DX11 Tutorial02 코드 설명

2022. 8. 22. 23:04Public/GraphicsAPI

//--------------------------------------------------------------------------------------
// File: Tutorial02.cpp
//
// This application displays a triangle using Direct3D 11
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dcompiler.h>
#include <xnamath.h>
#include "resource.h"


//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
    XMFLOAT3 Pos;
};


//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE               g_hInst = NULL;
HWND                    g_hWnd = NULL;
D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device*           g_pd3dDevice = NULL; //얘가 본체 얘는 뭔가를 주로 생성하고 해제하는 것
ID3D11DeviceContext*    g_pImmediateContext = NULL; //얘는 화면에 그리는거, 상태 바꾸는거 , 
IDXGISwapChain*         g_pSwapChain = NULL;
ID3D11RenderTargetView* g_pRenderTargetView = NULL; 
ID3D11VertexShader*     g_pVertexShader = NULL;
ID3D11PixelShader*      g_pPixelShader = NULL;
ID3D11InputLayout*      g_pVertexLayout = NULL;
ID3D11Buffer*           g_pVertexBuffer = NULL;


//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK    WndProc( HWND, UINT, WPARAM, LPARAM );
void Render();


//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing 
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
//w가 붙은거는 word 타입 즉 유니코드 문자열이라는 뜻
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
    UNREFERENCED_PARAMETER( hPrevInstance );
    UNREFERENCED_PARAMETER( lpCmdLine );

    if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
        return 0;

    //Device란 DirectXDevice를 말하는 것이다.
    //몸체라고 생각하면 된다. Body
    if( FAILED( InitDevice() ) )
    {
        CleanupDevice();
        return 0;
    }

    // Main message loop
    MSG msg = {0};
    while( WM_QUIT != msg.message )
    {
        //게임이 아닌 메시지는 GetMessage를 쓴다.
        //게임은 PeekMessage를 쓴다.         
        if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
        else
        {
            Render(); //없으면 렌더링
        }
    }
    CleanupDevice();
    return ( int )msg.wParam;
}


//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
    // Register class
    WNDCLASSEX wcex;
    wcex.cbSize = sizeof( WNDCLASSEX );
    wcex.style = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc = WndProc;
    wcex.cbClsExtra = 0;
    wcex.cbWndExtra = 0;
    wcex.hInstance = hInstance;
    wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
    wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
    wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
    wcex.lpszMenuName = NULL;
    wcex.lpszClassName = L"TutorialWindowClass";
    wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
    if( !RegisterClassEx( &wcex ) )
        return E_FAIL;

    // Create window
    g_hInst = hInstance;
    RECT rc = { 0, 0, 640, 480 };
    AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
    g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 2: Rendering a Triangle",
                           WS_OVERLAPPEDWINDOW,
                           CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
                           NULL );
    if( !g_hWnd )
        return E_FAIL;

    ShowWindow( g_hWnd, nCmdShow );

    return S_OK;
}


//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DX11
// 헬퍼 함수 : 개발자의 편의를 위해 만든 함수
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
    HRESULT hr = S_OK;

    DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif

    ID3DBlob* pErrorBlob;
    hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel, 
        dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );
    if( FAILED(hr) )
    {
        if( pErrorBlob != NULL )
            OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
        if( pErrorBlob ) pErrorBlob->Release();
        return hr;
    }
    if( pErrorBlob ) pErrorBlob->Release();

    return S_OK;
}


//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect( g_hWnd, &rc );
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#ifdef _DEBUG 
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; //DirectX를 Debug모드로 설정한다.
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE, //100프로 GPU 사용 
        D3D_DRIVER_TYPE_WARP, //최대한 CPU를 활용하는 소프트웨어 디바이스
        D3D_DRIVER_TYPE_REFERENCE, //100프로 소프트웨어 렌더러 미친듯이 느리다. 대신 GPu 없어도 도랑감
    };
    UINT numDriverTypes = ARRAYSIZE( driverTypes );

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        //최우선으로 내가 원하는것은 11_0 그거 안되면 10_1 . . . . 
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
	UINT numFeatureLevels = ARRAYSIZE( featureLevels );

    /*
    스왑체인이란
    사용자에게 프레임을 표시하는 데 사용되는 버퍼의 컬렉션
    이 프로세스를 스와핑 또는 플리핑이라고 부른다. 전면버퍼와 후면버퍼로 나뉜다.
    */
    DXGI_SWAP_CHAIN_DESC sd; 
    ZeroMemory( &sd, sizeof( sd ) );
    sd.BufferCount = 1; //버퍼 카운트
    sd.BufferDesc.Width = width;
    sd.BufferDesc.Height = height;
    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    sd.BufferDesc.RefreshRate.Numerator = 60;
    sd.BufferDesc.RefreshRate.Denominator = 1;
    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    sd.OutputWindow = g_hWnd;
    sd.SampleDesc.Count = 1;
    sd.SampleDesc.Quality = 0;
    sd.Windowed = TRUE; //윈도우모드나 풀스크린 모드냐

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
        //디바이스를 생성함과 동시에 스왑체인도 생성
        hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
                                            D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
        if( SUCCEEDED( hr ) )
            break;
    }
    if( FAILED( hr ) )
        return hr;

    // Create a render target view    
    ID3D11Texture2D* pBackBuffer = NULL; 
    hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer ); //Back Buffer
    if( FAILED( hr ) )
        return hr;

    //스왑체인으로 얻어온 백버퍼를 원천으로 넣어준다.
    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
    pBackBuffer->Release();
    if( FAILED( hr ) )
        return hr;

    //삼각형을 그릴 버퍼를 세팅한다.
    //OM = Output Manaer의 줄임말. 
    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL /*DepthBuffer*/);

    // Setup the viewport
    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)width;
    vp.Height = (FLOAT)height;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
    g_pImmediateContext->RSSetViewports( 1, &vp );//RS : Resterizer stagae


    // Compile the vertex shader
    ID3DBlob* pVSBlob = NULL;
    hr = CompileShaderFromFile( L"Tutorial02.fx", "VS", "vs_4_0", &pVSBlob ); //VS : VertexShader
    if( FAILED( hr ) )
    {
        MessageBox( NULL,
                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
        return hr;
    }

	// Create the vertex shader
    // 생성할때는 Device라고 했다.
	hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
	if( FAILED( hr ) )
	{	
		pVSBlob->Release();
        return hr;
	}

    // Define the input layout   
    //쉐이더 레이아웃
    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION"/*시맨틱*/, 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
    };

	UINT numElements = ARRAYSIZE( layout );

    // Create the input layout
	hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
                                          pVSBlob->GetBufferSize(), &g_pVertexLayout );
	pVSBlob->Release(); //다시 바로 Release
	if( FAILED( hr ) )
        return hr;

    // Set the input layout
    // IA : Input 어셈블리
    g_pImmediateContext->IASetInputLayout( g_pVertexLayout );

	// Compile the pixel shader
    // PS : Pixel Shader 
    // 픽셀 쉐이더 컴파일
	ID3DBlob* pPSBlob = NULL;
    hr = CompileShaderFromFile( L"Tutorial02.fx", "PS", "ps_4_0", &pPSBlob );
    if( FAILED( hr ) )
    {
        MessageBox( NULL,
                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
        return hr;
    }

	// Create the pixel shader
    // 픽셀 쉐이더 생성
	hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
	pPSBlob->Release();
    if( FAILED( hr ) )
        return hr;

    // Create vertex buffer
    SimpleVertex vertices[] =
    {
        XMFLOAT3( -1.0f, 0.5f, 0.5f ),
        XMFLOAT3( 0.5f, -0.5f, 0.5f ),
        XMFLOAT3( -0.5f, -0.5f, 0.5f ),
    };
    D3D11_BUFFER_DESC bd;
	ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( SimpleVertex ) * 3;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; 
	bd.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
	ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = vertices;
    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer ); //버퍼를 만든다. 
    if( FAILED( hr ) )
        return hr;

    // Set vertex buffer
    UINT stride = sizeof( SimpleVertex ); //버텍스 한칸 사이의 간격
    UINT offset = 0;
    g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );

    // Set primitive topology
    g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); 

    return S_OK; //렌더링 준비 끝
}


//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
    if( g_pImmediateContext ) g_pImmediateContext->ClearState();

    if( g_pVertexBuffer ) g_pVertexBuffer->Release();
    if( g_pVertexLayout ) g_pVertexLayout->Release();
    if( g_pVertexShader ) g_pVertexShader->Release();
    if( g_pPixelShader ) g_pPixelShader->Release();
    if( g_pRenderTargetView ) g_pRenderTargetView->Release();
    if( g_pSwapChain ) g_pSwapChain->Release();
    if( g_pImmediateContext ) g_pImmediateContext->Release();
    if( g_pd3dDevice ) g_pd3dDevice->Release();
}


//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
    PAINTSTRUCT ps;
    HDC hdc;

    switch( message )
    {
        case WM_PAINT:
            hdc = BeginPaint( hWnd, &ps );
            EndPaint( hWnd, &ps );
            break;

        case WM_DESTROY:
            PostQuitMessage( 0 );
            break;

        default:
            return DefWindowProc( hWnd, message, wParam, lParam );
    }

    return 0;
}


//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
    // Clear the back buffer 
    float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
    g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );

    // Render a triangle
	g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
	g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
    g_pImmediateContext->Draw( 3, 0 ); 

    // Present the information rendered to the back buffer to the front buffer (the screen)
    g_pSwapChain->Present( 0, 0 ); //그리고 뒤집는다! Front로 쏜다! (최종 화면 출력)
}

'Public > GraphicsAPI' 카테고리의 다른 글

Direct3D 응용 프로그램의 디버깅  (0) 2022.09.25
Direct3D 초기화 예제  (0) 2022.09.25
광원  (0) 2022.08.15
행렬 01  (0) 2022.08.15
그리기 (Render)  (0) 2022.08.14