목차

     

     


     

     

    World Matrix

     


     

    View Projection 행렬

     

    4x4 행렬

    Identity

    1  0  0  0

    0  1  0  0

    0  0  1  0

    0  0  0  1

     


    World.fx 코드

     

    08_World.fx

    더보기
    matrix World;
    matrix View;
    matrix Projection;
    struct VertexInput
    {
    float4 Position : Position;
    };
    struct VertexOutput
    {
    float4 Position : SV_Position;
    };
    float4 VS(VertexInput input) : SV_Position
    {
    // float4의 위치(=input.Position)에 W V P를 곱하여 output.Position 반환
    VertexOutput output;
    output.Position = mul(input.Position, World);
    output.Position = mul(output.Position, View);
    output.Position = mul(output.Position, Projection);
    return output;
    }
    float4 PS_R(VertexOutput input) : SV_Target
    {
    return float4(1, 0, 0, 1);
    }
    RasterizerState FillMode_Wireframe
    {
    FillMode = Wireframe;
    };
    technique11 T0
    {
    pass P0
    {
    SetVertexShader(CompileShader(vs_5_0, VS()));
    SetPixelShader(CompileShader(ps_5_0, PS_R()));
    }
    pass P1
    {
    SetRasterizerState(FillMode_Wireframe);
    SetVertexShader(CompileShader(vs_5_0, VS()));
    SetPixelShader(CompileShader(ps_5_0, PS_R()));
    }
    }

     

    WorldDemo 코드

     

    WorldDemo.h

    더보기
    #pragma once
    #include "Systems/IExecute.h"
    class WorldDemo : public IExecute
    {
    public:
    virtual void Initialize() override;
    virtual void Ready() 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:
    Shader* shader;
    Vertex vertices[6];
    ID3D11Buffer* vertexBuffer;
    Matrix world;
    };

     

    WorldDemo.cpp

    더보기
    #include "stdafx.h"
    #include "WorldDemo.h"
    void WorldDemo::Initialize()
    {
    shader = new Shader(L"08_World.fx");
    vertices[0].Position = Vector3(+0.0f, +0.0f, 0.0f);
    vertices[1].Position = Vector3(+0.0f, +0.5f, 0.0f);
    vertices[2].Position = Vector3(+0.5f, +0.0f, 0.0f);
    vertices[3].Position = Vector3(+0.5f, +0.0f, 0.0f);
    vertices[4].Position = Vector3(+0.0f, +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 subResource = { 0 };
    subResource.pSysMem = vertices;
    Check(D3D::GetDevice()->CreateBuffer(&desc, &subResource, &vertexBuffer));
    D3DXMatrixIdentity(&world);
    }
    void WorldDemo::Destroy()
    {
    SafeDelete(shader);
    SafeRelease(vertexBuffer);
    }
    void WorldDemo::Update()
    {
    if (Keyboard::Get()->Press(VK_RIGHT))
    {
    world._11 += 2.0f * Time::Delta();
    world._22 += 2.0f * Time::Delta();
    }
    else if (Keyboard::Get()->Press(VK_LEFT))
    {
    world._11 -= 2.0f * Time::Delta();
    world._22 -= 2.0f * Time::Delta();
    }
    }
    void WorldDemo::Render()
    {
    shader->AsMatrix("World")->SetMatrix(world);
    shader->AsMatrix("View")->SetMatrix(Context::Get()->View());
    shader->AsMatrix("Projection")->SetMatrix(Context::Get()->Projection());
    UINT stride = sizeof(Vertex);
    UINT offset = 0;
    D3D::GetDC()->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
    D3D::GetDC()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    shader->Draw(0, 0, 6);
    }

     

    Main.cpp

    더보기
    #include "stdafx.h"
    #include "Main.h"
    #include "Systems/Window.h"
    #include "WorldDemo.h"
    #include "UserInterfaceDemo.h"
    #include "TriangleList.h"
    #include "Vertex_Line2.h"
    #include "Vertex_Line.h"
    void Main::Initialize()
    {
    Push(new WorldDemo());
    }
    void Main::Ready()
    {
    }
    void Main::Destroy()
    {
    for (IExecute* exe : executes)
    {
    exe->Destroy();
    SafeDelete(exe);
    }
    }
    void Main::Update()
    {
    for (IExecute* exe : executes)
    exe->Update();
    }
    void Main::PreRender()
    {
    for (IExecute* exe : executes)
    exe->PreRender();
    }
    void Main::Render()
    {
    for (IExecute* exe : executes)
    exe->Render();
    }
    void Main::PostRender()
    {
    for (IExecute* exe : executes)
    exe->PostRender();
    }
    void Main::ResizeScreen()
    {
    for (IExecute* exe : executes)
    exe->ResizeScreen();
    }
    void Main::Push(IExecute * execute)
    {
    executes.push_back(execute);
    execute->Initialize();
    }
    int WINAPI WinMain(HINSTANCE instance, HINSTANCE prevInstance, LPSTR param, int command)
    {
    D3DDesc desc;
    desc.AppName = L"D3D Game";
    desc.Instance = instance;
    desc.bFullScreen = false;
    desc.bVsync = false;
    desc.Handle = NULL;
    desc.Width = 1280;
    desc.Height = 720;
    desc.Background = Color(0.3f, 0.3f, 0.3f, 1.0f);
    D3D::SetDesc(desc);
    Main* main = new Main();
    WPARAM wParam = Window::Run(main);
    SafeDelete(main);
    return wParam;
    }

     

    실행화면

     


     

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