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Constant Buffer
# 상수 버퍼 활용 예제는 조금 바뀐게 많으므로 업데이트한 파일의 전체 소스를 첨부함.
# mathHeader_L.h은 그냥 만든게 아까워서 쓰는 것일뿐이니 D3D수학 라이브러리의 내용을 쓰는 것이 좋다.
VS.hlsl
//상수 버퍼 cbuffer cb0 { float4 Color : packoffset(c0); float fTime : packoffset(c1.x); }; //정점 쉐이더 반환값 구조체 struct VS_OUTPUT { float4 Position : SV_Position; // vertex position float4 ColorChange : COLOR0; // vertex diffuse color }; //정점 쉐이더 VS_OUTPUT VS(float3 p : POSITION) { VS_OUTPUT Output; float3 vPos = p * fTime; // 0 <= fTime <= 1.0f Output.Position = float4(vPos, 1.0f); Output.ColorChange = Color; return Output; }
PS.hlsl
//정점 쉐이더 반환값 구조체 struct VS_OUTPUT { float4 Position : SV_Position; // vertex position float4 ColorChange : COLOR0; // vertex diffuse color }; //픽셀 쉐이더 float4 PS(VS_OUTPUT input) : SV_Target { return input.ColorChange; }
sample.h
#pragma once #pragma comment(lib, "TLib.lib") #include "zCore.h" #include "mathHeader_L.h" namespace Lypi { struct Point3 { float x; float y; float z; }; struct VSCB { float4 vColor; // c0 // c1 - 쉐이더에는 실수4개 단위로 전달된다. float fTime; float fC5_Y; float fC5_Z; float fC5_W; }; class Sample : public zCore { // 버텍스 버퍼 및 레이아웃 ID3D11Buffer* m_pVertexBuffer; //정점 버퍼 인터페이스 ID3D11Buffer* m_pIndexBuffer; //인덱스 버퍼 인터페이스 ID3D11Buffer* m_pConstantBuffer; //상수 버퍼 인터페이스 ID3D11InputLayout* m_pVertexLayout; //정점 레이아웃 인터페이스 // 버텍스 및 픽셀 쉐이더 ID3D11VertexShader* m_pVS; //정점 쉐이더 인터페이스 ID3D11PixelShader* m_pPS; //픽셀 쉐이더 인터페이스 UINT m_PrimType;; public: HRESULT CreateVertexBuffer(); // 정점 버퍼 생성 HRESULT CreateIndexBuffer(); // 인덱스 버퍼 생성 HRESULT CreateConstantBuffer(); // 상수 버퍼 생성 HRESULT LoadShaderAndInputLayout(); // 정점 및 픽쉘 쉐이더 로딩 및 생성 public: bool Init(); bool Frame(); bool Render(); bool Release(); public: Sample(LPCTSTR LWndName); virtual ~Sample(); }; }
sample.cpp
#include "sample.h" namespace Lypi { Sample::Sample(LPCTSTR LWndName) : zCore(LWndName) { m_pVertexBuffer = NULL; m_pIndexBuffer = NULL; m_pConstantBuffer = NULL; m_pVertexLayout = NULL; m_pVS = NULL; m_pPS = NULL; m_PrimType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; } HRESULT Sample::CreateVertexBuffer() { HRESULT hr = S_OK; //시계 방향으로 지정할 것. Point3 vertices[] = { { -0.5f, +0.5f, 0.5f }, { +0.5f, +0.5f, 0.5f }, { +0.5f, -0.5f, 0.5f }, { -0.5f, -0.5f, 0.5f }, }; UINT numVertices = sizeof(vertices) / sizeof(vertices[0]); // CD3D11_BUFFER_DESC : 버퍼 크기와 버퍼 용도만 결정하면 나머지는 기본값으로 생성해주는 구조체. CD3D11_BUFFER_DESC cbc(sizeof(Point3) * numVertices, D3D11_BIND_VERTEX_BUFFER); D3D11_SUBRESOURCE_DATA InitData; ZeroMemory(&InitData, sizeof(D3D11_SUBRESOURCE_DATA)); InitData.pSysMem = vertices; V_FRETURN(g_pD3dDevice->CreateBuffer(&cbc, &InitData, &m_pVertexBuffer)); return hr; } HRESULT Sample::CreateIndexBuffer() { HRESULT hr = S_OK; WORD indices[] = { 0,1,2, 0,2,3, }; UINT iNumIndex = sizeof(indices) / sizeof(indices[0]); CD3D11_BUFFER_DESC cib(iNumIndex * sizeof(WORD), D3D11_BIND_INDEX_BUFFER); D3D11_SUBRESOURCE_DATA ibInitData; ZeroMemory(&ibInitData, sizeof(D3D11_SUBRESOURCE_DATA)); ibInitData.pSysMem = indices; V_FRETURN(g_pD3dDevice->CreateBuffer(&cib, &ibInitData, &m_pIndexBuffer)); return hr; } HRESULT Sample::CreateConstantBuffer() { HRESULT hr; //구조체의 값을 생성자에서 줄 수 있다. CD3D11_BUFFER_DESC cbDesc(sizeof(VSCB), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); V_FRETURN(g_pD3dDevice->CreateBuffer(&cbDesc, NULL, &m_pConstantBuffer)); return hr; } HRESULT Sample::LoadShaderAndInputLayout() { HRESULT hr = S_OK; DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS; #if defined( _DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3DCOMPILE_DEBUG; #endif ID3DBlob* pVSBuf = NULL; V_FRETURN(D3DX11CompileFromFile(L"../../INPUT/DATA/Shader/sample/VS.hlsl", NULL, NULL, "VS", "vs_5_0", dwShaderFlags, NULL, NULL, &pVSBuf, NULL, NULL)); V_FRETURN(g_pD3dDevice->CreateVertexShader((DWORD*)pVSBuf->GetBufferPointer(), pVSBuf->GetBufferSize(), NULL, &m_pVS)); SIZE_T vsSize = pVSBuf->GetBufferSize(); ID3DBlob* pPSBuf = NULL; V_FRETURN(D3DX11CompileFromFile(L"../../INPUT/DATA/Shader/sample/PS.hlsl", NULL, NULL, "PS", "ps_5_0", dwShaderFlags, NULL, NULL, &pPSBuf, NULL, NULL)); V_FRETURN(g_pD3dDevice->CreatePixelShader((DWORD*)pPSBuf->GetBufferPointer(), pPSBuf->GetBufferSize(), NULL, &m_pPS)); SIZE_T psSize = pPSBuf->GetBufferSize(); const D3D11_INPUT_ELEMENT_DESC layout[] = { //정점쉐이더안의 POSITION시멘틱의 의미를 지정. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; V_FRETURN(g_pD3dDevice->CreateInputLayout(layout, 1, pVSBuf->GetBufferPointer(), vsSize, &m_pVertexLayout)); SAFE_RELEASE(pVSBuf); SAFE_RELEASE(pPSBuf); return hr; } bool Sample::Init() { if (FAILED(CreateVertexBuffer())) { MessageBox(0, _T("CreateVertexBuffer 실패"), _T("Fatal error"), MB_OK); return false; } if (FAILED(CreateIndexBuffer())) { MessageBox(0, _T("CreateIndexBuffer 실패"), _T("Fatal error"), MB_OK); return false; } if (FAILED(CreateConstantBuffer())) { MessageBox(0, _T("CreateConstantBuffer 실패"), _T("Fatal error"), MB_OK); return false; } if (FAILED(LoadShaderAndInputLayout())) { MessageBox(0, _T("LoadShaderAndInputLayout 실패"), _T("Fatal error"), MB_OK); return false; } return true; } bool Sample::Frame() { float fTime = m_GameTimer.getGameTime(); float fBoundedTime = cosf(fTime)*0.5f + 0.5f; // 상수버퍼를 갱신한다. D3D11_MAPPED_SUBRESOURCE MappedResource; g_pD3dContext->Map(m_pConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource); VSCB* pConstData = (VSCB*)MappedResource.pData; pConstData->vColor = float4(cosf(fTime), sinf(fTime), 1.0f - cosf(fTime), 1.0f); pConstData->fTime = fBoundedTime; g_pD3dContext->Unmap(m_pConstantBuffer, 0); if (I_Input.IsKeyDownOnce(DIK_T)) { (m_PrimType+1 > 5) ? (m_PrimType = 1) : (m_PrimType += 1); } return true; } bool Sample::Render() { m_Font.SetAlignment(DWRITE_TEXT_ALIGNMENT_CENTER, DWRITE_PARAGRAPH_ALIGNMENT_NEAR); m_Font.SetTextColor(ColorF(1.0f, 1.0f, 1.0f, 1.0f)); m_Font.SetlayoutRt(0, 0, (FLOAT)g_rtClient.right, (FLOAT)g_rtClient.bottom); TCHAR TopologyBuffer[256]; ZeroMemory(TopologyBuffer, sizeof(TCHAR) * 256); switch (m_PrimType) { case 1: { _tcscpy_s(TopologyBuffer, L"POINTLIST"); } break; case 2: { _tcscpy_s(TopologyBuffer, L"LINELIST"); } break; case 3: { _tcscpy_s(TopologyBuffer, L"LINESTRIP"); } break; case 4: { _tcscpy_s(TopologyBuffer, L"TRIANGLELIST"); } break; case 5: { _tcscpy_s(TopologyBuffer, L"TRIANGLESTRIP"); } break; } TCHAR pBuffer[256]; ZeroMemory(pBuffer, sizeof(TCHAR) * 256); _stprintf_s(pBuffer, L"%s", TopologyBuffer); m_Font.DrawText(pBuffer); // Set the input layout g_pD3dContext->IASetInputLayout(m_pVertexLayout); // Shaders g_pD3dContext->VSSetShader(m_pVS, NULL, 0); g_pD3dContext->PSSetShader(m_pPS, NULL, 0); // // Set vertex buffer UINT stride = sizeof(Point3); UINT offset = 0; //IASetVertexBuffers : 1개 정점의 메모리 크기 g_pD3dContext->IASetVertexBuffers(0, 1, &m_pVertexBuffer, &stride, &offset); g_pD3dContext->IASetIndexBuffer(m_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0); //WORD는 R16, DWORD는 R32 g_pD3dContext->VSSetConstantBuffers(0, 1, &m_pConstantBuffer); g_pD3dContext->IASetPrimitiveTopology((D3D_PRIMITIVE_TOPOLOGY)m_PrimType); g_pD3dContext->DrawIndexed(6, 0, 0); //정점 버퍼와 인덱스 버퍼를 모두 사용해서 뿌리는 거 return true; } bool Sample::Release() { SAFE_RELEASE(m_pVertexBuffer); // 정점 버퍼 릴리즈 SAFE_RELEASE(m_pIndexBuffer); // 인덱스 버퍼 릴리즈 SAFE_RELEASE(m_pConstantBuffer); // 상수 버퍼 릴리즈 SAFE_RELEASE(m_pVertexLayout); // 정점 레이아웃 릴리즈 SAFE_RELEASE(m_pVS); // 정점 쉐이더 릴리즈 SAFE_RELEASE(m_pPS); // 픽쉘 쉐이더 릴리즈 return true; } Sample::~Sample() { } }
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