Files
INF6B/math/main.cpp

228 lines
7.1 KiB
C++

#include <windows.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <stdio.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "D3DCompiler.lib")
HWND hwnd = nullptr;
ID3D11Device* device = nullptr;
ID3D11DeviceContext* context = nullptr;
IDXGISwapChain* swapChain = nullptr;
ID3D11RenderTargetView* rtv = nullptr;
ID3D11VertexShader* vs = nullptr;
ID3D11PixelShader* ps = nullptr;
ID3D11InputLayout* inputLayout = nullptr;
ID3D11Buffer* vertexBuffer = nullptr;
// Vertex struct
struct Vertex { float x, y; };
// Vertex shader
const char* vsSrc = R"(
struct VS_INPUT { float2 pos : POSITION; };
struct PS_INPUT { float4 pos : SV_POSITION; float2 uv : TEXCOORD; };
PS_INPUT main(VS_INPUT input) {
PS_INPUT output;
output.pos = float4(input.pos,0,1);
output.uv = input.pos*0.5+0.5;
return output;
}
)";
char psSrc[2048]; // Pixel shader
// Mandelbrot view presets
struct View { float xMin, xMax, yMin, yMax; };
View views[] = {
{-2.5f, 1.0f, -1.2f, 1.2f}, // Full set
{-0.748f, -0.743f, 0.1f, 0.105f}, // Seahorse Valley
{-0.74877f, -0.74872f, 0.06505f, 0.06510f}, // Mini zoom
};
int currentView = 0;
// Forward declarations
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
bool InitWindow(HINSTANCE, int);
bool InitD3D();
void CleanUp();
bool CompileShaders();
void Render();
// Main
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow) {
if (!InitWindow(hInstance, nCmdShow)) return 0;
if (!InitD3D()) return 0;
CompileShaders();
MSG msg = {};
while (msg.message != WM_QUIT) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
Render(); // non-blocking rendering
}
}
CleanUp();
return 0;
}
// --- Window ---
bool InitWindow(HINSTANCE hInstance, int nCmdShow) {
const char CLASS_NAME[] = "MandelbrotDX11";
WNDCLASS wc = {};
wc.lpfnWndProc = WndProc;
wc.hInstance = hInstance;
wc.lpszClassName = CLASS_NAME;
RegisterClass(&wc);
hwnd = CreateWindowEx(0, CLASS_NAME, "DX11 Mandelbrot", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 800, 600, nullptr, nullptr, hInstance, nullptr);
if (!hwnd) return false;
ShowWindow(hwnd, nCmdShow);
return true;
}
// --- WinProc ---
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_DESTROY: PostQuitMessage(0); return 0;
case WM_KEYDOWN:
if (wParam == VK_ESCAPE) PostQuitMessage(0);
if (wParam == VK_LEFT) currentView = (currentView + 2) % 3;
if (wParam == VK_RIGHT) currentView = (currentView + 1) % 3;
CompileShaders();
return 0;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
// --- D3D11 Init ---
bool InitD3D() {
DXGI_SWAP_CHAIN_DESC scd = {};
scd.BufferCount = 1;
scd.BufferDesc.Width = 800;
scd.BufferDesc.Height = 600;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferDesc.RefreshRate.Numerator = 60;
scd.BufferDesc.RefreshRate.Denominator = 1;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = hwnd;
scd.SampleDesc.Count = 1;
scd.Windowed = TRUE;
D3D_FEATURE_LEVEL featureLevel;
if (FAILED(D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr,
0, nullptr, 0, D3D11_SDK_VERSION, &scd,
&swapChain, &device, &featureLevel, &context))) return false;
ID3D11Texture2D* backBuffer = nullptr;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer);
device->CreateRenderTargetView(backBuffer, nullptr, &rtv);
backBuffer->Release();
context->OMSetRenderTargets(1, &rtv, nullptr);
D3D11_VIEWPORT vp = {};
vp.Width = 800; vp.Height = 600; vp.MinDepth = 0; vp.MaxDepth = 1;
context->RSSetViewports(1, &vp);
Vertex verts[] = { {-1,-1},{-1,1},{1,-1},{1,1} };
D3D11_BUFFER_DESC bd = {};
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(verts);
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = verts;
device->CreateBuffer(&bd, &initData, &vertexBuffer);
return true;
}
// --- Compile shaders ---
bool CompileShaders() {
// Pixel shader template with smooth coloring
snprintf(psSrc, sizeof(psSrc),
R"(struct PS_INPUT { float4 pos:SV_POSITION; float2 uv: TEXCOORD; };
float mandelbrot(float2 c){
float2 z=0;
float iter=0;
const int MAX_ITER=256;
for(int i=0;i<MAX_ITER;i++){
float x=z.x*z.x - z.y*z.y + (c.x*%.8f+%.8f);
float y=2*z.x*z.y + (c.y*%.8f+%.8f);
z=float2(x,y);
if(dot(z,z)>4){iter=i; break;}
}
return iter;
}
float4 main(PS_INPUT input):SV_TARGET{
float iter=mandelbrot(input.uv);
const float MAX_ITER=256.0;
// Original color mapping (smooth)
float t = iter / MAX_ITER;
float r = clamp(9.0*(1.0-t)*t*t*t,0,1);
float g = clamp(15.0*(1.0-t)*(1.0-t)*t*t,0,1);
float b = clamp(8.5*(1.0-t)*(1.0-t)*(1.0-t)*t,0,1);
return float4(r,g,b,1.0);
})",
(views[currentView].xMax - views[currentView].xMin), views[currentView].xMin,
(views[currentView].yMax - views[currentView].yMin), views[currentView].yMin
);
ID3DBlob* vsBlob = nullptr, * psBlob = nullptr, * err = nullptr;
if (FAILED(D3DCompile(vsSrc, strlen(vsSrc), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vsBlob, &err))) {
if (err) { OutputDebugStringA((char*)err->GetBufferPointer()); err->Release(); } return false;
}
if (FAILED(D3DCompile(psSrc, strlen(psSrc), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &psBlob, &err))) {
if (err) { OutputDebugStringA((char*)err->GetBufferPointer()); err->Release(); } return false;
}
if (vs) vs->Release();
if (ps) ps->Release();
if (inputLayout) inputLayout->Release();
device->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &vs);
device->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &ps);
D3D11_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0} };
device->CreateInputLayout(layout, 1, vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &inputLayout);
vsBlob->Release(); psBlob->Release();
return true;
}
// --- Render ---
void Render() {
float clear[4] = { 0,0,0,1 };
context->ClearRenderTargetView(rtv, clear);
UINT stride = sizeof(Vertex), offset = 0;
context->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
context->IASetInputLayout(inputLayout);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->VSSetShader(vs, nullptr, 0);
context->PSSetShader(ps, nullptr, 0);
context->Draw(4, 0);
swapChain->Present(0, 0); // non-blocking present
}
// --- Cleanup ---
void CleanUp() {
if (vertexBuffer) vertexBuffer->Release();
if (inputLayout) inputLayout->Release();
if (vs) vs->Release();
if (ps) ps->Release();
if (rtv) rtv->Release();
if (swapChain) swapChain->Release();
if (context) context->Release();
if (device) device->Release();
}