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How to draw a square that changes color and move it up and down continually using C++ Win32 API and Direct3D11

1 Answer

0 votes
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX

#include <windows.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <assert.h>
#include <cmath>

#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dcompiler.lib")

#define M_PI 3.14159265358979323846 

struct float2 {
    float x, y;
};

struct float4 {
    float x, y, z, w;
};

LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);

bool DoesFileExist(LPWSTR lpszFilename)
{
    return GetFileAttributes(lpszFilename) != INVALID_FILE_ATTRIBUTES;
}

int CALLBACK WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
    // Create a window
    HWND hwnd;
    {
        WNDCLASSEXW winClass = {};
        winClass.cbSize = sizeof(WNDCLASSEXW);
        winClass.style = CS_HREDRAW | CS_VREDRAW;
        winClass.lpfnWndProc = &WndProc;
        winClass.hInstance = hInstance;
        winClass.hCursor = LoadCursorW(0, IDC_ARROW);
        winClass.lpszClassName = L"WindowClassName";

        if (!RegisterClassEx(&winClass)) {
            MessageBoxA(0, "RegisterClassEx failed", "Fatal Error", MB_OK);
            return GetLastError();
        }

        RECT rect = { 0, 0, 1024, 768 };
        // Calculates the required size of the window rectangle
        AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, WS_EX_OVERLAPPEDWINDOW);
        LONG width = rect.right - rect.left;
        LONG height = rect.bottom - rect.top;

        hwnd = CreateWindowExW(WS_EX_OVERLAPPEDWINDOW,
            winClass.lpszClassName,
            L"Direct3D 11 - Move a square up and down - change color while moving",
            WS_OVERLAPPEDWINDOW | WS_VISIBLE,
            CW_USEDEFAULT, CW_USEDEFAULT,
            width,
            height,
            0, 0, hInstance, 0);

        if (!hwnd) {
            MessageBoxA(0, "CreateWindowEx failed", "Fatal Error", MB_OK);
            return GetLastError();
        }
    }



    // Create Direct3D 11 Device and Context
    ID3D11Device1* d3d11Device;
    ID3D11DeviceContext1* d3d11DeviceContext;
    {
        ID3D11Device* device;
        ID3D11DeviceContext* deviceContext;
        D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0 };
        UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; // Creates a device that supports BGRA Color formats

        // Returns the address of a pointer to an ID3D11Device
        HRESULT hResult = D3D11CreateDevice(
                    0, D3D_DRIVER_TYPE_HARDWARE,
                    0, creationFlags,
                    featureLevels, ARRAYSIZE(featureLevels),
                    D3D11_SDK_VERSION, &device,
                    0, &deviceContext);
        if (FAILED(hResult)) {
            MessageBoxA(0, "D3D11CreateDevice() failed", "Fatal Error", MB_OK);
            return GetLastError();
        }

        // Get interface of D3D11 Device and Context
        hResult = device->QueryInterface(__uuidof(ID3D11Device1), (void**)&d3d11Device);
        assert(SUCCEEDED(hResult));
        device->Release();

        // A query interface queries information from the GPU
        hResult = deviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), (void**)&d3d11DeviceContext);
        assert(SUCCEEDED(hResult));
        deviceContext->Release();
    }

    // Create Swap Chain
    IDXGISwapChain1* d3d11SwapChain;
    {
        IDXGIFactory2* dxgiFactory; // Microsoft DirectX Graphics Infrastructure (DXGI)
        {
            IDXGIDevice1* dxgiDevice;
            HRESULT hResult = d3d11Device->QueryInterface(__uuidof(IDXGIDevice1), (void**)&dxgiDevice);
            assert(SUCCEEDED(hResult));

            IDXGIAdapter* dxgiAdapter;
            // Get the adapter for the specified device
            hResult = dxgiDevice->GetAdapter(&dxgiAdapter);
            assert(SUCCEEDED(hResult));
            dxgiDevice->Release();

            DXGI_ADAPTER_DESC adapterDesc;
            // Describes an adapter (or video card) by using DXGI 1.0
            dxgiAdapter->GetDesc(&adapterDesc);

            OutputDebugStringA("(adapterDesc.Description) Graphics Device: ");
            OutputDebugStringW(adapterDesc.Description);

            hResult = dxgiAdapter->GetParent(__uuidof(IDXGIFactory2), (void**)&dxgiFactory);
            assert(SUCCEEDED(hResult));
            dxgiAdapter->Release();
        }

        DXGI_SWAP_CHAIN_DESC1 d3d11SwapChainDesc = {};
        d3d11SwapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
        d3d11SwapChainDesc.SampleDesc.Count = 1;
        d3d11SwapChainDesc.SampleDesc.Quality = 0;
        d3d11SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        d3d11SwapChainDesc.BufferCount = 2;
        d3d11SwapChainDesc.Scaling = DXGI_SCALING_STRETCH;
        d3d11SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
        d3d11SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
        d3d11SwapChainDesc.Flags = 0;

        HRESULT hResult = dxgiFactory->CreateSwapChainForHwnd(d3d11Device, hwnd, &d3d11SwapChainDesc, 0, 0, &d3d11SwapChain);
        assert(SUCCEEDED(hResult));

        dxgiFactory->Release();
    }

    // Create Render Target View
    ID3D11RenderTargetView* d3d11FrameBufferView;
    {
        ID3D11Texture2D* d3d11FrameBuffer;
        HRESULT hResult = d3d11SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&d3d11FrameBuffer);
        assert(SUCCEEDED(hResult));

        // Creates a render-target view for accessing resource data
        hResult = d3d11Device->CreateRenderTargetView(d3d11FrameBuffer, 0, &d3d11FrameBufferView);
        assert(SUCCEEDED(hResult));
        d3d11FrameBuffer->Release();
    }

    // Create Vertex Shader
    ID3DBlob* vsBlob;
    ID3D11VertexShader* vertexShader;
    {
        ID3DBlob* shaderCompileErrorsBlob;
        HRESULT hResult = D3DCompileFromFile(L"shader.hlsl", nullptr, nullptr, "vs_main", "vs_5_0", 0, 0, &vsBlob, &shaderCompileErrorsBlob);
        if (FAILED(hResult))
        {
            const char* errorString = NULL;
            if (hResult == HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND))
                errorString = "Could not compile shader; file not found";
            else if (shaderCompileErrorsBlob) {
                errorString = (const char*)shaderCompileErrorsBlob->GetBufferPointer();
                shaderCompileErrorsBlob->Release();
            }
            MessageBoxA(0, errorString, "Shader Compiler Error", MB_ICONERROR | MB_OK);
            return 1;
        }

        hResult = d3d11Device->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &vertexShader);
        assert(SUCCEEDED(hResult));
    }

    // Create Pixel Shader
    ID3D11PixelShader* pixelShader;
    {
        ID3DBlob* psBlob;
        ID3DBlob* shaderCompileErrorsBlob;
        HRESULT hResult = D3DCompileFromFile(L"shader.hlsl", nullptr, nullptr, "ps_main", "ps_5_0", 0, 0, &psBlob, &shaderCompileErrorsBlob);
        if (FAILED(hResult))
        {
            const char* errorString = NULL;
            if (hResult == HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND)) {
                errorString = "Could not compile shader; file not found";
            }
            else if (shaderCompileErrorsBlob) {
                errorString = (const char*)shaderCompileErrorsBlob->GetBufferPointer();
                shaderCompileErrorsBlob->Release();
            }
            MessageBoxA(0, errorString, "Shader Compiler Error", MB_ICONERROR | MB_OK);
            return 1;
        }

        hResult = d3d11Device->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &pixelShader);
        assert(SUCCEEDED(hResult));
        psBlob->Release();
    }

    // Create Input Layout
    ID3D11InputLayout* inputLayout;
    {
        D3D11_INPUT_ELEMENT_DESC inputElementDesc[] =
        {
            { "POS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
        };

        HRESULT hResult = d3d11Device->CreateInputLayout(inputElementDesc, ARRAYSIZE(inputElementDesc), vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &inputLayout);
        assert(SUCCEEDED(hResult));
        vsBlob->Release();
    }

    // Create Vertex Buffer
    ID3D11Buffer* vertexBuffer;
    UINT totalVertices;
    UINT stride;
    UINT offset;
    {
        float vertexData[] = {
            // draw 2 triangle to create a square  
            // x,     y
             -0.5f,  0.5f,
              0.5f, -0.5f,
             -0.5f, -0.5f,

             -0.5f,  0.5f,
              0.5f,  0.5f,
              0.5f, -0.5f
        };
        stride = 2 * sizeof(float);
        totalVertices = sizeof(vertexData) / stride; // 6
        offset = 0;

        D3D11_BUFFER_DESC vertexBufferDesc = {};
        vertexBufferDesc.ByteWidth = sizeof(vertexData);
        vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
        vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

        D3D11_SUBRESOURCE_DATA vertexSubresourceData = { vertexData };

        HRESULT hResult = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexSubresourceData, &vertexBuffer);
        assert(SUCCEEDED(hResult));
    }

    // Create Constant Buffer
    struct Constants
    {
        float2 pos;
        float2 paddingUnused; // float2 + float2 = 16 byte
        float4 color; // color needs to be 16 byte 
    };

    ID3D11Buffer* constantBuffer;
    {
        D3D11_BUFFER_DESC constantBufferDesc = {};
        // ByteWidth must be a multiple of 16
        constantBufferDesc.ByteWidth = sizeof(Constants) + 0xf & 0xfffffff0;
        constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
        constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

        HRESULT hResult = d3d11Device->CreateBuffer(&constantBufferDesc, nullptr, &constantBuffer);
        assert(SUCCEEDED(hResult));
    }

    // Timing - performance and frequency
    LONGLONG startPerfCount = 0;
    LONGLONG perfCounterFrequency = 0;
    {
        LARGE_INTEGER perfCount;
        // Retrieves the current value of the performance counter
        QueryPerformanceCounter(&perfCount);
        startPerfCount = perfCount.QuadPart;
        LARGE_INTEGER perfFreq;
        // Retrieves the frequency of the performance counter 
        // The frequency of the performance counter is fixed at system boot and is consistent across all processors
        QueryPerformanceFrequency(&perfFreq);
        perfCounterFrequency = perfFreq.QuadPart;
    }
    double currentTimeInSeconds = 0.0;

    bool running = true;
    while (running)
    {
        float elapsed_time;
        {
            double previousTimeInSeconds = currentTimeInSeconds;
            LARGE_INTEGER perfCount;
            QueryPerformanceCounter(&perfCount);

            currentTimeInSeconds = (double)(perfCount.QuadPart - startPerfCount) / (double)perfCounterFrequency;
            elapsed_time = (float)(currentTimeInSeconds - previousTimeInSeconds);
            if (elapsed_time > (1.f / 60.f)) {
                elapsed_time = (1.f / 60.f);
            }
        }

        MSG msg = {};
        while (PeekMessageW(&msg, 0, 0, 0, PM_REMOVE))
        {
            if (msg.message == WM_QUIT) {
                running = false;
            }
            TranslateMessage(&msg);
            DispatchMessageW(&msg);
        }

        // Modulate square y-position // move up and down
        float2 squarePos = {};
        const float posCycleAmplitude = 0.5f;
        const float posCyclePeriod = 3.f; // in seconds
        const float posCycleFreq = 2 * (float)(M_PI / posCyclePeriod);
        squarePos.y = posCycleAmplitude * sinf(posCycleFreq * (float)currentTimeInSeconds);

        // Cycle square color // change color while moving
        float4 squareColor;
        const float colorCyclePeriod = 5.f; // in seconds
        const float colorCycleFreq = 2 * (float)(M_PI / colorCyclePeriod);
        squareColor.x = 0.5f * (sinf(colorCycleFreq * (float)currentTimeInSeconds) + 1);
        squareColor.y = 1 - squareColor.x;
        squareColor.z = 0.f;
        squareColor.w = 1.f;

        // Update constant buffer
        D3D11_MAPPED_SUBRESOURCE mappedSubresource;
        d3d11DeviceContext->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubresource);
        Constants* constants = (Constants*)(mappedSubresource.pData);
        constants->pos = squarePos;
        constants->color = squareColor;
        d3d11DeviceContext->Unmap(constantBuffer, 0);

        FLOAT backgroundColor[4] = { 0.3f, 0.1f, 0.7f, 1.0f };
        d3d11DeviceContext->ClearRenderTargetView(d3d11FrameBufferView, backgroundColor);

        RECT winClientRect;
        GetClientRect(hwnd, &winClientRect);
        D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (FLOAT)(winClientRect.right - winClientRect.left), (FLOAT)(winClientRect.bottom - winClientRect.top), 0.0f, 1.0f };
        // An array of D3D11_VIEWPORT structures to bind to the device
        d3d11DeviceContext->RSSetViewports(1, &viewport);

        // Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage
        d3d11DeviceContext->OMSetRenderTargets(1, &d3d11FrameBufferView, nullptr);

        // Bind information about the primitive type
        d3d11DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
        d3d11DeviceContext->IASetInputLayout(inputLayout);

        d3d11DeviceContext->VSSetShader(vertexShader, nullptr, 0);
        d3d11DeviceContext->PSSetShader(pixelShader, nullptr, 0);

        d3d11DeviceContext->VSSetConstantBuffers(0, 1, &constantBuffer);

        d3d11DeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);

        d3d11DeviceContext->Draw(totalVertices, 0);

        d3d11SwapChain->Present(1, 0);
    }

    return 0;
}

LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
    LRESULT result = 0;

    switch (msg)
    {
    case WM_KEYDOWN:
    {
        if (wparam == VK_ESCAPE) {
            DestroyWindow(hwnd);
        }
        break;
    }
    case WM_DESTROY:
    {
        PostQuitMessage(0);
        break;
    }
    default:
        result = DefWindowProcW(hwnd, msg, wparam, lparam);
    }

    return result;
}


/*
run:


*/
 
// shader.hlsl
 
cbuffer constants : register(b0)
{
    float2 offset;
    float4 uniformColor;
};
 
struct VS_Output {
    float4 pos : SV_POSITION;
    float4 color : COLOR;
};
 
VS_Output vs_main(float2 pos : POS)
{
    VS_Output output;
    output.pos = float4(pos + offset, 0.0f, 1.0f);
    output.color = uniformColor;
    return output;
}
 
float4 ps_main(VS_Output input) : SV_Target
{
     return input.color;   
}

 



answered Aug 11, 2024 by avibootz
...