今回はFPSを固定化するコードを書きます。
大抵のゲームエンジンはエンジン側でFPSを制御していると思うのですが、
DirectXを使用する場合は実際に時間を計測して画面更新のタイミングを計らなくちゃいけないんですね。
サンプルソースは以下のサイトのコードを使用しています。
http://dioltista.blogspot.com/2019/04/c-directx11-fps.html
main.h
#pragma once
#include <windows.h>
#pragma comment(lib,"winmm.lib")
class Window
{
public:
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
void InitFps();
void CalculationFps();
void CalculationSleep();
static HWND GethWnd();
static double GetFps();
private:
static HWND g_hWnd;
static double g_dFps;
LARGE_INTEGER Freq = { 0 };
LARGE_INTEGER StartTime = { 0 };
LARGE_INTEGER NowTime = { 0 };
int iCount = 0;
DWORD SleepTime = 0;
};
main.cpp
#include "Main.h"
#include "DirectX.h"
HWND Window::g_hWnd = nullptr;
double Window::g_dFps = 0;
//--------------------------------------------------------------------------------------
// 前方宣言
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
Window win;
if (FAILED(win.InitWindow(hInstance, nCmdShow)))
return 0;
DirectX11 dx;
if (FAILED(dx.InitDevice()))
return 0;
win.InitFps();
// メインメッセージループ
MSG msg = { 0 };
while (WM_QUIT != msg.message)
{
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
win.CalculationFps();
dx.Render();
win.CalculationSleep();
}
}
return (int)msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
HRESULT Window::InitWindow(HINSTANCE hInstance, int nCmdShow)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = nullptr;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"WindowClass";
wcex.hIconSm = nullptr;
if (!RegisterClassEx(&wcex))
return E_FAIL;
RECT rc = { 0, 0, 800, 600 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow(L"WindowClass", L"FPSの固定",
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
nullptr);
if (!g_hWnd)
return E_FAIL;
ShowWindow(g_hWnd, nCmdShow);
return S_OK;
}
HWND Window::GethWnd()
{
return g_hWnd;
}
void Window::InitFps()
{
QueryPerformanceFrequency(&Freq);
QueryPerformanceCounter(&StartTime);//現在の時間を取得(1フレーム目)
}
void Window::CalculationFps()
{
//FPSの計算
if (iCount == 60)//カウントが60の時の処理
{
QueryPerformanceCounter(&NowTime);//現在の時間を取得(60フレーム目)
//FPS = 1秒 / 1フレームの描画にかかる時間
// = 1000ms / ((現在の時間ms - 1フレーム目の時間ms) / 60フレーム)
g_dFps = 1000.0 / (static_cast<double>((NowTime.QuadPart - StartTime.QuadPart) * 1000 / Freq.QuadPart) / 60.0);
iCount = 0;//カウントを初期値に戻す
StartTime = NowTime;//1フレーム目の時間を現在の時間にする
}
iCount++;//カウント+1
}
void Window::CalculationSleep()
{
//Sleepさせる時間の計算
QueryPerformanceCounter(&NowTime);//現在の時間を取得
//Sleepさせる時間ms = 1フレーム目から現在のフレームまでの描画にかかるべき時間ms - 1フレーム目から現在のフレームまで実際にかかった時間ms
// = (1000ms / 60)*フレーム数 - (現在の時間ms - 1フレーム目の時間ms)
SleepTime = static_cast<DWORD>((1000.0 / 60.0) * iCount - (NowTime.QuadPart - StartTime.QuadPart) * 1000 / Freq.QuadPart);
if (SleepTime > 0 && SleepTime < 18)//大きく変動がなければSleepTimeは1~17の間に納まる
{
timeBeginPeriod(1);
Sleep(SleepTime);
timeEndPeriod(1);
}
else//大きく変動があった場合
{
timeBeginPeriod(1);
Sleep(1);
timeEndPeriod(1);
}
}
double Window::GetFps()
{
return g_dFps;
}
DirectX.h
#pragma once
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d2d1.lib")
#pragma comment(lib,"dwrite.lib")
#include <d3d11_1.h>
#include <directxcolors.h>
#include <d2d1.h>
#include <dwrite.h>
#include <wchar.h>
class DirectX11
{
public:
DirectX11();
~DirectX11();
HRESULT InitDevice();
void Render();
private:
ID3D11Device* pd3dDevice;
ID3D11Device1* pd3dDevice1;
ID3D11DeviceContext* pImmediateContext;
ID3D11DeviceContext1* pImmediateContext1;
IDXGISwapChain* pSwapChain;
IDXGISwapChain1* pSwapChain1;
ID3D11RenderTargetView* pRenderTargetView;
ID2D1Factory* pD2DFactory;
IDWriteFactory* pDWriteFactory;
IDWriteTextFormat* pTextFormat;
ID2D1RenderTarget* pRT;
ID2D1SolidColorBrush* pSolidBrush;
IDXGISurface* pDXGISurface;
};
DirectX.cpp
#include "Main.h"
#include "DirectX.h"
DirectX11::DirectX11()
{
pd3dDevice = nullptr;
pd3dDevice1 = nullptr;
pImmediateContext = nullptr;
pImmediateContext1 = nullptr;
pSwapChain = nullptr;
pSwapChain1 = nullptr;
pRenderTargetView = nullptr;
pD2DFactory = nullptr;
pDWriteFactory = nullptr;
pTextFormat = nullptr;
pRT = nullptr;
pSolidBrush = nullptr;
pDXGISurface = nullptr;
}
DirectX11::~DirectX11()
{
if (pDXGISurface) pDXGISurface->Release();
if (pSolidBrush) pSolidBrush->Release();
if (pRT) pRT->Release();
if (pTextFormat) pTextFormat->Release();
if (pDWriteFactory) pDWriteFactory->Release();
if (pD2DFactory) pD2DFactory->Release();
if (pImmediateContext) pImmediateContext->ClearState();
if (pRenderTargetView) pRenderTargetView->Release();
if (pSwapChain1) pSwapChain1->Release();
if (pSwapChain) pSwapChain->Release();
if (pImmediateContext1) pImmediateContext1->Release();
if (pImmediateContext) pImmediateContext->Release();
if (pd3dDevice1) pd3dDevice1->Release();
if (pd3dDevice) pd3dDevice->Release();
}
HRESULT DirectX11::InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect(Window::GethWnd(), &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &pd3dDevice, &g_featureLevel, &pImmediateContext);
if (hr == E_INVALIDARG)
{
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &pd3dDevice, &g_featureLevel, &pImmediateContext);
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return hr;
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr))
{
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr))
{
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return hr;
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
if (dxgiFactory2)
{
hr = pd3dDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&pd3dDevice1));
if (SUCCEEDED(hr))
{
(void)pImmediateContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&pImmediateContext1));
}
DXGI_SWAP_CHAIN_DESC1 sd = {};
sd.Width = width;
sd.Height = height;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2->CreateSwapChainForHwnd(pd3dDevice, Window::GethWnd(), &sd, nullptr, nullptr, &pSwapChain1);
if (SUCCEEDED(hr))
{
hr = pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&pSwapChain));
}
dxgiFactory2->Release();
}
else
{
DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = Window::GethWnd();
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(pd3dDevice, &sd, &pSwapChain);
}
dxgiFactory->MakeWindowAssociation(Window::GethWnd(), DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return hr;
ID3D11Texture2D* pBackBuffer = nullptr;
hr = pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return hr;
hr = pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr))
return hr;
pImmediateContext->OMSetRenderTargets(1, &pRenderTargetView, nullptr);
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
pImmediateContext->RSSetViewports(1, &vp);
// Direct2D,DirectWriteの初期化
hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory);
if (FAILED(hr))
return hr;
hr = pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pDXGISurface));
if (FAILED(hr))
return hr;
FLOAT dpiX;
FLOAT dpiY;
//pD2DFactory->GetDesktopDpi(&dpiX, &dpiY);
dpiX = (FLOAT)GetDpiForWindow(GetDesktopWindow());
dpiY = dpiX;
D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED), dpiX, dpiY);
hr = pD2DFactory->CreateDxgiSurfaceRenderTarget(pDXGISurface, &props, &pRT);
if (FAILED(hr))
return hr;
hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), reinterpret_cast<IUnknown**>(&pDWriteFactory));
if (FAILED(hr))
return hr;
//関数CreateTextFormat()
//第1引数:フォント名(L"メイリオ", L"Arial", L"Meiryo UI"等)
//第2引数:フォントコレクション(nullptr)
//第3引数:フォントの太さ(DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_WEIGHT_BOLD等)
//第4引数:フォントスタイル(DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STYLE_OBLIQUE, DWRITE_FONT_STYLE_ITALIC)
//第5引数:フォントの幅(DWRITE_FONT_STRETCH_NORMAL,DWRITE_FONT_STRETCH_EXTRA_EXPANDED等)
//第6引数:フォントサイズ(20, 30等)
//第7引数:ロケール名(L"")
//第8引数:テキストフォーマット(&g_pTextFormat)
hr = pDWriteFactory->CreateTextFormat(L"メイリオ", nullptr, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 20, L"", &pTextFormat);
if (FAILED(hr))
return hr;
//関数SetTextAlignment()
//第1引数:テキストの配置(DWRITE_TEXT_ALIGNMENT_LEADING:前, DWRITE_TEXT_ALIGNMENT_TRAILING:後, DWRITE_TEXT_ALIGNMENT_CENTER:中央)
hr = pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
if (FAILED(hr))
return hr;
//関数CreateSolidColorBrush()
//第1引数:フォント色(D2D1::ColorF(D2D1::ColorF::Black):黒, D2D1::ColorF(D2D1::ColorF(0.0f, 0.2f, 0.9f, 1.0f)):RGBA指定)
hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pSolidBrush);
if (FAILED(hr))
return hr;
return S_OK;
}
void DirectX11::Render()
{
pImmediateContext->ClearRenderTargetView(pRenderTargetView, DirectX::Colors::Aquamarine);
// テキストの描画
WCHAR wcText1[256] = { 0 };
swprintf(wcText1, 256, L"%lf", Window::GetFps());
pRT->BeginDraw();
pRT->DrawText(wcText1, ARRAYSIZE(wcText1) - 1, pTextFormat, D2D1::RectF(0, 0, 800, 20), pSolidBrush, D2D1_DRAW_TEXT_OPTIONS_NONE);
pRT->EndDraw();
pSwapChain->Present(0, 0);
}