DirectX/DirectX 3D_(구)

04_World

컴맹학자 2021. 6. 28. 23:50
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WorldDemo.cpp, h

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#include "stdafx.h"
#include "WorldDemo.h"

void WorldDemo::Initialize()
{
	shader = new Shader(L"04_World.fxo");

	{
		vertices[0].Position = Vector3(-0.5f, -0.5f, +0.0f);
		vertices[1].Position = Vector3(-0.5f, +0.5f, +0.0f);
		vertices[2].Position = Vector3(+0.5f, -0.5f, +0.0f);
		vertices[3].Position = Vector3(+0.5f, -0.5f, +0.0f);
		vertices[4].Position = Vector3(-0.5f, +0.5f, +0.0f);
		vertices[5].Position = Vector3(+0.5f, +0.5f, +0.0f);


		D3D11_BUFFER_DESC desc;  
		ZeroMemory(&desc, sizeof(D3D11_BUFFER_DESC));
		desc.ByteWidth = sizeof(Vertex) * 6;
		desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

		D3D11_SUBRESOURCE_DATA data = { 0 };
		data.pSysMem = vertices;

		Check(D3D::GetDevice()->CreateBuffer(&desc, &data, &vertexBuffer));
	}

	D3DXMatrixIdentity(&world);
}

void WorldDemo::Destroy()
{
	SafeDelete(shader);
	SafeRelease(vertexBuffer);
}

void WorldDemo::Update()
{
	
	if (Keyboard::Get()->Press(VK_LSHIFT))
	{
		//크기 조절
		if (Keyboard::Get()->Press(VK_RIGHT))
			world._11 += 2.0f * Time::Delta();
		else if (Keyboard::Get()->Press(VK_LEFT))
			world._11 -= 2.0f * Time::Delta();

		if (Keyboard::Get()->Press(VK_UP))
			world._22 += 2.0f * Time::Delta();
		else if (Keyboard::Get()->Press(VK_DOWN))
			world._22 -= 2.0f * Time::Delta();
	}
	else 
	{
		//키보드 이동
		if (Keyboard::Get()->Press(VK_RIGHT))
			world._41 += 2.0f * Time::Delta();
		else if (Keyboard::Get()->Press(VK_LEFT))
			world._41 -= 2.0f * Time::Delta();

		if (Keyboard::Get()->Press(VK_UP))
			world._42 += 2.0f * Time::Delta();
		else if (Keyboard::Get()->Press(VK_DOWN))
			world._42 -= 2.0f * Time::Delta();
	}

	
	//D3D::GetDC()->UpdateSubresource(vertexBuffer, NULL, NULL, &vertices, 0, 0);

	shader->AsMatrix("World")->SetMatrix(world);
	shader->AsMatrix("View")->SetMatrix(Context::Get()->View());
	shader->AsMatrix("Projection")->SetMatrix(Context::Get()->Projection());
}

void WorldDemo::Render()
{
	UINT stride = sizeof(Vertex);
	UINT offset = 0;

	D3D::GetDC()->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
	D3D::GetDC()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	static UINT Pass = 0;
	ImGui::InputInt("Pass", (int*)&Pass);
	Pass = (UINT)Math::Clamp((float)Pass, 0, 1);

	shader->Draw(0, Pass, 6);
}

#pragma once
#include "Systems/IExecute.h"

class WorldDemo : public IExecute
{
public:
	virtual void Initialize() override;
	virtual void Destroy() override;
	virtual void Update() override;
	virtual void PreRender() override {};
	virtual void Render() override;
	virtual void PostRender() override {};
	virtual void ResizeScreen() override {};

private:
	struct Vertex
	{
		Vector3 Position;
	};

private:
	Shader* shader;

	Vertex vertices[6];
	ID3D11Buffer* vertexBuffer;

	Matrix world;
};

04_Wrold_fx

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Matrix World, View ,Projection;

struct VertexInput
{
    float4 Position : Position;
};

struct VertexOutput
{
    float4 Position : SV_Position;
};

RasterizerState RS
{
    Fillmode = WireFrame; // Wire(선)
};

VertexOutput VS(VertexInput input)
{
    VertexOutput output;
    
    //공간 변환
    output.Position = mul(input.Position, World);
    output.Position = mul(output.Position, View);
    output.Position = mul(output.Position, Projection);

    return output;
}

float4 PS(VertexOutput input) : SV_Target
{
    return float4(1, 0, 0, 1);
}


technique11 T0
{
    pass P0
    {
        SetVertexShader(CompileShader(vs_5_0, VS()));
        SetPixelShader(CompileShader(ps_5_0, PS()));
        
    }

    pass P1
    {
        SetRasterizerState(RS);
        SetVertexShader(CompileShader(vs_5_0, VS()));
        SetPixelShader(CompileShader(ps_5_0, PS()));
    }

}


실행

 


 

추가

World : 공간 상의 위치 (오브젝트 마다 가짐)

View : 바라볼 위치와 방향
Projection : 시야의 크기 (+시야각 FOV)
Perspective(3D용) , Orthographic (2D용)

 

Context : 카메라 관련(view, Projection) 공통자원이 정의된 클래스

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