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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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