#include <d3dx9.h>
#define WINDOW_WIDTH 640 //ウインドウの幅
#define WINDOW_HEIGHT 480 //ウインドウの高さ
#define SAFE_RELEASE(x) if(x){x->Release();}
LPDIRECT3D9 g_pD3D = NULL;//Direct3D9
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;//レンダリングデバイス
LPD3DXMESH pMesh = NULL;//メッシュ
D3DMATERIAL9* pMaterials = NULL;//マテリアル
LPDIRECT3DTEXTURE9* pTextures = NULL;//テクスチャ
DWORD dwNumMaterials = 0;
LPD3DXEFFECT m_pEffect; // ★シェーダ
D3DXHANDLE m_hTechnique;// ★テクニック
D3DXHANDLE m_hmWVP; // ★ワールド~射影行列
LPDIRECT3DVERTEXDECLARATION9 m_pDecl; // 頂点宣言
D3DXMATRIXA16 matWorld,matView,matProj;
HWND hwnd;
HRESULT Init()
{
HRESULT hr;
// ★シェーダの読み込み
LPD3DXBUFFER pErr=NULL;
if( FAILED( hr = D3DXCreateEffectFromFileA(
g_pd3dDevice, "hlsl.fx", NULL, NULL,
0 , NULL, &m_pEffect, &pErr ))){
// シェーダの読み込みの失敗
MessageBoxA( NULL, (LPCSTR)pErr->GetBufferPointer()
, "ERROR", MB_OK);
}else{
m_hTechnique = m_pEffect->GetTechniqueByName( "TShader" );
m_hmWVP = m_pEffect->GetParameterByName( NULL, "mWVP" );
}
SAFE_RELEASE(pErr);
return true;
}
void FrameUpDate()
{
//ワールドトランスフォーム(絶対座標変換)
D3DXMATRIXA16 matRotation;
D3DXMatrixRotationY( &matWorld, timeGetTime()/3000.0f );
D3DXMatrixRotationX( &matRotation, 0.5f );
D3DXMatrixMultiply(&matWorld,&matWorld,&matRotation);
// ビュートランスフォーム(視点座標変換)
D3DXVECTOR3 vecEyePt( 0.0f, 7.0f,-3.5f );
//カメラ(視点)位置
D3DXVECTOR3 vecLookatPt( 0.0f, 0.0f, 0.0f );//注視位置
D3DXVECTOR3 vecUpVec( 0.0f, 1.0f, 0.0f );//上方位置
D3DXMatrixLookAtLH( &matView, &vecEyePt, &vecLookatPt,
&vecUpVec );
// プロジェクショントランスフォーム(射影変換)
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f
);
}
void ScreenDraw()
{
// 画面をクリアする
g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
//シーンの開始
if(SUCCEEDED(g_pd3dDevice->BeginScene()))
{
D3DXMATRIX m;
D3DXVECTOR4 v;
//-------------------------------------------------
// ★シェーダの設定
//-------------------------------------------------
m_pEffect->SetTechnique( m_hTechnique );
m_pEffect->Begin( NULL, 0 );
m_pEffect->BeginPass( 0 );
//-------------------------------------------------
// ★シェーダ定数の設定
//-------------------------------------------------
m = matWorld * matView * matProj;
m_pEffect->SetMatrix( m_hmWVP, &m );
m_pEffect->SetTexture("Tex", pTextures[0]);
//-------------------------------------------------
// 描画
//-------------------------------------------------
g_pd3dDevice->SetVertexDeclaration( m_pDecl );
for( DWORD i=0; i<dwNumMaterials; i++ )
{
g_pd3dDevice->SetMaterial( &pMaterials[i] );
g_pd3dDevice->SetTexture( 0, pTextures[i] );
pMesh->DrawSubset( i );
}
m_pEffect->EndPass();
m_pEffect->End();
//シーンの終了
g_pd3dDevice->EndScene();
}
//バックバッファを表画面に反映させる
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
void GetFPS()
{
FrameUpDate();
ScreenDraw();
Sleep(16);
}
DWORD WINAPI MainLoop(LPVOID vdParam)
{
while(TRUE){
GetFPS();
}
return 0;
}
HRESULT InitD3D( HWND hWnd )
{
if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))){return E_FAIL;}
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.hDeviceWindow = hWnd;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE ;
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, hWnd,D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp,
&g_pd3dDevice))){
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice))){
return(E_FAIL);
}
}
// Xファイルからメッシュをロードする
LPD3DXBUFFER pD3DXMtrlBuffer = NULL;
if( FAILED( D3DXLoadMeshFromXA( "box.x",
D3DXMESH_SYSTEMMEM,
g_pd3dDevice, NULL, &pD3DXMtrlBuffer, NULL,
&dwNumMaterials, &pMesh ) ) )
{
MessageBoxA(NULL, "Xファイルの読み込みに失敗しました",NULL, MB_OK);
return E_FAIL;
}
D3DXMATERIAL* d3dxMaterials =
(D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
pMaterials = new D3DMATERIAL9[dwNumMaterials];
pTextures = new LPDIRECT3DTEXTURE9[dwNumMaterials];
for( DWORD i=0; i<dwNumMaterials; i++ )
{
pMaterials[i] = d3dxMaterials[i].MatD3D;
pMaterials[i].Ambient = pMaterials[i].Diffuse;
pTextures[i] = NULL;
if( d3dxMaterials[i].pTextureFilename != NULL &&
lstrlenA(d3dxMaterials[i].pTextureFilename) > 0 )
{
if( FAILED( D3DXCreateTextureFromFileA( g_pd3dDevice,
d3dxMaterials[i].pTextureFilename,
&pTextures[i] ) ) )
{
MessageBoxA(NULL, "テクスチャの読み込みに失敗しました", NULL, MB_OK);
}
}
}
pD3DXMtrlBuffer->Release();
Init();
return S_OK;
}
LRESULT CALLBACK MsgProc(HWND hwnd , UINT msg , WPARAM wp , LPARAM lp) {
switch (msg) {
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd , msg , wp , lp);
}
int WINAPI WinMain(HINSTANCE hInstance , HINSTANCE
hPrevInstance ,PSTR lpCmdLine , int nCmdShow )
{
MSG msg;
DWORD dwID;
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc,
0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"Window1", NULL };
RegisterClassEx( &wc );
RECT rect;
SetRect(&rect,0,0,WINDOW_WIDTH,WINDOW_HEIGHT);
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
SetRect(&rect,0,0,rect.right-rect.left,rect.bottom-rect.top);
hwnd = CreateWindow( L"Window1", L"HLSL",
WS_OVERLAPPEDWINDOW & ~WS_THICKFRAME & ~WS_MAXIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT, rect.right, rect.bottom,
NULL, NULL, wc.hInstance, NULL );
if (hwnd == NULL) return 0;
timeBeginPeriod(1);
if(SUCCEEDED(InitD3D(hwnd))){
ShowWindow(hwnd,SW_SHOWDEFAULT);
UpdateWindow(hwnd);
CreateThread(NULL , 0 , MainLoop , (LPVOID)hwnd , 0 ,
&dwID);
while (GetMessage(&msg , NULL , 0 , 0 )) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
UnregisterClass(L"Window1",wc.hInstance);
timeEndPeriod(1);
SAFE_RELEASE( m_pEffect ); // シェーダ
SAFE_RELEASE( m_pDecl ); // 頂点宣言
SAFE_RELEASE(pMesh);
SAFE_RELEASE(g_pd3dDevice);
SAFE_RELEASE(g_pD3D);
return 0;
}
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