DX11 Tutorial02 코드 설명
2022. 8. 22. 23:04ㆍPublic/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)
}
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