DirectX11 Tutorial 21: 반사 매핑

강좌번역/DirectX 11 2013. 9. 15. 23:36 by 빠재

원문: http://rastertek.com/dx11tut21.html




이번 튜토리얼에서는 HLSL을 이용하여 Direct X 11에서 반사 매핑(specular mapping)을 구현하고 어떻게 범프 매핑과 같이 사용할 수 있는지에 관한 내용을 다룰 것입니다. 따라서 이번 튜토리얼의 코드는 범프맵 튜토리얼과 정반사광(specular lighting) 튜토리얼의 내용을 합치는 것이 될 것입니다.


반사 매핑에서는 텍스쳐의 픽셀마다의 알파값을 해당 픽셀에서의 빛의 세기로 활용하는 참조 테이블로서 사용합니다. 그 참조 방법은 라이트 맵과 같지만 이번에는 그 값을 정반사광으로 강조하는 데 사용할 것입니다.


이번 예제에는 다음과 같은 색상 텍스쳐를 사용합니다.





그리고 이에 해당하는 범프맵 텍스쳐는 다음과 같습니다.





또한 빛의 세기 정보를 담고 있을 있는 반사 맵 텍스쳐는 다음과 같습니다.





각 픽셀이 어느 정도의 광도를 가질 것인지 시각적으로 볼 수 있게 하기 위해 회색조의 반사맵을 사용할 것입니다. 참고로 이 그림에 있는 각 사각형은 기본적으로 자신만의 반사 강도를 가지게 할 수 있습니다. 그리고 이번에는 범프 맵 효과가 합쳐질 것이기 때문에 그런 울퉁불퉁한 느낌에 반사광이 더해지면 아래 그림과 같은 매우 사실적인 표면을 얻을 수 있습니다.







프레임워크


프레임워크는 BumpMapShaderClass클래스 대신 SpecMapShaderClass가 들어간 정도의 변화만 있습니다.





우선 셰이더 코드를 먼저 보도록 하겠습니다.




Specmap.vs


////////////////////////////////////////////////////////////////////////////////
// Filename: specmap.vs
////////////////////////////////////////////////////////////////////////////////


/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
    matrix worldMatrix;
    matrix viewMatrix;
    matrix projectionMatrix;
};




이 셰이더는 반사광을 표현해야 하므로 뷰 방향을 계산하기 위한 개념적인 카메라가 필요합니다.


cbuffer CameraBuffer
{
    float3 cameraPosition;
};


//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
    float4 position : POSITION;
    float2 tex : TEXCOORD0;
    float3 normal : NORMAL;
    float3 tangent : TANGENT;
    float3 binormal : BINORMAL;
};




PixelInputType 구조체에 반사광 연산을 위해 viewDirection을 가지게 합니다.


struct PixelInputType
{
    float4 position : SV_POSITION;
    float2 tex : TEXCOORD0;
    float3 normal : NORMAL;
    float3 tangent : TANGENT;
    float3 binormal : BINORMAL;
    float3 viewDirection : TEXCOORD1;
};


////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SpecMapVertexShader(VertexInputType input)
{
    PixelInputType output;
    float4 worldPosition;


    // Change the position vector to be 4 units for proper matrix calculations.
    input.position.w = 1.0f;

    // Calculate the position of the vertex against the world, view, and projection matrices.
    output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);
    
    // Store the texture coordinates for the pixel shader.
    output.tex = input.tex;
    
    // Calculate the normal vector against the world matrix only and then normalize the final value.
    output.normal = mul(input.normal, (float3x3)worldMatrix);
    output.normal = normalize(output.normal);

    // Calculate the tangent vector against the world matrix only and then normalize the final value.
    output.tangent = mul(input.tangent, (float3x3)worldMatrix);
    output.tangent = normalize(output.tangent);

    // Calculate the binormal vector against the world matrix only and then normalize the final value.
    output.binormal = mul(input.binormal, (float3x3)worldMatrix);
    output.binormal = normalize(output.binormal);




반사광 계산을 위해 계산된 뷰 방향을 픽셀 셰이더로 넘겨줍니다.


    // Calculate the position of the vertex in the world.
    worldPosition = mul(input.position, worldMatrix);

    // Determine the viewing direction based on the position of the camera and the position of the vertex in the world.
    output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
	
    // Normalize the viewing direction vector.
    output.viewDirection = normalize(output.viewDirection);

    return output;
}






Specmap.ps


////////////////////////////////////////////////////////////////////////////////
// Filename: specmap.ps
////////////////////////////////////////////////////////////////////////////////


/////////////
// GLOBALS //
/////////////





반사맵 셰이더는 이제 텍스쳐 배열에 색상 텍스쳐, 노멀 맵 텍스쳐, 반사 맵 텍스쳐, 이렇게 세 개의 텍스쳐를 담을 수 있어야 합니다.


Texture2D shaderTextures[3];
SamplerState SampleType;




반사광을 표현해야 하므로 반사광의 색상과 강도를 받아야 합니다.


cbuffer LightBuffer
{
    float4 diffuseColor;
    float4 specularColor;
    float specularPower;
    float3 lightDirection;
};


//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
    float4 position : SV_POSITION;
    float2 tex : TEXCOORD0;
    float3 normal : NORMAL;
    float3 tangent : TANGENT;
    float3 binormal : BINORMAL;
    float3 viewDirection : TEXCOORD1;
};


////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 SpecMapPixelShader(PixelInputType input) : SV_TARGET
{
    float4 textureColor;
    float4 bumpMap;
    float3 bumpNormal;
    float3 lightDir;
    float lightIntensity;
    float4 color;
    float4 specularIntensity;
    float3 reflection;
    float4 specular;




셰이더의 처음 부분은 일반적인 범프맵 셰이더와 같습니다.


    // Sample the texture pixel at this location.
    textureColor = shaderTextures[0].Sample(SampleType, input.tex);
	
    // Sample the pixel in the bump map.
    bumpMap = shaderTextures[1].Sample(SampleType, input.tex);

    // Expand the range of the normal value from (0, +1) to (-1, +1).
    bumpMap = (bumpMap * 2.0f) - 1.0f;

    // Calculate the normal from the data in the bump map.
    bumpNormal = input.normal + bumpMap.x * input.tangent + bumpMap.y * input.binormal;
	
    // Normalize the resulting bump normal.
    bumpNormal = normalize(bumpNormal);

    // Invert the light direction for calculations.
    lightDir = -lightDirection;

    // Calculate the amount of light on this pixel based on the bump map normal value.
    lightIntensity = saturate(dot(bumpNormal, lightDir));

    // Determine the final diffuse color based on the diffuse color and the amount of light intensity.
    color = saturate(diffuseColor * lightIntensity);

    // Combine the final bump light color with the texture color.
    color = color * textureColor;




빛의 세기가 0보다 클 때에 반사광 계산을 합니다.


    if(lightIntensity > 0.0f)
    {




이 픽셀에서의 반사 강도를 알아내기 위해 반사 맵에서 그 값을 샘플링합니다.


        // Sample the pixel from the specular map texture.
        specularIntensity = shaderTextures[2].Sample(SampleType, input.tex);




반사 계산에서는 입력된 법선 되신 범프맵 계산이 끝난 법선을 사용합니다.


        // Calculate the reflection vector based on the light intensity, normal vector, and light direction.
        reflection = normalize(2 * lightIntensity * bumpNormal - lightDir); 

        // Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
        specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);




반사광이 어느 정도의 세기를 가지는지 알게 되었으므로 여기에 반사 강도(specular intensity)를 곱해 최종 값을 뽑아냅니다.


        // Use the specular map to determine the intensity of specular light at this pixel.
        specular = specular * specularIntensity;
		
        // Add the specular component last to the output color.
        color = saturate(color + specular);
    }
	
    return color;
}






Specmapshaderclass.h


SpecMapShaderClass 클래스는 이전 튜토리얼의 BumpMapShaderClass를 약간 수정한 것입니다.


////////////////////////////////////////////////////////////////////////////////
// Filename: specmapshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _SPECMAPSHADERCLASS_H_
#define _SPECMAPSHADERCLASS_H_


//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dx10math.h>
#include <d3dx11async.h>
#include <fstream>
using namespace std;


////////////////////////////////////////////////////////////////////////////////
// Class name: SpecMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class SpecMapShaderClass
{
private:
	struct MatrixBufferType
	{
		D3DXMATRIX world;
		D3DXMATRIX view;
		D3DXMATRIX projection;
	};




픽셀 셰이더의 LightBuffer와 정점 셰이더의 CameraBuffer를 위한 구조체를 선언합니다.


	struct LightBufferType
	{
		D3DXVECTOR4 diffuseColor;
		D3DXVECTOR4 specularColor;
		float specularPower;
		D3DXVECTOR3 lightDirection;
	};

	struct CameraBufferType
	{
		D3DXVECTOR3 cameraPosition;
		float padding;
	};

public:
	SpecMapShaderClass();
	SpecMapShaderClass(const SpecMapShaderClass&);
	~SpecMapShaderClass();

	bool Initialize(ID3D11Device*, HWND);
	void Shutdown();
	bool Render(ID3D11DeviceContext*, int, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView**, D3DXVECTOR3, 
		    D3DXVECTOR4, D3DXVECTOR3, D3DXVECTOR4, float);

private:
	bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
	void ShutdownShader();
	void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);

	bool SetShaderParameters(ID3D11DeviceContext*, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView**, D3DXVECTOR3, 
				 D3DXVECTOR4, D3DXVECTOR3, D3DXVECTOR4, float);
	void RenderShader(ID3D11DeviceContext*, int);

private:
	ID3D11VertexShader* m_vertexShader;
	ID3D11PixelShader* m_pixelShader;
	ID3D11InputLayout* m_layout;
	ID3D11Buffer* m_matrixBuffer;
	ID3D11SamplerState* m_sampleState;




셰이더에서 일어나게 될 반사광 계산을 위해 카메라 방향과 광원 정보를 담을 버퍼를 선언합니다.


	ID3D11Buffer* m_lightBuffer;
	ID3D11Buffer* m_cameraBuffer;
};

#endif






Specmapshaderclass.cpp


////////////////////////////////////////////////////////////////////////////////
// Filename: specmapshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "specmapshaderclass.h"


SpecMapShaderClass::SpecMapShaderClass()
{
	m_vertexShader = 0;
	m_pixelShader = 0;
	m_layout = 0;
	m_matrixBuffer = 0;
	m_sampleState = 0;




광원 버퍼와 카메라 버퍼의 포인터를 null로 초기화합니다.


	m_lightBuffer = 0;
	m_cameraBuffer = 0;
}


SpecMapShaderClass::SpecMapShaderClass(const SpecMapShaderClass& other)
{
}


SpecMapShaderClass::~SpecMapShaderClass()
{
}


bool SpecMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
	bool result;




specmap.vs 셰이더 파일과 specmap.ps 셰이더 파일을 로드합니다.


	// Initialize the vertex and pixel shaders.
	result = InitializeShader(device, hwnd, L"../Engine/specmap.vs", L"../Engine/specmap.ps");
	if(!result)
	{
		return false;
	}

	return true;
}


void SpecMapShaderClass::Shutdown()
{
	// Shutdown the vertex and pixel shaders as well as the related objects.
	ShutdownShader();

	return;
}




Render 함수는 셰이더에서의 반사광 계산을 위한 카메라 위치, 반사광의 색상, 반사광의 강도를 인자로 받습니다.


bool SpecMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, 
				D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView** textureArray, D3DXVECTOR3 lightDirection,
				D3DXVECTOR4 diffuseColor, D3DXVECTOR3 cameraPosition, D3DXVECTOR4 specularColor, 
				float specularPower)
{
	bool result;


	// Set the shader parameters that it will use for rendering.
	result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, textureArray, lightDirection, 
				     diffuseColor, cameraPosition, specularColor, specularPower);
	if(!result)
	{
		return false;
	}

	// Now render the prepared buffers with the shader.
	RenderShader(deviceContext, indexCount);

	return true;
}


bool SpecMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
	HRESULT result;
	ID3D10Blob* errorMessage;
	ID3D10Blob* vertexShaderBuffer;
	ID3D10Blob* pixelShaderBuffer;
	D3D11_INPUT_ELEMENT_DESC polygonLayout[5];
	unsigned int numElements;
	D3D11_BUFFER_DESC matrixBufferDesc;
	D3D11_SAMPLER_DESC samplerDesc;
	D3D11_BUFFER_DESC lightBufferDesc;
	D3D11_BUFFER_DESC cameraBufferDesc;


	// Initialize the pointers this function will use to null.
	errorMessage = 0;
	vertexShaderBuffer = 0;
	pixelShaderBuffer = 0;




반사 맵 정점 셰이더를 로드합니다.


	// Compile the vertex shader code.
	result = D3DX11CompileFromFile(vsFilename, NULL, NULL, "SpecMapVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 
				       0, NULL, &vertexShaderBuffer, &errorMessage, NULL);
	if(FAILED(result))
	{
		// If the shader failed to compile it should have writen something to the error message.
		if(errorMessage)
		{
			OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
		}
		// If there was  nothing in the error message then it simply could not find the shader file itself.
		else
		{
			MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
		}

		return false;
	}




반사 맵 픽셀 셰이더를 로드합니다.


	// Compile the pixel shader code.
	result = D3DX11CompileFromFile(psFilename, NULL, NULL, "SpecMapPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 
				       0, NULL, &pixelShaderBuffer, &errorMessage, NULL);
	if(FAILED(result))
	{
		// If the shader failed to compile it should have writen something to the error message.
		if(errorMessage)
		{
			OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
		}
		// If there was  nothing in the error message then it simply could not find the file itself.
		else
		{
			MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
		}

		return false;
	}

	// Create the vertex shader from the buffer.
	result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, 
					    &m_vertexShader);
	if(FAILED(result))
	{
		return false;
	}

	// Create the vertex shader from the buffer.
	result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, 
					   &m_pixelShader);
	if(FAILED(result))
	{
		return false;
	}

	// Create the vertex input layout description.
	// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
	polygonLayout[0].SemanticName = "POSITION";
	polygonLayout[0].SemanticIndex = 0;
	polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	polygonLayout[0].InputSlot = 0;
	polygonLayout[0].AlignedByteOffset = 0;
	polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[0].InstanceDataStepRate = 0;

	polygonLayout[1].SemanticName = "TEXCOORD";
	polygonLayout[1].SemanticIndex = 0;
	polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
	polygonLayout[1].InputSlot = 0;
	polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
	polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[1].InstanceDataStepRate = 0;

	polygonLayout[2].SemanticName = "NORMAL";
	polygonLayout[2].SemanticIndex = 0;
	polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	polygonLayout[2].InputSlot = 0;
	polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
	polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[2].InstanceDataStepRate = 0;

	polygonLayout[3].SemanticName = "TANGENT";
	polygonLayout[3].SemanticIndex = 0;
	polygonLayout[3].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	polygonLayout[3].InputSlot = 0;
	polygonLayout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
	polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[3].InstanceDataStepRate = 0;

	polygonLayout[4].SemanticName = "BINORMAL";
	polygonLayout[4].SemanticIndex = 0;
	polygonLayout[4].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	polygonLayout[4].InputSlot = 0;
	polygonLayout[4].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
	polygonLayout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[4].InstanceDataStepRate = 0;

	// Get a count of the elements in the layout.
	numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);

	// Create the vertex input layout.
	result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), 
					   vertexShaderBuffer->GetBufferSize(), &m_layout);
	if(FAILED(result))
	{
		return false;
	}

	// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
	vertexShaderBuffer->Release();
	vertexShaderBuffer = 0;

	pixelShaderBuffer->Release();
	pixelShaderBuffer = 0;

	// Setup the description of the matrix dynamic constant buffer that is in the vertex shader.
	matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
	matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
	matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	matrixBufferDesc.MiscFlags = 0;
	matrixBufferDesc.StructureByteStride = 0;

	// Create the matrix constant buffer pointer so we can access the vertex shader constant buffer from within this class.
	result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
	if(FAILED(result))
	{
		return false;
	}

	// Create a texture sampler state description.
	samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
	samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.MipLODBias = 0.0f;
	samplerDesc.MaxAnisotropy = 1;
	samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
	samplerDesc.BorderColor[0] = 0;
	samplerDesc.BorderColor[1] = 0;
	samplerDesc.BorderColor[2] = 0;
	samplerDesc.BorderColor[3] = 0;
	samplerDesc.MinLOD = 0;
	samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

	// Create the texture sampler state.
	result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
	if(FAILED(result))
	{
		return false;
	}




광원과 카메라 버퍼를 세팅합니다.


	// Setup the description of the light dynamic constant buffer that is in the pixel shader.
	lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
	lightBufferDesc.ByteWidth = sizeof(LightBufferType);
	lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	lightBufferDesc.MiscFlags = 0;
	lightBufferDesc.StructureByteStride = 0;

	// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
	result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
	if(FAILED(result))
	{
		return false;
	}

	// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
	cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
	cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
	cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	cameraBufferDesc.MiscFlags = 0;
	cameraBufferDesc.StructureByteStride = 0;

	// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
	result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
	if(FAILED(result))
	{
		return false;
	}

	return true;
}


void SpecMapShaderClass::ShutdownShader()
{




앞서 설정했던 광원과 카메라 버퍼를 ShutdownShader 함수에서 해제합니다.


	// Release the camera constant buffer.
	if(m_cameraBuffer)
	{
		m_cameraBuffer->Release();
		m_cameraBuffer = 0;
	}

	// Release the light constant buffer.
	if(m_lightBuffer)
	{
		m_lightBuffer->Release();
		m_lightBuffer = 0;
	}

	// Release the sampler state.
	if(m_sampleState)
	{
		m_sampleState->Release();
		m_sampleState = 0;
	}

	// Release the matrix constant buffer.
	if(m_matrixBuffer)
	{
		m_matrixBuffer->Release();
		m_matrixBuffer = 0;
	}

	// Release the layout.
	if(m_layout)
	{
		m_layout->Release();
		m_layout = 0;
	}

	// Release the pixel shader.
	if(m_pixelShader)
	{
		m_pixelShader->Release();
		m_pixelShader = 0;
	}

	// Release the vertex shader.
	if(m_vertexShader)
	{
		m_vertexShader->Release();
		m_vertexShader = 0;
	}

	return;
}


void SpecMapShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
	char* compileErrors;
	unsigned long bufferSize, i;
	ofstream fout;


	// Get a pointer to the error message text buffer.
	compileErrors = (char*)(errorMessage->GetBufferPointer());

	// Get the length of the message.
	bufferSize = errorMessage->GetBufferSize();

	// Open a file to write the error message to.
	fout.open("shader-error.txt");

	// Write out the error message.
	for(i=0; i<bufferSize; i++)
	{
		fout << compileErrors[i];
	}

	// Close the file.
	fout.close();

	// Release the error message.
	errorMessage->Release();
	errorMessage = 0;

	// Pop a message up on the screen to notify the user to check the text file for compile errors.
	MessageBox(hwnd, L"Error compiling shader.  Check shader-error.txt for message.", shaderFilename, MB_OK);

	return;
}



SetShaderParameters 함수는 카메라 위치, 반사광의 색상, 반사광의 강도를 인자로 받습니다.


bool SpecMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, D3DXMATRIX worldMatrix, 
					     D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, 
					     ID3D11ShaderResourceView** textureArray, D3DXVECTOR3 lightDirection, 
					     D3DXVECTOR4 diffuseColor, D3DXVECTOR3 cameraPosition, D3DXVECTOR4 specularColor,
					     float specularPower)
{
	HRESULT result;
	D3D11_MAPPED_SUBRESOURCE mappedResource;
	MatrixBufferType* dataPtr;
	unsigned int bufferNumber;
	LightBufferType* dataPtr2;
	CameraBufferType* dataPtr3;


	// Transpose the matrices to prepare them for the shader.
	D3DXMatrixTranspose(&worldMatrix, &worldMatrix);
	D3DXMatrixTranspose(&viewMatrix, &viewMatrix);
	D3DXMatrixTranspose(&projectionMatrix, &projectionMatrix);

	// Lock the matrix constant buffer so it can be written to.
	result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if(FAILED(result))
	{
		return false;
	}

	// Get a pointer to the data in the constant buffer.
	dataPtr = (MatrixBufferType*)mappedResource.pData;

	// Copy the matrices into the constant buffer.
	dataPtr->world = worldMatrix;
	dataPtr->view = viewMatrix;
	dataPtr->projection = projectionMatrix;

	// Unlock the matrix constant buffer.
	deviceContext->Unmap(m_matrixBuffer, 0);

	// Set the position of the matrix constant buffer in the vertex shader.
	bufferNumber = 0;

	// Now set the matrix constant buffer in the vertex shader with the updated values.
	deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);




색상, 노멀 맵, 반사 맵 텍스쳐를 픽셀 셰이더의 텍스쳐 배열에 설정합니다.


	// Set shader texture array resource in the pixel shader.
	deviceContext->PSSetShaderResources(0, 3, textureArray);




광원 버퍼를 설정합니다.


	// Lock the light constant buffer so it can be written to.
	result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if(FAILED(result))
	{
		return false;
	}

	// Get a pointer to the data in the constant buffer.
	dataPtr2 = (LightBufferType*)mappedResource.pData;

	// Copy the lighting variables into the constant buffer.
	dataPtr2->diffuseColor = diffuseColor;
	dataPtr2->lightDirection = lightDirection;
	dataPtr2->specularColor = specularColor;
	dataPtr2->specularPower = specularPower;

	// Unlock the constant buffer.
	deviceContext->Unmap(m_lightBuffer, 0);

	// Set the position of the light constant buffer in the pixel shader.
	bufferNumber = 0;

	// Finally set the light constant buffer in the pixel shader with the updated values.
	deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);




카메라 버퍼를 설정합니다.


	// Lock the camera constant buffer so it can be written to.
	result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if(FAILED(result))
	{
		return false;
	}

	// Get a pointer to the data in the constant buffer.
	dataPtr3 = (CameraBufferType*)mappedResource.pData;

	// Copy the camera position into the constant buffer.
	dataPtr3->cameraPosition = cameraPosition;

	// Unlock the matrix constant buffer.
	deviceContext->Unmap(m_cameraBuffer, 0);

	// Set the position of the camera constant buffer in the vertex shader as the second buffer.
	bufferNumber = 1;

	// Now set the matrix constant buffer in the vertex shader with the updated values.
	deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer);

	return true;
}


void SpecMapShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
	// Set the vertex input layout.
	deviceContext->IASetInputLayout(m_layout);

	// Set the vertex and pixel shaders that will be used to render this triangle.
	deviceContext->VSSetShader(m_vertexShader, NULL, 0);
	deviceContext->PSSetShader(m_pixelShader, NULL, 0);

	// Set the sampler state in the pixel shader.
	deviceContext->PSSetSamplers(0, 1, &m_sampleState);

	// Render the triangles.
	deviceContext->DrawIndexed(indexCount, 0, 0);

	return;
}







Graphicsclass.h


////////////////////////////////////////////////////////////////////////////////
// Filename: graphicsclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _GRAPHICSCLASS_H_
#define _GRAPHICSCLASS_H_


/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = true;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.1f;


///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "cameraclass.h"
#include "modelclass.h"




SpecMapShaderClass 클래스의 헤더를 포함시킵니다.


#include "specmapshaderclass.h"
#include "lightclass.h"


////////////////////////////////////////////////////////////////////////////////
// Class name: GraphicsClass
////////////////////////////////////////////////////////////////////////////////
class GraphicsClass
{
public:
	GraphicsClass();
	GraphicsClass(const GraphicsClass&);
	~GraphicsClass();

	bool Initialize(int, int, HWND);
	void Shutdown();
	bool Frame();
	bool Render();

private:
	D3DClass* m_D3D;
	CameraClass* m_Camera;
	ModelClass* m_Model;




SpecMapShaderClass 클래스의 객체를 선언합니다.


	SpecMapShaderClass* m_SpecMapShader;
	LightClass* m_Light;
};

#endif






Graphicsclass.cpp


이전 코드와 달라진 점을 위주로 설명하겠습니다.


////////////////////////////////////////////////////////////////////////////////
// Filename: graphicsclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "graphicsclass.h"


GraphicsClass::GraphicsClass()
{
	m_D3D = 0;
	m_Camera = 0;
	m_Model = 0;




SpecMapShaderClass 클래스 객체를 null로 초기화합니다.


	m_SpecMapShader = 0;
	m_Light = 0;
}


bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
	bool result;
	D3DXMATRIX baseViewMatrix;

		
	// Create the Direct3D object.
	m_D3D = new D3DClass;
	if(!m_D3D)
	{
		return false;
	}

	// Initialize the Direct3D object.
	result = m_D3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK);
		return false;
	}

	// Create the camera object.
	m_Camera = new CameraClass;
	if(!m_Camera)
	{
		return false;
	}

	// Initialize a base view matrix with the camera for 2D user interface rendering.
	m_Camera->SetPosition(0.0f, 0.0f, -1.0f);
	m_Camera->Render();
	m_Camera->GetViewMatrix(baseViewMatrix);

	// Create the model object.
	m_Model = new ModelClass;
	if(!m_Model)
	{
		return false;
	}




모델 객체는 정육면체 모델과 stone02.dds 색상 텍스쳐, bump02.dds 노멀 맵, spec02.dds 반사 맵을 로드합니다. 이 세 텍스쳐들은 ModelClass 객체 안에 텍스쳐 배열로 로드될 것입니다.


	// Initialize the model object.
	result = m_Model->Initialize(m_D3D->GetDevice(), "../Engine/data/cube.txt", L"../Engine/data/stone02.dds", 
				     L"../Engine/data/bump02.dds", L"../Engine/data/spec02.dds");
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
		return false;
	}




SpecMapShaderClass 객체를 생성하고 초기화합니다.


	// Create the specular map shader object.
	m_SpecMapShader = new SpecMapShaderClass;
	if(!m_SpecMapShader)
	{
		return false;
	}

	// Initialize the specular map shader object.
	result = m_SpecMapShader->Initialize(m_D3D->GetDevice(), hwnd);
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize the specular map shader object.", L"Error", MB_OK);
		return false;
	}

	// Create the light object.
	m_Light = new LightClass;
	if(!m_Light)
	{
		return false;
	}




이 튜토리얼에서 사용할 광원 정보를 세팅합니다.


	// Initialize the light object.
	m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
	m_Light->SetDirection(0.0f, 0.0f, 1.0f);
	m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
	m_Light->SetSpecularPower(16.0f);

	return true;
}


void GraphicsClass::Shutdown()
{
	// Release the light object.
	if(m_Light)
	{
		delete m_Light;
		m_Light = 0;
	}




Shutdown함수에서는 생성했던 SpecMapShaderClass 객체를 해제합니다.


	// Release the specular map shader object.
	if(m_SpecMapShader)
	{
		m_SpecMapShader->Shutdown();
		delete m_SpecMapShader;
		m_SpecMapShader = 0;
	}

	// Release the model object.
	if(m_Model)
	{
		m_Model->Shutdown();
		delete m_Model;
		m_Model = 0;
	}

	// Release the camera object.
	if(m_Camera)
	{
		delete m_Camera;
		m_Camera = 0;
	}

	// Release the D3D object.
	if(m_D3D)
	{
		m_D3D->Shutdown();
		delete m_D3D;
		m_D3D = 0;
	}

	return;
}


bool GraphicsClass::Render()
{
	D3DXMATRIX worldMatrix, viewMatrix, projectionMatrix, orthoMatrix;
	static float rotation = 0.0f;


	// Clear the buffers to begin the scene.
	m_D3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);

	// Generate the view matrix based on the camera's position.
	m_Camera->Render();

	// Get the world, view, projection, and ortho matrices from the camera and D3D objects.
	m_D3D->GetWorldMatrix(worldMatrix);
	m_Camera->GetViewMatrix(viewMatrix);
	m_D3D->GetProjectionMatrix(projectionMatrix);
	m_D3D->GetOrthoMatrix(orthoMatrix);

	// Update the rotation variable each frame.
	rotation += (float)D3DX_PI * 0.0025f;
	if(rotation > 360.0f)
	{
		rotation -= 360.0f;
	}

	// Rotate the world matrix by the rotation value.
	D3DXMatrixRotationY(&worldMatrix, rotation);

	// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
	m_Model->Render(m_D3D->GetDeviceContext());




반사맵 셰이더를 사용하여 정육면체 모델을 렌더링합니다.


	// Render the model using the specular map shader.
	m_SpecMapShader->Render(m_D3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
				m_Model->GetTextureArray(), m_Light->GetDirection(), m_Light->GetDiffuseColor(), 
				m_Camera->GetPosition(), m_Light->GetSpecularColor(), m_Light->GetSpecularPower());

	// Present the rendered scene to the screen.
	m_D3D->EndScene();

	return true;
}






마치면서


반사 매핑을 활용하여 픽셀마다 독특한 강조 효과를 줄 수 있습니다.







연습 문제


1. 코드를 다시 컴파일하고 실행하여 회전하는 육면체가 울퉁불퉁한 표면을 가지고 반사광이 강조된 효과가 표현되는지 확인해 보십시오. esc키를 눌러 종료합니다.


2. 여러분만의 반사 맵을 만들어 어떻게 효과가 달라지는지 확인해 보십시오.


3. 반사 결과만을 리턴하도록 픽셀 셰이더를 바꿔 보십시오.


4. GraphicClass에서 광원 객체의 광도를 조절하여 어떤 변화가 있는지 확인해 보십시오.








소스 코드


Visual Studio 2008 프로젝트: dx11tut21.zip


소스 코드: dx11src21.zip


실행 파일: dx11exe21.zip

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