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큐브 렌더링 성공
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ahnjiwoo committed Sep 19, 2024
1 parent 7c6db66 commit 5200589
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Showing 53 changed files with 82 additions and 62 deletions.
7 changes: 5 additions & 2 deletions MyD3DFramework/Engine.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -58,6 +58,9 @@ void Engine::Update()
//InputManager 업데이트
InputManager::GetInst().Update();
DebugHandler();

//렌더링 머신 업데이트
Renderer::GetInst().Update(timer.GetDeltaTime());
}

void Engine::Render()
Expand All @@ -66,8 +69,8 @@ void Engine::Render()
r.ClearBuffer(Colors::SlateGray);

//성능측정
RenderDebugData();
r.Render();
RenderDebugData();

//스왑체인
r.Present();
Expand Down Expand Up @@ -139,7 +142,7 @@ void Engine::RenderDebugData()
buffer.Input(L"Fps: %lld\nDelta Time: %.7f\n", t.GetFPS(), t.GetDeltaTime());

//피쳐 레벨
buffer.Append(L"Feature Level: " + Renderer::GetInst().GetFeatureLevelToString() + L"\0");
buffer.Append(L"Feature Level: " + Renderer::GetInst().GetFeatureLevelToString());

Renderer::GetInst().DrawString(buffer.c_str(), initialPosition, eFont::Consolas_16pt, Colors::LightGreen);
}
2 changes: 2 additions & 0 deletions MyD3DFramework/MyD3DFramework.vcxproj
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Expand Up @@ -129,6 +129,8 @@
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(SolutionDir)Includes\DirectXTK;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<LanguageStandard>stdcpp20</LanguageStandard>
<LanguageStandard_C>stdc17</LanguageStandard_C>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
Expand Down
62 changes: 35 additions & 27 deletions MyD3DFramework/Renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -232,7 +232,6 @@ void Renderer::InputAssembler()
{Vector3{-1.f,+1.f,-1.f}, Color(Colors::Blue)},
{Vector3{+1.f,+1.f,-1.f}, Color(Colors::Green)},
{Vector3{+1.f,-1.f,-1.f}, Color(Colors::Yellow)},

{Vector3{-1.f,-1.f,+1.f}, Color(Colors::Cyan)},
{Vector3{-1.f,+1.f,+1.f}, Color(Colors::Magenta)},
{Vector3{+1.f,+1.f,+1.f}, Color(Colors::Silver)},
Expand All @@ -243,36 +242,26 @@ void Renderer::InputAssembler()
vbd.Usage = D3D11_USAGE_DEFAULT;
vbd.ByteWidth = sizeof(Vertex) * 8;
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
vbd.StructureByteStride = 0;

D3D11_SUBRESOURCE_DATA vinitData = {};
vinitData.pSysMem = vertices;

//버텍스 버퍼 설정
ComPtr<ID3D11Buffer> vBuffer = nullptr;
hr = m_device->CreateBuffer(&vbd, &vinitData, vBuffer.GetAddressOf());
hr = m_device->CreateBuffer(&vbd, &vinitData, m_vertexBuffer.GetAddressOf());
CHECK_FAILED(hr);

UINT strid = sizeof(Vertex);
UINT offset = 0;
m_deviceContext->IASetVertexBuffers(0, 1, vBuffer.GetAddressOf(), &strid, &offset);
m_deviceContext->IASetVertexBuffers(0, 1, m_vertexBuffer.GetAddressOf(), &strid, &offset);

//인덱스 버퍼 생성
UINT indices[] = {
0, 1, 2,
0, 2, 3,
4, 6, 5,
4, 7, 6,
1, 5, 6,
1, 6, 2,
0, 3, 7,
0, 7, 4,
0, 4, 5,
0, 5, 1,
3, 2, 6,
3, 6, 7
0, 1, 2, 0, 2, 3, // Front face
4, 6, 5, 4, 7, 6, // Back face
1, 5, 6, 1, 6, 2, // Top face
0, 3, 7, 0, 7, 4, // Bottom face
0, 4, 5, 0, 5, 1, // Left face
3, 2, 6, 3, 6, 7 // Right face
};

D3D11_BUFFER_DESC ibd = {};
Expand All @@ -288,10 +277,10 @@ void Renderer::InputAssembler()
iinitData.pSysMem = indices;

ComPtr<ID3D11Buffer> iBuffer = nullptr;
hr = m_device->CreateBuffer(&ibd, &iinitData, iBuffer.GetAddressOf());
hr = m_device->CreateBuffer(&ibd, &iinitData, m_indexBuffer.GetAddressOf());
CHECK_FAILED(hr);

m_deviceContext->IASetIndexBuffer(iBuffer.Get(), DXGI_FORMAT_R32_UINT, 0);
m_deviceContext->IASetIndexBuffer(m_indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0);

//기하 토폴로지
m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Expand All @@ -310,28 +299,47 @@ void Renderer::InputAssembler()
g_world = XMMatrixIdentity();

XMVECTOR eye = XMVectorSet(0.0f, 0.0f, -5.0f, 1.0f);
XMVECTOR at = XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f);
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMVECTOR at = XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f);
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

g_view = XMMatrixLookAtLH(eye, at, up);

float aspectRatio = WindowsApp::GetInst().GetAspectRatio();
g_proj = XMMatrixPerspectiveFovLH(XM_PIDIV4, aspectRatio, 0.1f, 100.0f);
}

void Renderer::Render()
void Renderer::Update(float inDeltaTime)
{
CBuffer cb = {};

static const float rotateSpeed = ::XMConvertToRadians(30.f);

g_world *= XMMatrixRotationRollPitchYaw(inDeltaTime * rotateSpeed, inDeltaTime * rotateSpeed, inDeltaTime * rotateSpeed);
cb.mWorld = XMMatrixTranspose(g_world);
cb.mView = XMMatrixTranspose(g_view);
cb.mProjection = XMMatrixTranspose(g_proj);

// 상수 버퍼 업데이트
m_deviceContext->UpdateSubresource(m_constantBuffer.Get(), 0, nullptr, &cb, 0, 0);
}

void Renderer::Render()
{
//렌더링 상태 재설정
UINT strid = sizeof(Vertex);
UINT offset = 0;

m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_deviceContext->IASetInputLayout(m_inputLayout.Get());
m_deviceContext->IASetIndexBuffer(m_indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0);
m_deviceContext->IASetVertexBuffers(0, 1, m_vertexBuffer.GetAddressOf(), &strid, &offset);

//
// Renders a triangle
//
m_deviceContext->VSSetShader(m_vertexShader.Get(), nullptr, 0);
m_deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());;
m_deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
m_deviceContext->PSSetShader(m_pixelShader.Get(), nullptr, 0);

// 큐브를 그리기 위한 인덱스 개수 지정
m_deviceContext->DrawIndexed(36, 0, 0);
}

Expand Down
6 changes: 5 additions & 1 deletion MyD3DFramework/Renderer.h
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@ class Renderer

//렌더링 코어 함수
void InputAssembler();
void Update(float inDeltaTime);
void Render();

//창 크기 조절
Expand Down Expand Up @@ -57,8 +58,11 @@ class Renderer

ComPtr<ID3D11VertexShader> m_vertexShader = nullptr;
ComPtr<ID3D11PixelShader> m_pixelShader = nullptr;

ComPtr<ID3D11InputLayout> m_inputLayout = nullptr;
ComPtr<ID3D11Buffer> m_constantBuffer = nullptr;
ComPtr<ID3D11Buffer> m_vertexBuffer = nullptr;
ComPtr<ID3D11Buffer> m_indexBuffer = nullptr;

CD3D11_VIEWPORT m_viewport = {};
D3D_FEATURE_LEVEL m_featureLevel = {};
Expand Down Expand Up @@ -91,7 +95,7 @@ inline void Renderer::ClearBuffer(XMVECTORF32 inClearColor)
m_deviceContext->ClearDepthStencilView(
m_depthStencilView.Get(),
D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL,
1.0,
1.f,
0);
}

Expand Down
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11 changes: 9 additions & 2 deletions MyD3DFramework/x64/Release/MyD3DFramework.exe.recipe
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Expand Up @@ -2,10 +2,17 @@
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\x64\Release\MyD3DFramework.exe</FullPath>
<FullPath>C:\Users\alsxm\Desktop\dev\MyDX3DFramework\x64\Release\MyD3DFramework.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />
<ContentFiles>
<ContentFile>
<FullPath>C:\Users\alsxm\Desktop\dev\MyDX3DFramework\x64\Release\PixelShader.cso</FullPath>
</ContentFile>
<ContentFile>
<FullPath>C:\Users\alsxm\Desktop\dev\MyDX3DFramework\x64\Release\VertexShader.cso</FullPath>
</ContentFile>
</ContentFiles>
<SatelliteDlls />
<NonRecipeFileRefs />
</Project>
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22 changes: 6 additions & 16 deletions MyD3DFramework/x64/Release/MyD3DFramework.log
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@@ -1,17 +1,7 @@
 Engine.cpp
GameTimer.cpp
InputManager.cpp
Main.cpp
pch.cpp
Renderer.cpp
Structs.cpp
WindowsApp.cpp
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\WindowsApp.cpp(34,33): warning C4302: '형식 캐스트': 'LPWSTR'에서 'WORD'(으)로 잘립니다.
WindowsProc.cpp
WindowsUtile.cpp
코드를 생성하고 있습니다.
262 of 265 functions (98.9%) were compiled, the rest were copied from previous compilation.
59 functions were new in current compilation
1 functions had inline decision re-evaluated but remain unchanged
 코드를 생성하고 있습니다.
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\Renderer.h(141): warning C4715: 'Renderer::GetFeatureLevelToString': 모든 제어 경로에서 값을 반환하지는 않습니다.
723 of 724 functions (99.9%) were compiled, the rest were copied from previous compilation.
476 functions were new in current compilation
0 functions had inline decision re-evaluated but remain unchanged
코드를 생성했습니다.
MyD3DFramework.vcxproj -> C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\x64\Release\MyD3DFramework.exe
MyD3DFramework.vcxproj -> C:\Users\alsxm\Desktop\dev\MyDX3DFramework\x64\Release\MyD3DFramework.exe
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26 changes: 16 additions & 10 deletions MyD3DFramework/x64/Release/MyD3DFramework.tlog/Cl.items.tlog
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@@ -1,10 +1,16 @@
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\Engine.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\Engine.obj
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\GameTimer.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\GameTimer.obj
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\InputManager.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\InputManager.obj
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\Main.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\Main.obj
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\pch.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\pch.obj
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\Renderer.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\Renderer.obj
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\Structs.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\Structs.obj
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\WindowsApp.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\WindowsApp.obj
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\WindowsProc.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\WindowsProc.obj
C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\WindowsUtile.cpp;C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\MyD3DFramework\x64\Release\WindowsUtile.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\Algorithm.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\Algorithm.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\BufferPool.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\BufferPool.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\Engine.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\Engine.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\Font.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\Font.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\GameTimer.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\GameTimer.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\InputManager.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\InputManager.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\Main.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\Main.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\pch.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\pch.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\Renderer.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\Renderer.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\ResourceManager.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\ResourceManager.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\ShaderIncludeHelper.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\ShaderIncludeHelper.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\Structs.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\Structs.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\Vertex.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\Vertex.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\WindowsApp.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\WindowsApp.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\WindowsProc.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\WindowsProc.obj
C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\WindowsUtile.cpp;C:\Users\alsxm\Desktop\dev\MyDX3DFramework\MyD3DFramework\x64\Release\WindowsUtile.obj
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PlatformToolSet=v143:VCToolArchitecture=Native64Bit:VCToolsVersion=14.41.34120:TargetPlatformVersion=10.0.22621.0:
Release|x64|C:\Users\Ahnjiwoo\Desktop\Projects\MyDX3DFramework\|
Release|x64|C:\Users\alsxm\Desktop\dev\MyDX3DFramework\|
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