開発環境 |
Microsoft Visual Studio Community 2019 |
実行環境 |
Microsoft Windows 10 Home (64bit) |
プロジェクト テンプレート |
C++ 空のプロジェクト |
プロジェクト名 |
DominoSaver |
構成プロパティ
HLSL コンパイラ/全般/シェーダー モデル |
Shader Model 5.0 (/5.0) |
DominoSaver.cpp
#pragma comment(lib, "d3d11")
#pragma comment(lib, "scrnsavw")
#pragma comment(lib, "comctl32")
#include <Windows.h>
#include <wrl.h>
#include <d3d11.h>
#include <DirectXMath.h>
#include <ScrnSave.h>
#define NUM 500
#define STEP 4
#define CYCLE (NUM * STEP)
using namespace Microsoft::WRL;
using namespace DirectX;
struct ConstantBuffer {
XMMATRIX mView;
XMMATRIX mProjection;
float frame;
float cycle;
float f2, f3; // filler
};
struct InstanceBuffer {
XMFLOAT4 domino;
};
struct Head {
float x, y, z;
float dir;
float delta;
};
// 外部変数
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_pInstanceLayout;
ComPtr<ID3D11Buffer> g_pInstanceBuffer;
ComPtr<ID3D11Buffer> g_pConstantBuffer;
ComPtr<ID3D11Texture2D> g_pDepthBuffer;
ComPtr<ID3D11DepthStencilView> g_pDepthView;
InstanceBuffer g_ib[NUM];
XMFLOAT4 g_rail[CYCLE];
Head g_head;
XMFLOAT3 g_cam = { 0, 20, 0 };
int g_frame = 0;
// 関数宣言
HRESULT InitDevice(HWND hWnd);
void CleanupDevice();
void Render();
void CreateRail();
LRESULT WINAPI ScreenSaverProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg) {
case WM_TIMER:
Render();
break;
case WM_CREATE:
InitDevice(hWnd);
for (int i = 0; i < CYCLE; i++) {
CreateRail();
}
SetTimer(hWnd, 1, 10, NULL);
break;
case WM_DESTROY:
CleanupDevice();
break;
}
return DefScreenSaverProc(hWnd, msg, wParam, lParam);
}
BOOL WINAPI ScreenSaverConfigureDialog(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
{
return TRUE;
}
BOOL WINAPI RegisterDialogClasses(HANDLE hInst)
{
return TRUE;
}
HRESULT InitDevice(HWND hWnd)
{
HRESULT hr;
RECT rc;
GetClientRect(hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
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);
if (FAILED(hr)) return hr;
// 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;
// 深度バッファ
D3D11_TEXTURE2D_DESC td = { 0 };
td.Width = width;
td.Height = height;
td.MipLevels = 1;
td.ArraySize = 1;
td.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
td.SampleDesc.Count = 1;
td.SampleDesc.Quality = 0;
td.Usage = D3D11_USAGE_DEFAULT;
td.BindFlags = D3D11_BIND_DEPTH_STENCIL;
hr = g_pDevice->CreateTexture2D(&td, nullptr, &g_pDepthBuffer);
if (FAILED(hr)) return hr;
// 深度ビュー
D3D11_DEPTH_STENCIL_VIEW_DESC dsv = { td.Format, D3D11_DSV_DIMENSION_TEXTURE2D };
g_pDevice->CreateDepthStencilView(g_pDepthBuffer.Get(), &dsv, &g_pDepthView);
if (FAILED(hr)) return hr;
// 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
HMODULE hModule = GetModuleHandle(nullptr);
HRSRC hResInfo = FindResource(hModule, L"VS", L"SHADER");
HGLOBAL hResData = LoadResource(hModule, hResInfo);
hr = g_pDevice->CreateVertexShader(
LockResource(hResData), SizeofResource(hModule, hResInfo), nullptr, &g_pVertexShader);
if (FAILED(hr)) return hr;
// 入力レイアウト
D3D11_INPUT_ELEMENT_DESC layout[] = {
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
};
hr = g_pDevice->CreateInputLayout(layout, ARRAYSIZE(layout),
LockResource(hResData), SizeofResource(hModule, hResInfo), &g_pInstanceLayout);
if (FAILED(hr)) return hr;
g_pContext->IASetInputLayout(g_pInstanceLayout.Get());
// ピクセルシェーダ
hResInfo = FindResource(hModule, L"PS", L"SHADER");
hResData = LoadResource(hModule, hResInfo);
hr = g_pDevice->CreatePixelShader(
LockResource(hResData), SizeofResource(hModule, hResInfo), nullptr, &g_pPixelShader);
if (FAILED(hr)) return hr;
// インスタンスバッファ
D3D11_BUFFER_DESC ib = { 0 };
ib.ByteWidth = (sizeof InstanceBuffer) * NUM;
ib.Usage = D3D11_USAGE_DEFAULT;
ib.BindFlags = D3D11_BIND_VERTEX_BUFFER;
hr = g_pDevice->CreateBuffer(&ib, nullptr, &g_pInstanceBuffer);
if (FAILED(hr)) return hr;
UINT stride = sizeof InstanceBuffer;
UINT offset = 0;
g_pContext->IASetVertexBuffers(
0, 1, g_pInstanceBuffer.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;
//
g_pContext->VSSetShader(g_pVertexShader.Get(), nullptr, 0);
g_pContext->VSSetConstantBuffers(0, 1, g_pConstantBuffer.GetAddressOf());
g_pContext->PSSetShader(g_pPixelShader.Get(), nullptr, 0);
return S_OK;
}
void CleanupDevice()
{
if (g_pContext) {
g_pContext->ClearState();
}
}
void Render()
{
XMFLOAT4 target = g_rail[(g_frame + CYCLE / 2) % CYCLE];
float dx = g_cam.x - target.x;
float dz = g_cam.z - target.z;
float dist1 = sqrtf(dx * dx + dz * dz);
float dist2 = fminf(fmaxf(dist1, 20), 100);
if (dist1 != dist2) {
float rad = atan2f(dx, dz);
g_cam.x = target.x + sinf(rad) * dist2;
g_cam.z = target.z + cosf(rad) * dist2;
}
//
g_pContext->OMSetRenderTargets(
1, g_pRenderTargetView.GetAddressOf(), g_pDepthView.Get());
float ClearColor[4] = { 0, 0, 0, 1 };
g_pContext->ClearRenderTargetView(g_pRenderTargetView.Get(), ClearColor);
g_pContext->ClearDepthStencilView(g_pDepthView.Get(), D3D11_CLEAR_DEPTH, 1, 0);
XMFLOAT3 up(0, 1, 0);
ConstantBuffer cb;
cb.mView = XMMatrixLookAtLH(
XMLoadFloat3(&g_cam), XMLoadFloat4(&target), XMLoadFloat3(&up));
cb.mProjection = XMMatrixPerspectiveFovLH(
XMConvertToRadians(15), 640.0f / 400.0f, 1, 500);
cb.frame = float(g_frame);
cb.cycle = CYCLE;
g_pContext->UpdateSubresource(g_pConstantBuffer.Get(), 0, nullptr, &cb, 0, 0);
g_pContext->UpdateSubresource(g_pInstanceBuffer.Get(), 0, nullptr, g_ib, 0, 0);
g_pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
g_pContext->DrawInstanced(18, NUM, 0, 0);
g_pSwapChain->Present(1, 0);
//
CreateRail();
}
void CreateRail()
{
if (g_frame % 32 == 0) {
g_head.delta = float(rand() % 4 - 1);
}
float dist = 0.75;
float rad = XMConvertToRadians(g_head.dir);
float s, c;
XMScalarSinCos(&s, &c, rad);
g_head.x += s * dist;
g_head.z += c * dist;
g_head.dir += g_head.delta;
int f = g_frame % CYCLE;
g_rail[f] = { g_head.x, 0, g_head.z, rad };
if (g_frame % STEP == 0) {
int id = f / STEP;
g_ib[id].domino = g_rail[f];
}
g_frame++;
}
DominoSaver.rc
VS SHADER "Release/VertexShader.cso"
PS SHADER "Release/PixelShader.cso"
VertexShader.hlsl
cbuffer ConstantBuffer : register(b0)
{
matrix View;
matrix Projection;
float frame;
float cycle;
};
struct VS_INPUT
{
float4 domino : TEXCOORD;
uint vid : SV_VertexID;
uint iid : SV_InstanceID;
};
struct PS_INPUT
{
float4 Pos : SV_Position;
float4 Coord : TEXCOORD;
};
matrix rotationX(float angle)
{
float c = cos(angle);
float s = sin(angle);
return matrix(
1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
}
matrix rotationY(float angle)
{
float c = cos(angle);
float s = sin(angle);
return matrix(
c, 0, s, 0,
0, 1, 0, 0,
-s, 0, c, 0,
0, 0, 0, 1);
}
matrix translation(float3 t)
{
return matrix(
1, 0, 0, t.x,
0, 1, 0, t.y,
0, 0, 1, t.z,
0, 0, 0, 1);
}
static uint vertices[] = { 3,1,2,0, 0,4,2,6,3,7,1,5,0,4, 4,5,6,7 };
PS_INPUT main(VS_INPUT input)
{
PS_INPUT output = (PS_INPUT)0;
uint vtx = vertices[input.vid];
float3 coord = float3(vtx & 1, (vtx >> 1) & 1, (vtx >> 2) & 1);
float3 pos = (coord - 0.5) * float3(2, 4, 1);
float iframe = floor(frame / cycle) * cycle + float(input.iid) * 4.0;
if (iframe < frame) {
iframe += cycle;
}
float f = iframe - frame;
float a = clamp((cycle / 2.0 - f) * 7.5, 0.0, 70.0);
matrix world = mul(rotationY(input.domino.w), rotationX(radians(a)));
world = mul(translation(input.domino.xyz), world);
matrix mvp = mul(mul(Projection, View), world);
output.Pos = mul(mvp, float4(pos, 1));
output.Coord = float4(coord, 1);
return output;
}
PixelShader.hlsl
struct PS_INPUT
{
float4 Pos : SV_Position;
float4 Coord : TEXCOORD;
};
float4 main(PS_INPUT input) : SV_Target
{
float3 edge = step(0.48, abs(input.Coord.xyz - 0.5));
if (length(edge) > 1.0) {
return float4(0.5, 0.5, 0.5, 1);
}
return input.Coord;
}
最終更新:2020年07月08日 20:55