some new things, mostly not working or finished
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227
math/main.cpp
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227
math/main.cpp
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#include <windows.h>
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <stdio.h>
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#pragma comment(lib, "d3d11.lib")
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#pragma comment(lib, "D3DCompiler.lib")
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HWND hwnd = nullptr;
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ID3D11Device* device = nullptr;
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ID3D11DeviceContext* context = nullptr;
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IDXGISwapChain* swapChain = nullptr;
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ID3D11RenderTargetView* rtv = nullptr;
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ID3D11VertexShader* vs = nullptr;
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ID3D11PixelShader* ps = nullptr;
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ID3D11InputLayout* inputLayout = nullptr;
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ID3D11Buffer* vertexBuffer = nullptr;
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// Vertex struct
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struct Vertex { float x, y; };
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// Vertex shader
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const char* vsSrc = R"(
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struct VS_INPUT { float2 pos : POSITION; };
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struct PS_INPUT { float4 pos : SV_POSITION; float2 uv : TEXCOORD; };
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PS_INPUT main(VS_INPUT input) {
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PS_INPUT output;
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output.pos = float4(input.pos,0,1);
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output.uv = input.pos*0.5+0.5;
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return output;
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}
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)";
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char psSrc[2048]; // Pixel shader
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// Mandelbrot view presets
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struct View { float xMin, xMax, yMin, yMax; };
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View views[] = {
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{-2.5f, 1.0f, -1.2f, 1.2f}, // Full set
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{-0.748f, -0.743f, 0.1f, 0.105f}, // Seahorse Valley
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{-0.74877f, -0.74872f, 0.06505f, 0.06510f}, // Mini zoom
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};
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int currentView = 0;
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// Forward declarations
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
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bool InitWindow(HINSTANCE, int);
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bool InitD3D();
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void CleanUp();
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bool CompileShaders();
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void Render();
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// Main
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow) {
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if (!InitWindow(hInstance, nCmdShow)) return 0;
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if (!InitD3D()) return 0;
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CompileShaders();
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MSG msg = {};
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while (msg.message != WM_QUIT) {
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if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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else {
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Render(); // non-blocking rendering
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}
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}
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CleanUp();
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return 0;
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}
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// --- Window ---
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bool InitWindow(HINSTANCE hInstance, int nCmdShow) {
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const char CLASS_NAME[] = "MandelbrotDX11";
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WNDCLASS wc = {};
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wc.lpfnWndProc = WndProc;
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wc.hInstance = hInstance;
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wc.lpszClassName = CLASS_NAME;
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RegisterClass(&wc);
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hwnd = CreateWindowEx(0, CLASS_NAME, "DX11 Mandelbrot", WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT, CW_USEDEFAULT, 800, 600, nullptr, nullptr, hInstance, nullptr);
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if (!hwnd) return false;
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ShowWindow(hwnd, nCmdShow);
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return true;
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}
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// --- WinProc ---
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LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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switch (msg) {
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case WM_DESTROY: PostQuitMessage(0); return 0;
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case WM_KEYDOWN:
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if (wParam == VK_ESCAPE) PostQuitMessage(0);
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if (wParam == VK_LEFT) currentView = (currentView + 2) % 3;
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if (wParam == VK_RIGHT) currentView = (currentView + 1) % 3;
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CompileShaders();
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return 0;
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}
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return DefWindowProc(hwnd, msg, wParam, lParam);
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}
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// --- D3D11 Init ---
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bool InitD3D() {
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DXGI_SWAP_CHAIN_DESC scd = {};
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scd.BufferCount = 1;
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scd.BufferDesc.Width = 800;
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scd.BufferDesc.Height = 600;
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scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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scd.BufferDesc.RefreshRate.Numerator = 60;
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scd.BufferDesc.RefreshRate.Denominator = 1;
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scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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scd.OutputWindow = hwnd;
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scd.SampleDesc.Count = 1;
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scd.Windowed = TRUE;
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D3D_FEATURE_LEVEL featureLevel;
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if (FAILED(D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr,
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0, nullptr, 0, D3D11_SDK_VERSION, &scd,
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&swapChain, &device, &featureLevel, &context))) return false;
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ID3D11Texture2D* backBuffer = nullptr;
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swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer);
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device->CreateRenderTargetView(backBuffer, nullptr, &rtv);
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backBuffer->Release();
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context->OMSetRenderTargets(1, &rtv, nullptr);
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D3D11_VIEWPORT vp = {};
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vp.Width = 800; vp.Height = 600; vp.MinDepth = 0; vp.MaxDepth = 1;
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context->RSSetViewports(1, &vp);
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Vertex verts[] = { {-1,-1},{-1,1},{1,-1},{1,1} };
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D3D11_BUFFER_DESC bd = {};
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bd.Usage = D3D11_USAGE_DEFAULT;
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bd.ByteWidth = sizeof(verts);
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bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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D3D11_SUBRESOURCE_DATA initData = {};
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initData.pSysMem = verts;
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device->CreateBuffer(&bd, &initData, &vertexBuffer);
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return true;
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}
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// --- Compile shaders ---
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bool CompileShaders() {
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// Pixel shader template with smooth coloring
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snprintf(psSrc, sizeof(psSrc),
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R"(struct PS_INPUT { float4 pos:SV_POSITION; float2 uv: TEXCOORD; };
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float mandelbrot(float2 c){
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float2 z=0;
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float iter=0;
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const int MAX_ITER=256;
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for(int i=0;i<MAX_ITER;i++){
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float x=z.x*z.x - z.y*z.y + (c.x*%.8f+%.8f);
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float y=2*z.x*z.y + (c.y*%.8f+%.8f);
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z=float2(x,y);
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if(dot(z,z)>4){iter=i; break;}
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}
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return iter;
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}
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float4 main(PS_INPUT input):SV_TARGET{
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float iter=mandelbrot(input.uv);
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const float MAX_ITER=256.0;
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// Original color mapping (smooth)
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float t = iter / MAX_ITER;
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float r = clamp(9.0*(1.0-t)*t*t*t,0,1);
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float g = clamp(15.0*(1.0-t)*(1.0-t)*t*t,0,1);
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float b = clamp(8.5*(1.0-t)*(1.0-t)*(1.0-t)*t,0,1);
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return float4(r,g,b,1.0);
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})",
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(views[currentView].xMax - views[currentView].xMin), views[currentView].xMin,
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(views[currentView].yMax - views[currentView].yMin), views[currentView].yMin
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);
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ID3DBlob* vsBlob = nullptr, * psBlob = nullptr, * err = nullptr;
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if (FAILED(D3DCompile(vsSrc, strlen(vsSrc), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vsBlob, &err))) {
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if (err) { OutputDebugStringA((char*)err->GetBufferPointer()); err->Release(); } return false;
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}
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if (FAILED(D3DCompile(psSrc, strlen(psSrc), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &psBlob, &err))) {
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if (err) { OutputDebugStringA((char*)err->GetBufferPointer()); err->Release(); } return false;
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}
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if (vs) vs->Release();
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if (ps) ps->Release();
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if (inputLayout) inputLayout->Release();
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device->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &vs);
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device->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &ps);
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D3D11_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0} };
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device->CreateInputLayout(layout, 1, vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &inputLayout);
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vsBlob->Release(); psBlob->Release();
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return true;
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}
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// --- Render ---
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void Render() {
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float clear[4] = { 0,0,0,1 };
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context->ClearRenderTargetView(rtv, clear);
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UINT stride = sizeof(Vertex), offset = 0;
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context->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
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context->IASetInputLayout(inputLayout);
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context->VSSetShader(vs, nullptr, 0);
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context->PSSetShader(ps, nullptr, 0);
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context->Draw(4, 0);
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swapChain->Present(0, 0); // non-blocking present
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}
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// --- Cleanup ---
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void CleanUp() {
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if (vertexBuffer) vertexBuffer->Release();
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if (inputLayout) inputLayout->Release();
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if (vs) vs->Release();
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if (ps) ps->Release();
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if (rtv) rtv->Release();
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if (swapChain) swapChain->Release();
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if (context) context->Release();
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if (device) device->Release();
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}
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