl.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <DirectXMath.h>
using namespace Microsoft::WRL;
using namespace DirectX;
struct SimpleVertex {
XMFLOAT3 Pos;
XMFLOAT3 Color;
};
struct ConstantBuffer {
XMMATRIX mWorld;
};
ComPtr<ID3D11Device> g_pDevice;
ComPtr<ID3D11DeviceContext> g_pContext;
ComPtr<IDXGISwapChain> g_pSwapChain;
ComPtr<ID3D11RenderTargetView> g_pRenderTargetView;
ComPtr<ID3D11VertexShader> g_pVertexShader;
ComPtr<ID3D11PixelShader> g_pPixelShader;
ComPtr<ID3D11InputLayout> g_pVertexLayout;
ComPtr<ID3D11Buffer> g_pVertexBuffer;
ComPtr<ID3D11Buffer> g_pConstantBuffer;
float g_theta = 0;
// 関数宣言
HWND InitWindow(HINSTANCE hInst);
HRESULT InitDevice(HWND hWnd);
void CleanupDevice();
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
void Render();
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR, int nCmdShow)
{
HWND hWnd = InitWindow(hInstance);
if (!hWnd) return -1;
if (FAILED(InitDevice(hWnd))) {
CleanupDevice();
return -1;
}
ShowWindow(hWnd, nCmdShow);
MSG msg = { 0 };
while (msg.message != WM_QUIT) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
Render();
}
}
CleanupDevice();
return msg.wParam;
}
HWND InitWindow(HINSTANCE hInst)
{
WNDCLASSEX wc = { sizeof WNDCLASSEX };
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.hInstance = hInst;
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = HBRUSH(COLOR_WINDOW + 1);
wc.lpszClassName = L"dx11sample1";
if (!RegisterClassEx(&wc)) return nullptr;
DWORD dwStyle = WS_OVERLAPPEDWINDOW;
RECT rc = { 0, 0, 400, 400 };
AdjustWindowRect(&rc, dwStyle, FALSE);
HWND hWnd = CreateWindow(
wc.lpszClassName, L"dx11sample1", dwStyle,
CW_USEDEFAULT, 0, rc.right - rc.left, rc.bottom - rc.top,
nullptr, nullptr, hInst, nullptr);
return hWnd;
}
HRESULT CompileShaderFromFile(
LPCWSTR szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut)
{
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
ComPtr<ID3DBlob> pErrorBlob;
HRESULT hr = D3DCompileFromFile(szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
dwShaderFlags, 0, ppBlobOut, &pErrorBlob);
if (FAILED(hr)) {
if (pErrorBlob) {
OutputDebugStringA((LPCSTR)pErrorBlob->GetBufferPointer());
}
return hr;
}
return S_OK;
}
HRESULT InitDevice(HWND hWnd)
{
HRESULT hr;
UINT width = 400;
UINT height = 400;
DXGI_SWAP_CHAIN_DESC sd = { 0 };
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // 符号なし正規化整数
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hWnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
D3D_FEATURE_LEVEL featureLevel;
hr = D3D11CreateDeviceAndSwapChain(
nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &sd,
&g_pSwapChain, &g_pDevice, &featureLevel, &g_pContext);
// レンダーターゲットビュー
ComPtr<ID3D11Texture2D> pBackBuffer;
hr = g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (FAILED(hr)) return hr;
hr = g_pDevice->CreateRenderTargetView(pBackBuffer.Get(), nullptr, &g_pRenderTargetView);
if (FAILED(hr)) return hr;
g_pContext->OMSetRenderTargets(1, g_pRenderTargetView.GetAddressOf(), nullptr);
// ビューポート
D3D11_VIEWPORT vp = { 0 };
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0;
vp.MaxDepth = 1;
g_pContext->RSSetViewports(1, &vp);
// 頂点シェーダ
ComPtr<ID3DBlob> pVSBlob;
hr = CompileShaderFromFile(L"dx11sample1.fx", "VS", "vs_5_0", &pVSBlob);
if (FAILED(hr)) {
return hr;
}
hr = g_pDevice->CreateVertexShader(
pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader);
if (FAILED(hr)) return hr;
// ピクセルシェーダ
ComPtr<ID3DBlob> pPSBlob;
hr = CompileShaderFromFile(L"dx11sample1.fx", "PS", "ps_5_0", &pPSBlob);
if (FAILED(hr)) {
return hr;
}
hr = g_pDevice->CreatePixelShader(
pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader);
if (FAILED(hr)) return hr;
//
g_pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// 入力レイアウト
D3D11_INPUT_ELEMENT_DESC layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
hr = g_pDevice->CreateInputLayout(layout, ARRAYSIZE(layout),
pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &g_pVertexLayout);
if (FAILED(hr)) return hr;
g_pContext->IASetInputLayout(g_pVertexLayout.Get());
// 頂点バッファ
SimpleVertex vertices[] = {
{ XMFLOAT3(0, 0, 1), XMFLOAT3(0, 0, 1) },
{ XMFLOAT3(0, 1, 0), XMFLOAT3(0, 1, 0) },
{ XMFLOAT3(1, 0, 0), XMFLOAT3(1, 0, 0) },
};
D3D11_BUFFER_DESC vb = { 0 };
vb.ByteWidth = sizeof vertices;
vb.Usage = D3D11_USAGE_DEFAULT;
vb.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA InitData = { 0 };
InitData.pSysMem = vertices;
hr = g_pDevice->CreateBuffer(&vb, &InitData, &g_pVertexBuffer);
if (FAILED(hr)) return hr;
UINT stride = sizeof SimpleVertex;
UINT offset = 0;
g_pContext->IASetVertexBuffers(0, 1, g_pVertexBuffer.GetAddressOf(), &stride, &offset);
// 定数バッファ
D3D11_BUFFER_DESC cb = { 0 };
cb.ByteWidth = sizeof ConstantBuffer;
cb.Usage = D3D11_USAGE_DEFAULT;
cb.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = g_pDevice->CreateBuffer(&cb, nullptr, &g_pConstantBuffer);
if (FAILED(hr)) return hr;
return S_OK;
}
void CleanupDevice()
{
if (g_pContext) {
g_pContext->ClearState();
}
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (uMsg) {
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
return 0;
}
void Render()
{
XMMATRIX world = XMMatrixRotationZ(g_theta);
//
float ClearColor[4] = { 0, 0, 0, 1 };
g_pContext->ClearRenderTargetView(g_pRenderTargetView.Get(), ClearColor);
ConstantBuffer cb;
//cb.mWorld = XMMatrixTranspose(world);
cb.mWorld = world;
g_pContext->UpdateSubresource(g_pConstantBuffer.Get(), 0, nullptr, &cb, 0, 0);
g_pContext->VSSetShader(g_pVertexShader.Get(), nullptr, 0);
g_pContext->VSSetConstantBuffers(0, 1, g_pConstantBuffer.GetAddressOf());
g_pContext->PSSetShader(g_pPixelShader.Get(), nullptr, 0);
g_pContext->Draw(3, 0);
g_pSwapChain->Present(1, 0);
//
g_theta += 0.01f;
}