정점과 색인들을 설정한다.
void ShapesApp::BuildShapeGeometry()
{
GeometryGenerator geoGen;
GeometryGenerator::MeshData box = geoGen.CreateBox(1.5f, 0.5f, 1.5f, 3);
GeometryGenerator::MeshData grid = geoGen.CreateGrid(20.0f, 30.0f, 2, 40);
GeometryGenerator::MeshData sphere = geoGen.CreateSphere(0.5f, 20, 20);
GeometryGenerator::MeshData cylinder = geoGen.CreateCylinder(0.5f, 0.5f, 0.5f, 10, 2);
// 정점
UINT boxVertexOffset = 0;
UINT gridVertexOffset = (UINT)box.Vertices.size();
UINT sphereVertexOffset = gridVertexOffset + (UINT)grid.Vertices.size();
UINT cylinderVertexOffset = sphereVertexOffset + (UINT)sphere.Vertices.size();
// 인덱스
UINT boxIndexOffset = 0;
UINT gridIndexOffset = (UINT)box.Indices32.size();
UINT sphereIndexOffset = gridIndexOffset + (UINT)grid.Indices32.size();
UINT cylinderIndexOffset = sphereIndexOffset + (UINT)sphere.Indices32.size();
// 정점과 인덱스에서 각 물체가 차지하는 영역을 나타내는 SubmeshGeometry 정의.
SubmeshGeometry boxSubmesh;
boxSubmesh.IndexCount = (UINT)box.Indices32.size();
boxSubmesh.StartIndexLocation = boxIndexOffset;
boxSubmesh.BaseVertexLocation = boxVertexOffset;
SubmeshGeometry gridSubmesh;
gridSubmesh.IndexCount = (UINT)grid.Indices32.size();
gridSubmesh.StartIndexLocation = gridIndexOffset;
gridSubmesh.BaseVertexLocation = gridVertexOffset;
SubmeshGeometry sphereSubmesh;
sphereSubmesh.IndexCount = (UINT)sphere.Indices32.size();
sphereSubmesh.StartIndexLocation = sphereIndexOffset;
sphereSubmesh.BaseVertexLocation = sphereVertexOffset;
SubmeshGeometry cylinderSubmesh;
cylinderSubmesh.IndexCount = (UINT)cylinder.Indices32.size();
cylinderSubmesh.StartIndexLocation = cylinderIndexOffset;
cylinderSubmesh.BaseVertexLocation = cylinderVertexOffset;
// 필요한 정점 성분을 추출하고, 모든 메시의 정점들을 하나의 버퍼에 넣는다.
auto totalVertexCount =
box.Vertices.size() +
grid.Vertices.size() +
sphere.Vertices.size() +
cylinder.Vertices.size();
std::vector<Vertex> vertices(totalVertexCount);
// 정점의 Position, Color 대입
UINT k = 0;
for (size_t i = 0; i < box.Vertices.size(); ++i, ++k)
{
vertices[k].Pos = box.Vertices[i].Position;
vertices[k].Color = XMFLOAT4(Colors::DarkGreen);
}
for (size_t i = 0; i < grid.Vertices.size(); ++i, ++k)
{
vertices[k].Pos = grid.Vertices[i].Position;
vertices[k].Color = XMFLOAT4(Colors::ForestGreen);
}
for (size_t i = 0; i < sphere.Vertices.size(); ++i, ++k)
{
vertices[k].Pos = sphere.Vertices[i].Position;
vertices[k].Color = XMFLOAT4(Colors::Crimson);
}
for (size_t i = 0; i < cylinder.Vertices.size(); ++i, ++k)
{
vertices[k].Pos = cylinder.Vertices[i].Position;
vertices[k].Color = XMFLOAT4(Colors::SteelBlue);
}
// 기하구조들의 인덱스들 대입
std::vector<std::uint16_t> indices;
indices.insert(indices.end(), std::begin(box.GetIndices16()), std::end(box.GetIndices16()));
indices.insert(indices.end(), std::begin(grid.GetIndices16()), std::end(grid.GetIndices16()));
indices.insert(indices.end(), std::begin(sphere.GetIndices16()), std::end(sphere.GetIndices16()));
indices.insert(indices.end(), std::begin(cylinder.GetIndices16()), std::end(cylinder.GetIndices16()));
const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
const UINT ibByteSize = (UINT)indices.size() * sizeof(std::uint16_t);
auto geo = std::make_unique<MeshGeometry>();
geo->Name = "shapeGeo";
// 토탈 정점, 인덱스 버퍼 안에 있는 데이터 복사.
ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);
ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);
geo->VertexBufferGPU = D3DUtil::CreateDefaultBuffer(
mDevice.Get(),
mCommandList.Get(),
&vertices,
vbByteSize,
geo->UploadVertexBuffer);
geo->IndexBufferGPU = D3DUtil::CreateDefaultBuffer(
mDevice.Get(),
mCommandList.Get(),
&indices,
ibByteSize,
geo->UploadIndexBuffer);
geo->VertexByteStride = sizeof(Vertex);
geo->VertexBufferByteSize = vbByteSize;
geo->IndexFormat = DXGI_FORMAT_R16_UINT;
geo->IndexBufferByteSize = ibByteSize;
geo->DrawArgs["box"] = boxSubmesh;
geo->DrawArgs["grid"] = gridSubmesh;
geo->DrawArgs["sphere"] = sphereSubmesh;
geo->DrawArgs["cylinder"] = cylinderSubmesh;
mGeometries[geo->Name] = std::move(geo);
}
대충 이렇게 배치한다.
void ShapesApp::BuildRenderItems()
{
auto boxRitem = std::make_unique<RenderItem>();
XMStoreFloat4x4(
&boxRitem->World,
XMMatrixScaling(2.0f, 2.0f, 2.0f) * XMMatrixTranslation(0.0f, 0.5f, 0.0f));
boxRitem->ObjCBIndex = 0;
boxRitem->Geo = mGeometries["shapeGeo"].get();
boxRitem->PrimitiveType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
boxRitem->IndexCount = boxRitem->Geo->DrawArgs["box"].IndexCount;
boxRitem->StartIndexLocation = boxRitem->Geo->DrawArgs["box"].StartIndexLocation;
boxRitem->BaseVertexLocation = boxRitem->Geo->DrawArgs["box"].BaseVertexLocation;
mAllRenderItem.push_back(std::move(boxRitem));
auto gridRitem = std::make_unique<RenderItem>();
gridRitem->World = MathHelper::Identity4x4();
gridRitem->ObjCBIndex = 1;
gridRitem->Geo = mGeometries["shapeGeo"].get();
gridRitem->PrimitiveType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
gridRitem->IndexCount = gridRitem->Geo->DrawArgs["grid"].IndexCount;
gridRitem->StartIndexLocation = gridRitem->Geo->DrawArgs["grid"].StartIndexLocation;
gridRitem->BaseVertexLocation = gridRitem->Geo->DrawArgs["grid"].BaseVertexLocation;
mAllRenderItem.push_back(std::move(gridRitem));
UINT objCBIndex = 2;
for (int i = 0; i < 5; ++i)
{
auto leftCylRitem = std::make_unique<RenderItem>();
auto rightCylRitem = std::make_unique<RenderItem>();
auto leftSphereRitem = std::make_unique<RenderItem>();
auto rightSphereRitem = std::make_unique<RenderItem>();
XMMATRIX leftCylWorld = XMMatrixTranslation(-5.0f, 1.5f, -10.0f + i * 5.0f);
XMMATRIX rightCylWorld = XMMatrixTranslation(+5.0f, 1.5f, -10.0f + i * 5.0f);
XMMATRIX leftSphereWorld = XMMatrixTranslation(-5.0f, 3.5f, -10.0f + i * 5.0f);
XMMATRIX rightSphereWorld = XMMatrixTranslation(+5.0f, 3.5f, -10.0f + i * 5.0f);
XMStoreFloat4x4(&leftCylRitem->World, rightCylWorld);
leftCylRitem->ObjCBIndex = objCBIndex++;
leftCylRitem->Geo = mGeometries["shapeGeo"].get();
leftCylRitem->PrimitiveType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
leftCylRitem->IndexCount = leftCylRitem->Geo->DrawArgs["cylinder"].IndexCount;
leftCylRitem->StartIndexLocation = leftCylRitem->Geo->DrawArgs["cylinder"].StartIndexLocation;
leftCylRitem->BaseVertexLocation = leftCylRitem->Geo->DrawArgs["cylinder"].BaseVertexLocation;
XMStoreFloat4x4(&rightCylRitem->World, leftCylWorld);
rightCylRitem->ObjCBIndex = objCBIndex++;
rightCylRitem->Geo = mGeometries["shapeGeo"].get();
rightCylRitem->PrimitiveType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
rightCylRitem->IndexCount = rightCylRitem->Geo->DrawArgs["cylinder"].IndexCount;
rightCylRitem->StartIndexLocation = rightCylRitem->Geo->DrawArgs["cylinder"].StartIndexLocation;
rightCylRitem->BaseVertexLocation = rightCylRitem->Geo->DrawArgs["cylinder"].BaseVertexLocation;
XMStoreFloat4x4(&leftSphereRitem->World, leftSphereWorld);
leftSphereRitem->ObjCBIndex = objCBIndex++;
leftSphereRitem->Geo = mGeometries["shapeGeo"].get();
leftSphereRitem->PrimitiveType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
leftSphereRitem->IndexCount = leftSphereRitem->Geo->DrawArgs["sphere"].IndexCount;
leftSphereRitem->StartIndexLocation = leftSphereRitem->Geo->DrawArgs["sphere"].StartIndexLocation;
leftSphereRitem->BaseVertexLocation = leftSphereRitem->Geo->DrawArgs["sphere"].BaseVertexLocation;
XMStoreFloat4x4(&rightSphereRitem->World, rightSphereWorld);
rightSphereRitem->ObjCBIndex = objCBIndex++;
rightSphereRitem->Geo = mGeometries["shapeGeo"].get();
rightSphereRitem->PrimitiveType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
rightSphereRitem->IndexCount = rightSphereRitem->Geo->DrawArgs["sphere"].IndexCount;
rightSphereRitem->StartIndexLocation = rightSphereRitem->Geo->DrawArgs["sphere"].StartIndexLocation;
rightSphereRitem->BaseVertexLocation = rightSphereRitem->Geo->DrawArgs["sphere"].BaseVertexLocation;
mAllRenderItem.push_back(std::move(leftCylRitem));
mAllRenderItem.push_back(std::move(rightCylRitem));
mAllRenderItem.push_back(std::move(leftSphereRitem));
mAllRenderItem.push_back(std::move(rightSphereRitem));
}
// All the render items are opaque.
for (auto& e : mAllRenderItem)
mOpaqueRenderItems.push_back(e.get());
}
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