mql-for-begginers/Scripts/Examples/Remnant 3D/Remnant 3D.mq5

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2025-07-22 18:30:17 +03:00
//+------------------------------------------------------------------+
//| Remnant3D.mq5 |
//| Copyright 2000-2025, MetaQuotes Ltd. |
//| https://www.mql5.com |
//+------------------------------------------------------------------+
#resource "Shaders/vertex.hlsl" as string ExtShaderVS;
#resource "Shaders/pixel.hlsl" as string ExtShaderPS;
//+------------------------------------------------------------------+
//| Vertex shader input vertex type |
//+------------------------------------------------------------------+
struct VSInputVertex
{
//--- data
float position[4];
//--- data layout
static const DXVertexLayout s_layout[1];
};
const DXVertexLayout VSInputVertex::s_layout[1]=
{
{"POSITION", 0, DX_FORMAT_R32G32B32A32_FLOAT }
};
//+------------------------------------------------------------------+
//| Pixel shader input buffer type |
//+------------------------------------------------------------------+
struct PSInputBuffer
{
float resolution[2];
float time;
float dummy;
};
//+------------------------------------------------------------------+
//| Expert initialization function |
//+------------------------------------------------------------------+
void OnStart()
{
//--- prepare the chart
ChartSetInteger(0,CHART_SHOW,false);
ChartRedraw();
//--- get chart window size
int width=(int)ChartGetInteger(0,CHART_WIDTH_IN_PIXELS);
int height=(int)ChartGetInteger(0,CHART_HEIGHT_IN_PIXELS);
//---
uint image[];
string objname="Reinmant3D_"+IntegerToString(ChartID());
string resname="::Reinmant3D_"+IntegerToString(ChartID());
//--- create object and empty picture
ObjectCreate(0,objname,OBJ_BITMAP_LABEL,0,0,0);
ObjectSetInteger(0,objname,OBJPROP_XDISTANCE,0);
ObjectSetInteger(0,objname,OBJPROP_YDISTANCE,0);
//--- create resource and assign to image buffer
ArrayResize(image,width*height);
ResourceCreate(resname,image,width,height,0,0,width,COLOR_FORMAT_XRGB_NOALPHA);
ObjectSetString(0,objname,OBJPROP_BMPFILE,resname);
//--- initialize DX context
int context=DXContextCreate(width,height);
//--- prepare vertices for rectangle from [-1;-1] to [1;1] in screen space
VSInputVertex vertices[]= {{{-1,-1,0.5,1.0}},{{-1,1,0.5,1.0}},{{1,1,0.5,1.0}},{{1,-1,0.5,1.0}}};
//--- prepare indices for two triangles
uint indices[]= {0,1,2, 2,3,0};
//--- create vertex and index buffer
int buffer_v=DXBufferCreate(context,DX_BUFFER_VERTEX,vertices);
int buffer_i=DXBufferCreate(context,DX_BUFFER_INDEX, indices);
//--- create shaders from sources
string str="";
int shader_v=DXShaderCreate(context,DX_SHADER_VERTEX,ExtShaderVS,"VSMain",str);
int shader_p=DXShaderCreate(context,DX_SHADER_PIXEL, ExtShaderPS,"PSMain",str);
//--- set vertex layout for vertex shader
DXShaderSetLayout(shader_v,VSInputVertex::s_layout);
//--- create input buffer and set it to pixel shader
int inputs_p[1];
inputs_p[0]=DXInputCreate(context,sizeof(PSInputBuffer));
DXShaderInputsSet(shader_p,inputs_p);
//--- update input buffer data
PSInputBuffer frame_data;
frame_data.resolution[0]=(float)width;
frame_data.resolution[1]=(float)height;
//--- set topology, buffers and shaders
DXPrimiveTopologySet(context,DX_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
DXBufferSet(context,buffer_v);
DXBufferSet(context,buffer_i);
DXShaderSet(context,shader_v);
DXShaderSet(context,shader_p);
//--- initialize fps counter
float fps=25.0;
//--- main loop
while(!IsStopped())
{
//--- check if ESC pressed
if((TerminalInfoInteger(TERMINAL_KEYSTATE_ESCAPE)&0x8000)!=0)
break;
//--- get current chart window size
int w=(int)ChartGetInteger(0,CHART_WIDTH_IN_PIXELS);
int h=(int)ChartGetInteger(0,CHART_HEIGHT_IN_PIXELS);
//--- update size everywhere it needed
if(w!=width || h!=height)
{
width=w;
height=h;
frame_data.resolution[0]=(float)width;
frame_data.resolution[1]=(float)height;
ArrayResize(image,width*height);
DXContextSetSize(context,width,height);
}
//--- clear depth buffer
DXContextClearDepth(context);
//--- update time in shder's input buffer
frame_data.time=GetMicrosecondCount()/1000000.0f;
DXInputSet(inputs_p[0],frame_data);
//--- draw call
DXDrawIndexed(context);
//--- get result into buffer
DXContextGetColors(context,image);
//--- calculate delta time and smoothed FPS count
float delta=GetMicrosecondCount()/1000000.0f-frame_data.time;
fps=0.95f*fps+0.05f/delta;
TextOut(StringFormat("FPS: %.0f",fps),10,10,0,image,width,height,clrWhite,COLOR_FORMAT_ARGB_NORMALIZE);
//--- update resource and redraw chart
ResourceCreate(resname,image,width,height,0,0,width,COLOR_FORMAT_XRGB_NOALPHA);
ChartRedraw();
//---
Sleep(1);
}
//--- release handles
DXRelease(inputs_p[0]);
DXRelease(shader_p);
DXRelease(shader_v);
DXRelease(buffer_v);
DXRelease(buffer_i);
DXRelease(context);
//--- release resource and object
ResourceFree(resname);
ObjectDelete(0,objname);
//--- revert chart showing mode
ChartSetInteger(0,CHART_SHOW,true);
}
//+------------------------------------------------------------------+