Ejemplo n.º 1
0
  bool MoveFileOrFolderToRecycleBin(const string_t& sFileOrFolderPath)
  {
    // Initialize COM
    cComScope com;

    // Create COM instance of IFileOperation
    IFileOperation* pfo = nullptr;
    HRESULT hr = CoCreateInstance(CLSID_FileOperation, NULL, CLSCTX_ALL, IID_PPV_ARGS(&pfo));
    if (SUCCEEDED(hr)) {
      ASSERT(pfo != nullptr);

      // Set parameters for current operation
      hr = pfo->SetOperationFlags(
          FOF_SILENT |    // Don't display a progress dialog
          FOF_NOERRORUI   // Don't display any error messages to the user
      );

      if (SUCCEEDED(hr)) {
        // Create IShellItem instance associated to file to delete
        IShellItem* psiFileToDelete = nullptr;
        hr = SHCreateItemFromParsingName(sFileOrFolderPath.c_str(), NULL, IID_PPV_ARGS(&psiFileToDelete));
        if (SUCCEEDED(hr)) {
          ASSERT(psiFileToDelete != nullptr);

          // Declare this shell item (file) to be deleted
          hr = pfo->DeleteItem(psiFileToDelete, NULL);
        }

        // Cleanup file-to-delete shell item
        COM_SAFE_RELEASE(psiFileToDelete);

        if (SUCCEEDED(hr)) {
          // Perform the deleting operation
          hr = pfo->PerformOperations();
        }
      }
    }

    // Cleanup file operation object
    COM_SAFE_RELEASE(pfo);

    if (!SUCCEEDED(hr)) {
      std::wcerr<<"MoveFileOrFolderToRubbishBin Error moving \""<<sFileOrFolderPath<<"\" to the recycle bin"<<std::endl;
      return false;
    }

    return true;
  }
Ejemplo n.º 2
0
	void RenderTargetD3D9Texture::release()
	{
		if( NULL != m_pTexture)
			m_pTexture->release();

		COM_SAFE_RELEASE(m_pDepthStencilBuffer);
		delete this;
	}
Ejemplo n.º 3
0
void IndexBufferD3D9::notifyOnDeviceLost()
{
    //如果是Default Pool 管理的IndexBuffer,则释放该buffer
    if(m_bufferDesc.Pool == D3DPOOL_DEFAULT)
    {
        COM_SAFE_RELEASE(m_pIB);
        return;
    }

}
Ejemplo n.º 4
0
void IndexBufferD3D9::release()
{
    //从buffer 管理器中清除
    m_pBufferMgr->removeIndexBuffer( this);

    //清除自身
    m_pBufferMgr->getRenderSystem()->getD3D9ResourceMgr()->lockResourceAccess();
    COM_SAFE_RELEASE( m_pIB);
    m_pBufferMgr->getRenderSystem()->getD3D9ResourceMgr()->unlockResourceAccess();

    //将该资源从资源管理器清除
    m_pBufferMgr->getRenderSystem()->getD3D9ResourceMgr()->notifyResourceRelease(this);

    //释放该对象
    delete this;
}
Ejemplo n.º 5
0
	bool RenderTargetD3D9Texture::switchDisplayMode(RenderEngineCreationParameters* param)
	{
		if( 0 == param )
			return false;

		//获取参数
		int width = param->w; 
		int height = param->h;
		bool alpha = (param->colorDepth>24) ? true:false;
		FilterOptions minFO = m_pTexture->getMinFilter();
		FilterOptions magFO = m_pTexture->getMagFilter();
		FilterOptions mipFO = m_pTexture->getMipFilter();
		TextureAddressingMode s = m_pTexture->getAddressS();
		TextureAddressingMode t = m_pTexture->getAddressT();

		//释放资源
		safeRelease(m_pTexture);
		COM_SAFE_RELEASE(m_pDepthStencilBuffer);

		//重新创建
		return create(width, height, alpha, minFO, magFO, mipFO, s,t);

	}
Ejemplo n.º 6
0
	bool RenderTargetD3D9Texture::getTextureData(void * pData)
	{
		if( 0 == m_pTexture || 0 == pData )
			return false;

		IDirect3DTexture9* pSrcTexture = m_pTexture->getD3DTexture();
		if( 0 == pSrcTexture )
			return false;
		D3DSURFACE_DESC srcTexDesc;
		pSrcTexture->GetLevelDesc(0, &srcTexDesc);

		IDirect3DTexture9* pDestTex =0;
		IDirect3DDevice9* pD3D9Device = m_pRenderSystem->getD3D9Device()->getDevice();
		HRESULT hr = pD3D9Device->CreateTexture( srcTexDesc.Width,
			srcTexDesc.Height,
			0,
			0,
			srcTexDesc.Format,
			D3DPOOL_SYSTEMMEM,
			&pDestTex,
			0);
		if( FAILED(hr))
		{
			return false;
		}

		IDirect3DSurface9* pSrcSurf  =0;
		pSrcTexture->GetSurfaceLevel(0, &pSrcSurf);
		IDirect3DSurface9* pDestSurf = 0;
		pDestTex->GetSurfaceLevel(0, &pDestSurf);
		hr = pD3D9Device->GetRenderTargetData( pSrcSurf, pDestSurf);
		if( FAILED(hr))
		{
			COM_SAFE_RELEASE(pSrcSurf);
			COM_SAFE_RELEASE(pDestSurf);
			COM_SAFE_RELEASE(pDestTex);
			return false;
		}
		else
		{
			COM_SAFE_RELEASE(pSrcSurf);
		}

		D3DSURFACE_DESC destSurfDesc;
		pDestSurf->GetDesc(&destSurfDesc);
		D3DLOCKED_RECT lockrect;
		pDestSurf->LockRect(&lockrect, NULL, D3DLOCK_READONLY);

		if( m_pTexture->hasAlpha() )
		{
			if( destSurfDesc.Format == D3DFMT_A8B8G8R8 )
			{
				uchar* pDesData = (uchar*)pData;
				for( UINT i=0; i < destSurfDesc.Height; ++i)
				{
					uchar* pSrcData = (uchar*)lockrect.pBits + i * lockrect.Pitch;
					for( UINT j =0; j<destSurfDesc.Width; ++j)
					{
						uint startAddr = j * 4;
						pDesData[0] = pSrcData[0];//red
						pDesData[1] = pSrcData[1];//green;
						pDesData[2] = pSrcData[2];//blue;
						pDesData[3] = pSrcData[3];//alpha
						pDesData +=4;
						pSrcData +=4;
					}
				}
			}
			else
			{
				pDestSurf->UnlockRect();
				COM_SAFE_RELEASE(pDestSurf);
				COM_SAFE_RELEASE(pDestTex);
				return false;
			}
		}
		else
		{
			if( destSurfDesc.Format == D3DFMT_R8G8B8)
			{
				uchar* pDesData = (uchar*)pData;
				for( UINT i=0; i < destSurfDesc.Height; ++i)
				{
					uchar* pSrcData = (uchar*)lockrect.pBits + i * lockrect.Pitch;
					for( UINT j =0; j<destSurfDesc.Width; ++j)
					{
						pDesData[0] = pSrcData[2];//red
						pDesData[1] = pSrcData[1];//green;
						pDesData[2] = pSrcData[0];//blue;
						pDesData +=3;
						pSrcData +=3;
					}
				}
			}
			else if( destSurfDesc.Format == D3DFMT_X8R8G8B8)
			{
				uchar* pDesData = (uchar*)pData;
				for( int i= destSurfDesc.Height-1; i >=0  ;  --i)
				{
					uchar* pSrcData = (uchar*)lockrect.pBits + i * lockrect.Pitch;
					for( UINT j =0; j<destSurfDesc.Width; ++j)
					{
						pDesData[0] = pSrcData[2];//red
						pDesData[1] = pSrcData[1];//green;
						pDesData[2] = pSrcData[0];//blue;
						pDesData +=3;
						pSrcData +=4;
					}
				}
			}
			else
			{
				pDestSurf->UnlockRect();
				COM_SAFE_RELEASE(pDestSurf);
				COM_SAFE_RELEASE(pDestTex);
				return false;
			}
		}

		pDestSurf->UnlockRect();
		COM_SAFE_RELEASE(pDestSurf);
		COM_SAFE_RELEASE(pDestTex);
		return true;
	}
Ejemplo n.º 7
0
	void RenderTargetD3D9Texture::onDeviceLost()
	{
		COM_SAFE_RELEASE( m_pDepthStencilBuffer);
		//m_pTexture //m_pTexture已经由D3DResourceManager处理了
	}
Ejemplo n.º 8
0
// WinMain
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
    HRESULT hr;


    // ウィンドウクラスを登録
    WNDCLASSEX wcex = {
        sizeof( WNDCLASSEX ),			// cbSize
        CS_HREDRAW | CS_VREDRAW,		// style
        WndProc,						// lpfnWndProc
        0,								// cbClsExtra
        0,								// cbWndExtra
        hInstance,						// hInstance
        NULL,							// hIcon
        NULL,							// hCursor
        ( HBRUSH )( COLOR_WINDOW + 1 ),	// hbrBackGround
        NULL,							// lpszMenuName
        g_className,					// lpszClassName
        NULL							// hIconSm
    };
    if ( ! RegisterClassEx( &wcex ) )
    {
        MessageBox( NULL, _T( "失敗: RegisterClassEx()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "RegisterClassEx: ok\n" ) );


    // ウィンドウサイズを計算
    RECT r = { 0, 0, 800, 450 };   // 800x450 (16:9)
    if ( ! AdjustWindowRect( &r, WS_OVERLAPPEDWINDOW, FALSE ) )
    {
        MessageBox( NULL, _T( "失敗: AdjustWindowRect()" ), _T( "エラー" ),  MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "AdjustWindowRect: ok (%d, %d)-(%d, %d)\n" ), r.left, r.top, r.right, r.bottom );


    // ウィンドウ生成
    HWND hWnd;
    hWnd = CreateWindow( g_className,
                         g_windowName,
                         WS_OVERLAPPEDWINDOW,
                         CW_USEDEFAULT,
                         0,
                         r.right - r.left,
                         r.bottom - r.top,
                         NULL,
                         NULL,
                         hInstance,
                         NULL );
    if ( hWnd == NULL )
    {
        MessageBox( NULL, _T( "失敗: CreateWindow()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "CreateWindow: ok\n" ) );


    // ウィンドウ表示
    ShowWindow(hWnd, nCmdShow);
    dtprintf( _T( "ShowWindow: ok\n" ) );



    // スワップチェイン設定
    DXGI_SWAP_CHAIN_DESC scDesc = {
        {
            1280,									// BufferDesc.Width
            720,									// BufferDesc.Height
            {
                60,									// BufferDesc.RefreshRate.Numerator
                1									// BufferDesc.RefreshRate.Denominator
            },
            DXGI_FORMAT_R16G16B16A16_FLOAT,			// BufferDesc.Format
            DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,	// BufferDesc.ScanlineOrdering
            DXGI_MODE_SCALING_CENTERED				// BufferDesc.Scaling
        },
        {
            1,										// SampleDesc.Count
            0										// SampleDesc.Quality
        },
        DXGI_USAGE_RENDER_TARGET_OUTPUT,			// BufferUsage
        1,											// BufferCount
        hWnd,										// OutputWindow
        TRUE,										// Windowed
        DXGI_SWAP_EFFECT_DISCARD,					// SwapEffect
        DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH		// Flags
    };

    // Direct3D11 デバイス・デバイスコンテキスト・スワップチェーンを生成
    ID3D11Device        * pDevice        = NULL;
    ID3D11DeviceContext * pDeviceContext = NULL;
    IDXGISwapChain      * pSwapChain     = NULL;
    D3D_FEATURE_LEVEL     feature;
    hr = D3D11CreateDeviceAndSwapChain( NULL,
                                        D3D_DRIVER_TYPE_HARDWARE,
                                        NULL,
                                        0,
                                        NULL,
                                        0,
                                        D3D11_SDK_VERSION,
                                        &scDesc,
                                        &pSwapChain,
                                        &pDevice,
                                        &feature,
                                        &pDeviceContext );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: D3D11CreateDeviceAndSwapChain()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "D3D11CreateDeviceAndSwapChain: ok (pDevice: 0x%p, pDeviceContext: 0x%p, pSwapChain: 0x%p, feature: 0x%4x)\n" ),
              pDevice,
              pDeviceContext,
              pSwapChain,
              ( int ) feature );


    // バックバッファテクスチャを取得
    ID3D11Texture2D * pBackBuffer = NULL;
    hr = pSwapChain->GetBuffer( 0, __uuidof( pBackBuffer ), reinterpret_cast< void ** >( &pBackBuffer ) );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: IDXGISwapChain::GetBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "IDXGISwapChain::GetBuffer: ok (pBackBuffer: 0x%p)\n" ), pBackBuffer );


    // レンダーターゲットビューを生成
    ID3D11RenderTargetView * pRenderTargetView = NULL;
    hr = pDevice->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRenderTargetView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRenderTargetView: ok (pRenderTargetView: 0x%p)\n" ), pRenderTargetView );


    // デプス・ステンシルバッファとなるテクスチャを生成
    D3D11_TEXTURE2D_DESC depthStencilBufferDesc = {
        1280,						// Width
        720,						// Height
        1,							// MipLevels
        1,							// ArraySize
        DXGI_FORMAT_D32_FLOAT,		// Format
        {
            1,						// SampleDesc.Count
            0						// SampleDesc.Quality
        },
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_DEPTH_STENCIL,	// BindFlags
        0,							// CPUAccessFlags
        0							// MiscFlags
    };

    ID3D11Texture2D * pDepthStencilBuffer = NULL;
    hr = pDevice->CreateTexture2D( &depthStencilBufferDesc, NULL, &pDepthStencilBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateTexture2D()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateTexture2D: ok (pDepthStencilBuffer: 0x%p)\n" ), pDepthStencilBuffer );

    // デプス・ステンシルビューを生成
    ID3D11DepthStencilView * pDepthStencilView = NULL;
    hr = pDevice->CreateDepthStencilView( pDepthStencilBuffer, NULL, &pDepthStencilView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilView: ok (pDepthStencilView: 0x%p)\n" ), pDepthStencilView );


    // レンダーターゲットビューとデプス・ステンシルビューをバインド
    ID3D11RenderTargetView * pRenderTargetViews[] = { pRenderTargetView };
    pDeviceContext->OMSetRenderTargets( 1, pRenderTargetViews, pDepthStencilView );
    dtprintf( _T( "ID3D11DeviceContext::OMSetRenderTargets: ok\n" ) );

    // バックバッファはもうここでは使わない
    COM_SAFE_RELEASE( pBackBuffer );


    // ビューポートをバインド
    D3D11_VIEWPORT viewport = {
        0.0f,		// TopLeftX
        0.0f,		// TopLeftY
        1280.0f,		// Width
        720.0f,		// Height
        0.0f,		// MinDepth
        1.0f			// MaxDepth
    };
    pDeviceContext->RSSetViewports( 1, &viewport );
    dtprintf( _T( "ID3D11DeviceContext::RSSetViewports: ok\n" ) );


    // 頂点データ
    float vertices[ 8 ][ 7 ] = {
        //    Xaxis  Yaxis  Zaxis  赤     緑     青     Alpha
        { -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  0.0f,  1.0f },   // 手前左上
        {  0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f },   // 手前右上
        {  0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f },   // 手前右下
        { -0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  1.0f,  1.0f },   // 手前左下
        { -0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f },   // 奥左上
        {  0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  1.0f,  1.0f },   // 奥右上
        {  0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  0.0f,  1.0f },   // 奥右下
        { -0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  1.0f,  1.0f }    // 奥左下
    };

    // 頂点バッファを生成
    D3D11_BUFFER_DESC vertexBufferDesc = {
        sizeof( vertices ),			// ByteWidth
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_VERTEX_BUFFER,	// BindFlags
        0,							// CPUAccessFlags
        0,							// MiscFlags
        0							// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA vertexResourceData = { vertices };

    ID3D11Buffer * pVertexBuffer = NULL;
    hr = pDevice->CreateBuffer( &vertexBufferDesc, &vertexResourceData, &pVertexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVertexBuffer: 0x%p)\n" ), pVertexBuffer );

    // 頂点バッファをバインド
    UINT strides[] = { sizeof( float ) * 7 };
    UINT offsets[] = { 0 };
    pDeviceContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, strides, offsets );
    dtprintf( _T( "ID3D11DeviceContext::IASetVertexBuffers: ok\n" ) );


    // インデックスデータ
    unsigned int indices[] = { 0, 1, 2, 0, 2, 3,    // 手前
                               4, 0, 3, 4, 3, 7,    // 左
                               1, 5, 6, 1, 6, 2,    // 右
                               0, 4, 5, 0, 5, 1,    // 上
                               2, 6, 7, 2, 7, 3,    // 下
                               5, 4, 7, 5, 7, 6
                             };  // 裏

    // インデックスバッファを生成
    D3D11_BUFFER_DESC indexBufferDesc = {
        sizeof( indices ),				// ByteWidth
        D3D11_USAGE_DEFAULT,			// Usage
        D3D11_BIND_INDEX_BUFFER,		// BindFlags
        0,								// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA indexResourceData = { indices };

    ID3D11Buffer * pIndexBuffer = NULL;
    hr = pDevice->CreateBuffer( &indexBufferDesc, &indexResourceData, &pIndexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pIndexBuffer: 0x%p)\n" ), pIndexBuffer );

    // インデックスバッファをバインド
    pDeviceContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
    dtprintf( _T( "ID3D11DeviceContext::IASetIndexBuffer: ok\n" ) );


    // プリミティブタイプを設定
    pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    dtprintf( _T( "ID3D11DeviceContext::IASetPrimitiveTopology: ok\n" ) );


    // 頂点シェーダ用の定数バッファを作成
    D3D11_BUFFER_DESC VSConstantBufferDesc = {
        sizeof( D3DXMATRIX ) * 3,		// ByteWidth
        D3D11_USAGE_DYNAMIC,			// Usage
        D3D11_BIND_CONSTANT_BUFFER,		// BindFlags
        D3D11_CPU_ACCESS_WRITE,			// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };

    ID3D11Buffer * pVSConstantBuffer = NULL;
    hr = pDevice->CreateBuffer( &VSConstantBufferDesc, NULL, &pVSConstantBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVSConstantBuffer: 0x%p)\n" ), pVSConstantBuffer );

    // 定数バッファをバインド
    pDeviceContext->VSSetConstantBuffers( 0, 1, &pVSConstantBuffer );
    dtprintf( _T( "ID3D11DeviceContext::VSSetConstantBuffers: ok\n" ) );


    // 頂点シェーダを作成
    ID3D11VertexShader * pVertexShader = NULL;
    hr = pDevice->CreateVertexShader( g_vs_perspective, sizeof( g_vs_perspective ), NULL, &pVertexShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateVertexShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateVertexShader: ok (pVertexShader: 0x%p)\n" ), pVertexShader );

    // ピクセルシェーダを作成
    ID3D11PixelShader * pPixelShader = NULL;
    hr = pDevice->CreatePixelShader( g_ps_constant, sizeof( g_ps_constant ), NULL, &pPixelShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreatePixelShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreatePixelShader: ok (pPixelShader: 0x%p)\n" ), pPixelShader );

    // シェーダをバインド
    pDeviceContext->VSSetShader( pVertexShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::VSSetShader: ok\n" ) );
    pDeviceContext->PSSetShader( pPixelShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::PSSetShader: ok\n" ) );
    pDeviceContext->GSSetShader( NULL, NULL, 0 );
    pDeviceContext->HSSetShader( NULL, NULL, 0 );
    pDeviceContext->DSSetShader( NULL, NULL, 0 );


    // 入力エレメント記述子
    D3D11_INPUT_ELEMENT_DESC verticesDesc[] = {
        { "IN_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, 0,               D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "IN_COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 }
    };

    // 入力レイアウトを生成
    ID3D11InputLayout * pInputLayout = NULL;
    hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_perspective, sizeof( g_vs_perspective ), &pInputLayout );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateInputLayout()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateInputLayout: ok (pInputLayout: 0x%p)\n" ), pInputLayout );

    // 入力レイアウトをバインド
    pDeviceContext->IASetInputLayout( pInputLayout );
    dtprintf( _T( "ID3D11DeviceContext::IASetInputLayout: ok\n" ) );


    // ラスタライザステートを生成
    D3D11_RASTERIZER_DESC rasterizerStateDesc = {
        D3D11_FILL_SOLID,		// FillMode
//		D3D11_FILL_WIREFRAME,	// FillMode (ワイヤーフレーム表示)
        D3D11_CULL_BACK,		// CullMode
//		D3D11_CULL_NONE,		// CullMode (カリングなし)
        FALSE,					// FrontCounterClockwise
        0,						// DepthBias
        0.0f,					// DepthBiasClamp
        0.0f,					// SlopeScaledDepthBias
        TRUE,					// DepthClipEnable
        FALSE,					// ScissorEnable
        FALSE,					// MultisampleEnable
        FALSE					// AntialiasedLineEnable
    };

    ID3D11RasterizerState * pRasterizerState = NULL;
    hr = pDevice->CreateRasterizerState( &rasterizerStateDesc, &pRasterizerState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRasterizerState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRasterizerState: ok (pRasterizerState: 0x%p)\n" ), pRasterizerState );

    // ラスタライザステートをバインド
    pDeviceContext->RSSetState( pRasterizerState );
    dtprintf( _T( "ID3D11DeviceContext::RSSetState: ok\n" ) );


    // デプス・ステンシルステートを生成
    D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc = {
        TRUE,								// DepthEnable
        D3D11_DEPTH_WRITE_MASK_ALL,			// DepthWriteMask
        D3D11_COMPARISON_LESS,				// DepthFunc
        FALSE,								// StencilEnable
        D3D11_DEFAULT_STENCIL_READ_MASK,	// StencilReadMask
        D3D11_DEFAULT_STENCIL_WRITE_MASK,	// StencilWriteMask
        {
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// FrontFace.StencilFunc
        },
        {
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// BackFace.StencilFunc
        }
    };

    ID3D11DepthStencilState * pDepthStencilState = NULL;
    hr = pDevice->CreateDepthStencilState( &depthStencilStateDesc, &pDepthStencilState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilState: ok (pDepthStencilState: 0x%p)\n" ), pDepthStencilState );

    // デプス・ステンシルステートをバインド
    pDeviceContext->OMSetDepthStencilState( pDepthStencilState, 0 );
    dtprintf( _T( "ID3D11DeviceContext::OMSetDepthStencilState: ok\n" ) );



    MSG msg;

    while ( 1 )
    {
        // メッセージを取得
        if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            if ( msg.message == WM_QUIT )
            {
                dtprintf( _T( "PeekMessage: WM_QUIT\n" ) );
                break;
            }
            // メッセージ処理
            DispatchMessage( &msg );
        }
        else
        {
            HRESULT hr;

            static unsigned int count = 0;

            float theta = ( count++ / 200.0f ) * ( 3.141593f / 2.0f );


            // World-View-Projection 行列をそれぞれ生成
            D3DXMATRIX world, view, projection;

            D3DXMatrixIdentity( &world );

            const D3DXVECTOR3 eye( 1.8f * 1.414214f * -cosf( theta ), 1.8f, 1.8f * 1.414214f * sinf( theta ) );
            const D3DXVECTOR3 at( 0.0f, 0.0f, 0.0f );
            const D3DXVECTOR3 up( 0.0f, 1.0f, 0.0f );
            D3DXMatrixLookAtRH( &view, &eye, &at, &up );

            D3DXMatrixPerspectiveFovRH( &projection, 3.141593f / 4.0f, 1280.0f / 720.0f, 1.0f, 10000.0f );


            // 頂点シェーダ用定数バッファへアクセス
            D3D11_MAPPED_SUBRESOURCE mapped;
            hr = pDeviceContext->Map( pVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped );
            if ( SUCCEEDED( hr ) )
            {
                D3DXMATRIX * mapped_m = static_cast< D3DXMATRIX * >( mapped.pData );

                mapped_m[0] = world;
                mapped_m[1] = view;
                mapped_m[2] = projection;

                // 後始末
                pDeviceContext->Unmap( pVSConstantBuffer, 0 );
            }


            // レンダーターゲットビューをクリア
            const float clear[ 4 ] = { 0.0f, 0.0f, 0.3f, 1.0f };	// RGBA
            pDeviceContext->ClearRenderTargetView( pRenderTargetView, clear );

            // デプス・ステンシルビューをクリア
            pDeviceContext->ClearDepthStencilView( pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0 );


            // 描画
            pDeviceContext->DrawIndexed( 36, 0, 0 );

            pSwapChain->Present( 1, 0 );

            // ちょっとだけ待つ
            Sleep( 5 );
        }
    }



    // シェーダをアンバインド
    pDeviceContext->VSSetShader( NULL, NULL, 0 );
    pDeviceContext->PSSetShader( NULL, NULL, 0 );

    // デバイス・リソース解放
    COM_SAFE_RELEASE( pDepthStencilState );
    COM_SAFE_RELEASE( pRasterizerState );
    COM_SAFE_RELEASE( pInputLayout );
    COM_SAFE_RELEASE( pPixelShader );
    COM_SAFE_RELEASE( pVertexShader );
    COM_SAFE_RELEASE( pVSConstantBuffer );
    COM_SAFE_RELEASE( pIndexBuffer );
    COM_SAFE_RELEASE( pVertexBuffer );
    COM_SAFE_RELEASE( pDepthStencilView );
    COM_SAFE_RELEASE( pDepthStencilBuffer );
    COM_SAFE_RELEASE( pRenderTargetView );
    COM_SAFE_RELEASE( pSwapChain );
    COM_SAFE_RELEASE( pDeviceContext );
    COM_SAFE_RELEASE( pDevice );


    return msg.wParam;
}
Ejemplo n.º 9
0
// WinMain
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
	HRESULT hr;


	// ウィンドウクラスを登録
	WNDCLASSEX wcex = {
		sizeof( WNDCLASSEX ),			// cbSize
		CS_HREDRAW | CS_VREDRAW,		// style
		WndProc,						// lpfnWndProc
		0,								// cbClsExtra
		0,								// cbWndExtra
		hInstance,						// hInstance
		NULL,							// hIcon
		NULL,							// hCursor
		( HBRUSH )( COLOR_WINDOW + 1 ),	// hbrBackGround
		NULL,							// lpszMenuName
		g_className,					// lpszClassName
		NULL							// hIconSm
	};
	if ( ! RegisterClassEx( &wcex ) )
	{
		MessageBox( NULL, _T( "失敗: RegisterClassEx()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "RegisterClassEx: ok\n" ) );


	// ウィンドウサイズを計算
	RECT r = { 0, 0, 800, 450 };   // 800x450 (16:9)
	if ( ! AdjustWindowRect( &r, WS_OVERLAPPEDWINDOW, FALSE ) )
	{
		MessageBox( NULL, _T( "失敗: AdjustWindowRect()" ), _T( "エラー" ),  MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "AdjustWindowRect: ok (%d, %d)-(%d, %d)\n" ), r.left, r.top, r.right, r.bottom );


	// ウィンドウ生成
	HWND hWnd;
	hWnd = CreateWindow( g_className,
	                     g_windowName,
	                     WS_OVERLAPPEDWINDOW,
	                     CW_USEDEFAULT,
	                     0,
	                     r.right - r.left,
	                     r.bottom - r.top,
	                     NULL,
	                     NULL,
	                     hInstance,
	                     NULL );
	if ( hWnd == NULL )
	{
		MessageBox( NULL, _T( "失敗: CreateWindow()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "CreateWindow: ok\n" ) );


	// ウィンドウ表示
	ShowWindow(hWnd, nCmdShow);
	dtprintf( _T( "ShowWindow: ok\n" ) );


	// スワップチェイン設定
	DXGI_SWAP_CHAIN_DESC scDesc = {
		{
			1280,									// BufferDesc.Width
			720,									// BufferDesc.Height
			{
				60,									// BufferDesc.RefreshRate.Numerator
				1									// BufferDesc.RefreshRate.Denominator
			},
			DXGI_FORMAT_R16G16B16A16_FLOAT,			// BufferDesc.Format
			DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,	// BufferDesc.ScanlineOrdering
			DXGI_MODE_SCALING_CENTERED				// BufferDesc.Scaling
		},
		{
			1,										// SampleDesc.Count
			0										// SampleDesc.Quality
		},
		DXGI_USAGE_RENDER_TARGET_OUTPUT,			// BufferUsage
		1,											// BufferCount
		hWnd,										// OutputWindow
		TRUE,										// Windowed
		DXGI_SWAP_EFFECT_DISCARD,					// SwapEffect
		DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH		// Flags
	};

	// Direct3D11 デバイス・デバイスコンテキスト・スワップチェーン生成
	ID3D11Device        * pDevice        = NULL;
	ID3D11DeviceContext * pDeviceContext = NULL;
	IDXGISwapChain      * pSwapChain     = NULL;
	D3D_FEATURE_LEVEL     feature;
	hr = D3D11CreateDeviceAndSwapChain( NULL,
	                                    D3D_DRIVER_TYPE_HARDWARE,
	                                    NULL,
	                                    0,
	                                    NULL,
	                                    0,
	                                    D3D11_SDK_VERSION,
	                                    &scDesc,
	                                    &pSwapChain,
	                                    &pDevice,
	                                    &feature,
	                                    &pDeviceContext );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: D3D11CreateDeviceAndSwapChain()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "D3D11CreateDeviceAndSwapChain: ok (pDevice: 0x%p, pDeviceContext: 0x%p, pSwapChain: 0x%p, feature: 0x%4x)\n" ),
	          pDevice,
	          pDeviceContext,
	          pSwapChain,
	          ( int ) feature );


	// バックバッファテクスチャ取得
	ID3D11Texture2D * pBackBuffer = NULL;
	hr = pSwapChain->GetBuffer( 0, __uuidof( pBackBuffer ), reinterpret_cast< void ** >( &pBackBuffer ) );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: IDXGISwapChain::GetBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "IDXGISwapChain::GetBuffer: ok (pBackBuffer: 0x%p)\n" ), pBackBuffer );


	// レンダーターゲットビュー生成
	ID3D11RenderTargetView * pRenderTargetView = NULL;
	hr = pDevice->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRenderTargetView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateRenderTargetView: ok (pRenderTargetView: 0x%p)\n" ), pRenderTargetView );


	// レンダーターゲットビューをバインド
	pDeviceContext->OMSetRenderTargets( 1, &pRenderTargetView, NULL );
	dtprintf( _T( "ID3D11DeviceContext::OMSetRenderTargets: ok\n" ) );


	// バックバッファはもうここでは使わない
	COM_SAFE_RELEASE( pBackBuffer );


	// ビューポートをバインド
	D3D11_VIEWPORT viewport = {
		   0.0f,		// TopLeftX
		   0.0f,		// TopLeftY
		1280.0f,		// Width
		 720.0f,		// Height
		   0.0f,		// MinDepth
		   1.0f			// MaxDepth
	};
	pDeviceContext->RSSetViewports( 1, &viewport );
	dtprintf( _T( "ID3D11DeviceContext::RSSetViewports: ok\n" ) );


	// 頂点データ
	float vertices[ 5 ][ 7 ] = {
	//    Xaxis  Yaxis  Zaxis  赤     緑     青     Alpha
		{  0.0f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,  1.0f },   // 原点
		{ -0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f },   // 左上
		{  0.5f,  0.5f,  0.5f,  1.0f,  1.0f,  0.0f,  1.0f },   // 右上
		{  0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f },   // 右下
		{ -0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  1.0f,  1.0f }    // 左下
	};
	// 入力エレメント記述子
	D3D11_INPUT_ELEMENT_DESC verticesDesc[] = {
		{ "IN_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, 0,               D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "IN_COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 }
	};

	// 頂点バッファを生成
	D3D11_BUFFER_DESC vertexBufferDesc = {
		5 * sizeof( float ) * 7,	// ByteWidth
		D3D11_USAGE_DEFAULT,		// Usage
		D3D11_BIND_VERTEX_BUFFER,	// BindFlags
		0,							// CPUAccessFlags
		0,							// MiscFlags
		0							// StructureByteStride
	};
	D3D11_SUBRESOURCE_DATA vertexResourceData = { vertices };

	ID3D11Buffer * pVertexBuffer = NULL;
	hr = pDevice->CreateBuffer( &vertexBufferDesc, &vertexResourceData, &pVertexBuffer );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVertexBuffer: 0x%p)\n" ), pVertexBuffer );

	// 頂点バッファをバインド
	UINT strides[] = { sizeof( float ) * 7 };
	UINT offsets[] = { 0 };
	pDeviceContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, strides, offsets );
	dtprintf( _T( "ID3D11DeviceContext::IASetVertexBuffers: ok\n" ) );


	// インデックスデータ
	unsigned int indices[] = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 1 };

	// インデックスバッファを生成
	D3D11_BUFFER_DESC indexBufferDesc = {
		sizeof( unsigned int ) * 12,	// ByteWidth
		D3D11_USAGE_DEFAULT,			// Usage
		D3D11_BIND_INDEX_BUFFER,		// BindFlags
		0,								// CPUAccessFlags
		0,								// MiscFlags
		0								// StructureByteStride
	};
	D3D11_SUBRESOURCE_DATA indexResourceData = { indices };

	ID3D11Buffer * pIndexBuffer = NULL;
	hr = pDevice->CreateBuffer( &indexBufferDesc, &indexResourceData, &pIndexBuffer );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pIndexBuffer: 0x%p)\n" ), pIndexBuffer );

	// インデックスバッファをバインド
	pDeviceContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
	dtprintf( _T( "ID3D11DeviceContext::IASetIndexBuffer: ok\n" ) );


	// プリミティブタイプを設定
	pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
	dtprintf( _T( "ID3D11DeviceContext::IASetPrimitiveTopology: ok\n" ) );


	// 頂点シェーダを作成
	ID3D11VertexShader * pVertexShader = NULL;
	hr = pDevice->CreateVertexShader( g_vs_constant, sizeof( g_vs_constant ), NULL, &pVertexShader );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateVertexShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateVertexShader: ok (pVertexShader: 0x%p)\n" ), pVertexShader );


	// ピクセルシェーダを作成
	ID3D11PixelShader * pPixelShader = NULL;
	hr = pDevice->CreatePixelShader( g_ps_constant, sizeof( g_ps_constant ), NULL, &pPixelShader );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreatePixelShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreatePixelShader: ok (pPixelShader: 0x%p)\n" ), pPixelShader );


	// シェーダをバインド
	pDeviceContext->VSSetShader( pVertexShader, NULL, 0 );
	dtprintf( _T( "ID3D11DeviceContext::VSSetShader: ok\n" ) );
	pDeviceContext->PSSetShader( pPixelShader, NULL, 0 );
	dtprintf( _T( "ID3D11DeviceContext::PSSetShader: ok\n" ) );
	pDeviceContext->GSSetShader( NULL, NULL, 0 );
	pDeviceContext->HSSetShader( NULL, NULL, 0 );
	pDeviceContext->DSSetShader( NULL, NULL, 0 );


	// 入力レイアウトを生成
	ID3D11InputLayout * pInputLayout = NULL;
	hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_constant, sizeof( g_vs_constant ), &pInputLayout );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateInputLayout()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateInputLayout: ok (pInputLayout: 0x%p)\n" ), pInputLayout );


	// 入力レイアウトをバインド
	pDeviceContext->IASetInputLayout( pInputLayout );
	dtprintf( _T( "ID3D11DeviceContext::IASetInputLayout: ok\n" ) );



	MSG msg;

	while ( 1 )
	{
		// メッセージを取得
		if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
		{
			if ( msg.message == WM_QUIT )
			{
				dtprintf( _T( "PeekMessage: WM_QUIT\n" ) );
				break;
			}
			// メッセージ処理
			DispatchMessage( &msg );
		}
		else
		{
			// レンダーターゲットをクリア
			const float clear[ 4 ] = { 0.0f, 0.0f, 1.0f, 1.0f };	// RGBA
			pDeviceContext->ClearRenderTargetView( pRenderTargetView, clear );

			// 描画
			pDeviceContext->DrawIndexed( 12, 0, 0 );

			pSwapChain->Present( 1, 0 );

			// ちょっとだけ待つ
			Sleep( 5 );
		}
	}



	// シェーダをアンバインド
	pDeviceContext->VSSetShader( NULL, NULL, 0 );
	pDeviceContext->PSSetShader( NULL, NULL, 0 );

	// デバイス・リソース解放
	COM_SAFE_RELEASE( pInputLayout );
	COM_SAFE_RELEASE( pPixelShader );
	COM_SAFE_RELEASE( pVertexShader );
	COM_SAFE_RELEASE( pIndexBuffer );
	COM_SAFE_RELEASE( pVertexBuffer );
	COM_SAFE_RELEASE( pRenderTargetView );
	COM_SAFE_RELEASE( pSwapChain );
	COM_SAFE_RELEASE( pDeviceContext );
	COM_SAFE_RELEASE( pDevice );


	return msg.wParam;
}