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# 기하 쉐이더를 사용하는 예제.
# 정점 쉐이더와 픽셀 쉐이더는 내용은 그대로지만 이후에 계속 사용할 구조로 바뀌었으므로 새로 올린다.
VS.hlsl
struct VS_OUTPUT
{
float4 p : SV_POSITION;
};
VS_OUTPUT VS(float4 p : POSITION)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.p = p;
return output;
}
PS.hlsl
struct VS_OUTPUT
{
float4 p : SV_POSITION;
};
float4 PS(VS_OUTPUT p : SV_POSITION) : SV_Target
{
return float4(1.0f, 1.0f, 1.0f, 1.0f);
}
GS.hlsl
struct VS_OUTPUT
{
float4 p : SV_POSITION;
};
[maxvertexcount(9)]
void GS(triangle VS_OUTPUT input[3], inout TriangleStream<VS_OUTPUT> TriStream)
{
VS_OUTPUT output;
// 페이스의 중점을 구한다.
float3 centerPos = (input[0].p.xyz + input[1].p.xyz + input[2].p.xyz) / 3.0;
// 정점 당 계산된 중점을 사용하여 페이스를 추가한다.
for (int i = 0; i<3; i++)
{
output.p = input[i].p;
TriStream.Append(output);
int iNext = (i + 1) % 3;
output.p = input[iNext].p;
TriStream.Append(output);
output.p = float4(centerPos, 1);
TriStream.Append(output);
//TriStream.RestartStrip();
}
TriStream.RestartStrip();
}
sample.h
#pragma once
#pragma comment(lib, "TLib.lib")
#include "zCore.h"
#include "mathHeader_L.h"
namespace Lypi
{
struct V3
{
float x, y, z;
};
class Sample : public zCore
{
// 버텍스 버퍼 및 레이아웃
ID3D11Buffer* m_pVertexBuffer; //정점 버퍼 인터페이스
ID3D11Buffer* m_pIndexBuffer; //인덱스 버퍼 인터페이스
ID3D11InputLayout* m_pVertexLayout; //정점 레이아웃 인터페이스
// 버텍스 및 픽셀 쉐이더
ID3D11VertexShader* m_pVS; //정점 쉐이더 인터페이스
ID3D11PixelShader* m_pPS; //픽셀 쉐이더 인터페이스
ID3D11GeometryShader* m_pGS; //기하 쉐이더 인터페이스
// 이미지 디버그용
UINT m_uPrimType; //토폴로지 타입
UINT m_uCullMode; //컬링모드
UINT m_uFillMode; //와이어 프레임만 렌더링
ID3D11RasterizerState* m_pRS; //래스터라이저 상태
public:
HRESULT CreateVertexBuffer(); // 정점 버퍼 생성
HRESULT CreateIndexBuffer(); // 인덱스 버퍼 생성
HRESULT LoadShaderAndInputLayout(); // 정점 및 픽쉘 쉐이더 로딩 및 생성
HRESULT RSChange(); // 래스터라이저 세팅 변경
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 = nullptr;
m_pIndexBuffer = nullptr;
m_pVertexLayout = nullptr;
m_pVS = nullptr;
m_pGS = nullptr;
m_pPS = nullptr;
m_uPrimType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
m_uCullMode = D3D11_CULL_BACK;
m_uFillMode = D3D11_FILL_SOLID;
}
HRESULT Sample::LoadShaderAndInputLayout()
{
HRESULT hr = S_OK;
ID3DBlob* pErrors = nullptr;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( _DEBUG ) || defined( _DEBUG )
dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif
ID3DBlob* pVSBuf = nullptr;
V_FRETURN(D3DX11CompileFromFile(L"../../INPUT/DATA/Shader/sample/VS.hlsl", nullptr, nullptr,
"VS", "vs_5_0", dwShaderFlags, NULL, nullptr, &pVSBuf, &pErrors, nullptr));
V_FRETURN(g_pD3dDevice->CreateVertexShader((DWORD*)pVSBuf->GetBufferPointer(),
pVSBuf->GetBufferSize(), nullptr, &m_pVS));
ID3DBlob* pGSBuf = nullptr;
V_FRETURN(D3DX11CompileFromFile(L"../../INPUT/DATA/Shader/sample/GS.hlsl", nullptr, nullptr,
"GS", "gs_5_0", dwShaderFlags, NULL, nullptr, &pGSBuf, &pErrors, nullptr));
V_FRETURN(g_pD3dDevice->CreateGeometryShader((DWORD*)pGSBuf->GetBufferPointer(),
pGSBuf->GetBufferSize(), nullptr, &m_pGS));
ID3DBlob* pPSBuf = nullptr;
V_FRETURN(D3DX11CompileFromFile(L"../../INPUT/DATA/Shader/sample/PS.hlsl", nullptr, nullptr,
"PS", "ps_5_0", dwShaderFlags, NULL, nullptr, &pPSBuf, &pErrors, nullptr));
V_FRETURN(g_pD3dDevice->CreatePixelShader((DWORD*)pPSBuf->GetBufferPointer(),
pPSBuf->GetBufferSize(), nullptr, &m_pPS));
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(),
pVSBuf->GetBufferSize(), &m_pVertexLayout));
SAFE_RELEASE(pVSBuf);
SAFE_RELEASE(pGSBuf);
SAFE_RELEASE(pPSBuf);
SAFE_RELEASE(pErrors);
RSChange();
return hr;
}
HRESULT Sample::RSChange()
{
HRESULT hr = S_OK;
SAFE_RELEASE(m_pRS);
D3D11_RASTERIZER_DESC RSDesc;
ZeroMemory(&RSDesc, sizeof(D3D11_RASTERIZER_DESC));
RSDesc.DepthClipEnable = TRUE;
RSDesc.FillMode = (D3D11_FILL_MODE)m_uFillMode;
RSDesc.CullMode = (D3D11_CULL_MODE)m_uCullMode;
V_FRETURN(g_pD3dDevice->CreateRasterizerState(&RSDesc, &m_pRS));
return hr;
}
HRESULT Sample::CreateVertexBuffer()
{
HRESULT hr = S_OK;
//시계 방향으로 지정할 것.
V3 vertices[] =
{
{-1.0f, +1.0f, 0.5f},
{+1.0f, +1.0f, 0.5f},
{+1.0f, -1.0f, 0.5f},
{-1.0f, -1.0f, 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(V3) * numVertices, D3D11_BIND_VERTEX_BUFFER);
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = vertices;
V_FRETURN(g_pD3dDevice->CreateBuffer(&cbc, &InitData, &m_pVertexBuffer));
return hr;
}
HRESULT Sample::CreateIndexBuffer()
{
HRESULT hr = S_OK;
DWORD indices[] =
{
0,1,2,
0,2,3,
};
UINT iNumIndex = sizeof(indices) / sizeof(indices[0]);
// Create an Index Buffer
CD3D11_BUFFER_DESC cib(iNumIndex * sizeof(DWORD), 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;
}
bool Sample::Init()
{
if (FAILED(CreateVertexBuffer()))
{
MessageBox(0, _T("CreateTrangle 실패"), _T("Fatal error"), MB_OK);
return false;
}
if (FAILED(CreateIndexBuffer()))
{
MessageBox(0, _T("CreateTrangle2 실패"), _T("Fatal error"), MB_OK);
return false;
}
if (FAILED(LoadShaderAndInputLayout()))
{
MessageBox(0, _T("CreateTrangle 실패"), _T("Fatal error"), MB_OK);
return false;
}
return true;
}
bool Sample::Frame()
{
if (I_Input.IsKeyDownOnce(DIK_F1)) {
(m_uPrimType + 1 > 5) ? (m_uPrimType = 1) : (m_uPrimType += 1);
}
if (I_Input.IsKeyDownOnce(DIK_F2)) {
(m_uCullMode + 1 > 3) ? (m_uCullMode = 1) : (m_uCullMode += 1);
RSChange();
}
if (I_Input.IsKeyDownOnce(DIK_F3)) {
(m_uFillMode + 1 > 3) ? (m_uFillMode = 2) : (m_uFillMode += 1);
RSChange();
}
return true;
}
bool Sample::Render()
{
m_Font.SetAlignment(DWRITE_TEXT_ALIGNMENT_CENTER, DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
m_Font.SetTextColor(ColorF(0.0f, 0.0f, 0.0f, 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_uPrimType) {
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 CullModeBuffer[256];
ZeroMemory(CullModeBuffer, sizeof(TCHAR) * 256);
switch (m_uCullMode) {
case 1: { _tcscpy_s(CullModeBuffer, L"CULL_NONE"); } break;
case 2: { _tcscpy_s(CullModeBuffer, L"CULL_FRONT"); } break;
case 3: { _tcscpy_s(CullModeBuffer, L"CULL_BACK"); } break;
}
TCHAR FillModeBuffer[256];
ZeroMemory(FillModeBuffer, sizeof(TCHAR) * 256);
switch (m_uFillMode) {
case 2: { _tcscpy_s(FillModeBuffer, L"WIREFRAME"); } break;
case 3: { _tcscpy_s(FillModeBuffer, L"SOLID"); } break;
}
TCHAR pBuffer[256];
ZeroMemory(pBuffer, sizeof(TCHAR) * 256);
_stprintf_s(pBuffer, L"%s\n%s\n%s", TopologyBuffer, CullModeBuffer, FillModeBuffer);
m_Font.DrawText(pBuffer);
// Shaders
g_pD3dContext->VSSetShader(m_pVS, NULL, 0);
g_pD3dContext->GSSetShader(m_pGS, NULL, 0);
g_pD3dContext->PSSetShader(m_pPS, NULL, 0);
// Set the input layout
g_pD3dContext->IASetInputLayout(m_pVertexLayout);
UINT stride = sizeof(V3);
UINT offset = 0;
// Set vertex buffer
g_pD3dContext->IASetVertexBuffers(0, 1, &m_pVertexBuffer, &stride, &offset);
g_pD3dContext->IASetIndexBuffer(m_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
g_pD3dContext->RSSetState(m_pRS);
g_pD3dContext->IASetPrimitiveTopology((D3D_PRIMITIVE_TOPOLOGY)m_uPrimType);
g_pD3dContext->DrawIndexed(6, 0, 0);
//g_pD3dContext->DrawAuto();
return true;
}
bool Sample::Release()
{
SAFE_RELEASE(m_pVertexBuffer); // 정점 버퍼 릴리즈
SAFE_RELEASE(m_pVertexLayout); // 정점 레이아웃 릴리즈
SAFE_RELEASE(m_pVS); // 정점 쉐이더 릴리즈
SAFE_RELEASE(m_pGS); // 기하 쉐이더 릴리즈
SAFE_RELEASE(m_pPS); // 픽쉘 쉐이더 릴리즈
SAFE_RELEASE(m_pRS);
return true;
}
Sample::~Sample(void)
{
}
}
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