136 lines
5.4 KiB
MQL5
136 lines
5.4 KiB
MQL5
//+------------------------------------------------------------------+
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//| Remnant3D.mq5 |
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//| Copyright 2000-2025, MetaQuotes Ltd. |
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//| https://www.mql5.com |
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//+------------------------------------------------------------------+
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#resource "Shaders/vertex.hlsl" as string ExtShaderVS;
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#resource "Shaders/pixel.hlsl" as string ExtShaderPS;
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//+------------------------------------------------------------------+
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//| Vertex shader input vertex type |
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//+------------------------------------------------------------------+
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struct VSInputVertex
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{
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//--- data
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float position[4];
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//--- data layout
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static const DXVertexLayout s_layout[1];
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};
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const DXVertexLayout VSInputVertex::s_layout[1]=
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{
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{"POSITION", 0, DX_FORMAT_R32G32B32A32_FLOAT }
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};
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//+------------------------------------------------------------------+
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//| Pixel shader input buffer type |
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//+------------------------------------------------------------------+
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struct PSInputBuffer
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{
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float resolution[2];
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float time;
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float dummy;
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};
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//+------------------------------------------------------------------+
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//| Expert initialization function |
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//+------------------------------------------------------------------+
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void OnStart()
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{
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//--- prepare the chart
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ChartSetInteger(0,CHART_SHOW,false);
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ChartRedraw();
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//--- get chart window size
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int width=(int)ChartGetInteger(0,CHART_WIDTH_IN_PIXELS);
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int height=(int)ChartGetInteger(0,CHART_HEIGHT_IN_PIXELS);
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//---
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uint image[];
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string objname="Reinmant3D_"+IntegerToString(ChartID());
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string resname="::Reinmant3D_"+IntegerToString(ChartID());
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//--- create object and empty picture
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ObjectCreate(0,objname,OBJ_BITMAP_LABEL,0,0,0);
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ObjectSetInteger(0,objname,OBJPROP_XDISTANCE,0);
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ObjectSetInteger(0,objname,OBJPROP_YDISTANCE,0);
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//--- create resource and assign to image buffer
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ArrayResize(image,width*height);
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ResourceCreate(resname,image,width,height,0,0,width,COLOR_FORMAT_XRGB_NOALPHA);
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ObjectSetString(0,objname,OBJPROP_BMPFILE,resname);
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//--- initialize DX context
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int context=DXContextCreate(width,height);
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//--- prepare vertices for rectangle from [-1;-1] to [1;1] in screen space
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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}}};
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//--- prepare indices for two triangles
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uint indices[]= {0,1,2, 2,3,0};
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//--- create vertex and index buffer
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int buffer_v=DXBufferCreate(context,DX_BUFFER_VERTEX,vertices);
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int buffer_i=DXBufferCreate(context,DX_BUFFER_INDEX, indices);
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//--- create shaders from sources
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string str="";
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int shader_v=DXShaderCreate(context,DX_SHADER_VERTEX,ExtShaderVS,"VSMain",str);
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int shader_p=DXShaderCreate(context,DX_SHADER_PIXEL, ExtShaderPS,"PSMain",str);
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//--- set vertex layout for vertex shader
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DXShaderSetLayout(shader_v,VSInputVertex::s_layout);
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//--- create input buffer and set it to pixel shader
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int inputs_p[1];
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inputs_p[0]=DXInputCreate(context,sizeof(PSInputBuffer));
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DXShaderInputsSet(shader_p,inputs_p);
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//--- update input buffer data
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PSInputBuffer frame_data;
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frame_data.resolution[0]=(float)width;
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frame_data.resolution[1]=(float)height;
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//--- set topology, buffers and shaders
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DXPrimiveTopologySet(context,DX_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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DXBufferSet(context,buffer_v);
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DXBufferSet(context,buffer_i);
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DXShaderSet(context,shader_v);
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DXShaderSet(context,shader_p);
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//--- initialize fps counter
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float fps=25.0;
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//--- main loop
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while(!IsStopped())
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{
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//--- check if ESC pressed
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if((TerminalInfoInteger(TERMINAL_KEYSTATE_ESCAPE)&0x8000)!=0)
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break;
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//--- get current chart window size
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int w=(int)ChartGetInteger(0,CHART_WIDTH_IN_PIXELS);
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int h=(int)ChartGetInteger(0,CHART_HEIGHT_IN_PIXELS);
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//--- update size everywhere it needed
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if(w!=width || h!=height)
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{
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width=w;
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height=h;
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frame_data.resolution[0]=(float)width;
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frame_data.resolution[1]=(float)height;
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ArrayResize(image,width*height);
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DXContextSetSize(context,width,height);
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}
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//--- clear depth buffer
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DXContextClearDepth(context);
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//--- update time in shder's input buffer
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frame_data.time=GetMicrosecondCount()/1000000.0f;
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DXInputSet(inputs_p[0],frame_data);
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//--- draw call
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DXDrawIndexed(context);
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//--- get result into buffer
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DXContextGetColors(context,image);
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//--- calculate delta time and smoothed FPS count
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float delta=GetMicrosecondCount()/1000000.0f-frame_data.time;
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fps=0.95f*fps+0.05f/delta;
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TextOut(StringFormat("FPS: %.0f",fps),10,10,0,image,width,height,clrWhite,COLOR_FORMAT_ARGB_NORMALIZE);
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//--- update resource and redraw chart
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ResourceCreate(resname,image,width,height,0,0,width,COLOR_FORMAT_XRGB_NOALPHA);
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ChartRedraw();
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//---
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Sleep(1);
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}
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//--- release handles
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DXRelease(inputs_p[0]);
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DXRelease(shader_p);
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DXRelease(shader_v);
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DXRelease(buffer_v);
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DXRelease(buffer_i);
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DXRelease(context);
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//--- release resource and object
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ResourceFree(resname);
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ObjectDelete(0,objname);
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//--- revert chart showing mode
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ChartSetInteger(0,CHART_SHOW,true);
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}
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//+------------------------------------------------------------------+
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