<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>DirectX11 on GameSweetGame</title><link>https://gamesweetgame.com/tags/directx11/</link><description>Recent content in DirectX11 on GameSweetGame</description><generator>Hugo -- gohugo.io</generator><language>ko</language><lastBuildDate>Thu, 04 Jan 2024 00:00:00 +0900</lastBuildDate><atom:link href="https://gamesweetgame.com/tags/directx11/index.xml" rel="self" type="application/rss+xml"/><item><title>3D 캐릭터 띄우기 — 렌더링 파이프라인 변환 순서</title><link>https://gamesweetgame.com/p/3d-%EC%BA%90%EB%A6%AD%ED%84%B0-%EB%9D%84%EC%9A%B0%EA%B8%B0-%EB%A0%8C%EB%8D%94%EB%A7%81-%ED%8C%8C%EC%9D%B4%ED%94%84%EB%9D%BC%EC%9D%B8-%EB%B3%80%ED%99%98-%EC%88%9C%EC%84%9C/</link><pubDate>Thu, 04 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/p/3d-%EC%BA%90%EB%A6%AD%ED%84%B0-%EB%9D%84%EC%9A%B0%EA%B8%B0-%EB%A0%8C%EB%8D%94%EB%A7%81-%ED%8C%8C%EC%9D%B4%ED%94%84%EB%9D%BC%EC%9D%B8-%EB%B3%80%ED%99%98-%EC%88%9C%EC%84%9C/</guid><description>&lt;h2 id="변환-순서"&gt;변환 순서
&lt;/h2&gt;&lt;p&gt;&lt;strong&gt;폴리곤 × 월드행렬 × 뷰행렬 × 프로젝션행렬(투영)&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;월드행렬 (World Matrix)&lt;/strong&gt; — 모델을 월드 공간에 배치 (위치, 회전, 스케일)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;뷰행렬 (View Matrix)&lt;/strong&gt; — 카메라 기준으로 변환&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;프로젝션행렬 (Projection Matrix)&lt;/strong&gt; — 3D → 2D 화면으로 투영&lt;/li&gt;
&lt;/ol&gt;</description></item><item><title>DirectX 라이팅 기초 — Ambient, Diffuse, Specular</title><link>https://gamesweetgame.com/p/directx-%EB%9D%BC%EC%9D%B4%ED%8C%85-%EA%B8%B0%EC%B4%88-ambient-diffuse-specular/</link><pubDate>Wed, 03 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/p/directx-%EB%9D%BC%EC%9D%B4%ED%8C%85-%EA%B8%B0%EC%B4%88-ambient-diffuse-specular/</guid><description>&lt;h2 id="라이팅-계산"&gt;라이팅 계산
&lt;/h2&gt;&lt;div class="highlight"&gt;&lt;pre tabindex="0" style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;"&gt;&lt;code class="language-hlsl" data-lang="hlsl"&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; fvTotalAmbient &lt;span style="color:#f92672"&gt;=&lt;/span&gt; fvAmbient &lt;span style="color:#f92672"&gt;*&lt;/span&gt; fvBaseColor;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; fvTotalDiffuse &lt;span style="color:#f92672"&gt;=&lt;/span&gt; fvDiffuse &lt;span style="color:#f92672"&gt;*&lt;/span&gt; fNDotL &lt;span style="color:#f92672"&gt;*&lt;/span&gt; fvBaseColor;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; fvTotalSpecular &lt;span style="color:#f92672"&gt;=&lt;/span&gt; fvSpecular &lt;span style="color:#f92672"&gt;*&lt;/span&gt; pow( fRDotV, fSpecularPower );
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;return&lt;/span&gt;( saturate( fvTotalAmbient &lt;span style="color:#f92672"&gt;+&lt;/span&gt; fvTotalDiffuse &lt;span style="color:#f92672"&gt;+&lt;/span&gt; fvTotalSpecular ) );
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;h2 id="메모"&gt;메모
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;code&gt;saturate()&lt;/code&gt;는 0~1 사이의 값으로 클램핑&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;HDR에서는 saturate 함수를 사용하면 안 됨&lt;/strong&gt; (1.0 이상의 값이 필요하기 때문)&lt;/li&gt;
&lt;li&gt;텍스처 압축하기 때문에 큰 용량 가능&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;림라이트&lt;/strong&gt;는 버텍스에서 노멀벡터와 연산 하는게 테크닉&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Assimp FBX 모델 로드 &amp; 애니메이션</title><link>https://gamesweetgame.com/p/assimp-fbx-%EB%AA%A8%EB%8D%B8-%EB%A1%9C%EB%93%9C-%EC%95%A0%EB%8B%88%EB%A9%94%EC%9D%B4%EC%85%98/</link><pubDate>Tue, 02 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/p/assimp-fbx-%EB%AA%A8%EB%8D%B8-%EB%A1%9C%EB%93%9C-%EC%95%A0%EB%8B%88%EB%A9%94%EC%9D%B4%EC%85%98/</guid><description>
 &lt;blockquote&gt;
 &lt;p&gt;현재 상황: 과제 하던 간단한 구조에서 먼저 구현 중 → 구현 완료하면 팀 엔진으로 이식&lt;/p&gt;

 &lt;/blockquote&gt;
&lt;h2 id="버전-이슈"&gt;버전 이슈
&lt;/h2&gt;&lt;p&gt;아무리 생각해도 본 개수 값이 너무 많이 나와서 Assimp 버전만 바꿔서 확인한 결과:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;최신 버전 (v143)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;img alt="최신 버전 - 본 67개" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;v140 버전&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;img alt="v140 - 본 2개" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;메쉬 하나를 확인한 것인데 최신 버전은 본이 67개가 있다고 나옴. 이전 버전을 사용하니까 2개로 나옴.&lt;/p&gt;
&lt;h2 id="스키닝-애니메이션--머리와-팔이-길어지는-버그"&gt;스키닝 애니메이션 — 머리와 팔이 길어지는 버그
&lt;/h2&gt;&lt;p&gt;스키닝 애니메이션이 되긴 하는데 머리와 팔이 엄청 길어짐.&lt;/p&gt;
&lt;p&gt;&lt;img alt="머리/팔 길어짐" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;&lt;del&gt;한참을 디버깅 하다가 fbx 파일을 확인 결과 본이 머리위로 튀어 나와있었다.&lt;/del&gt;&lt;/p&gt;
&lt;p&gt;블렌더에서 실험을 해봤는데 버텍스들의 위치가 본보다 Y로 조금씩 올라가면 팔과 손이 길어지는 것을 확인함. 반대로 나는 애니메이션을 적용하면 길어지니까 본이 조금씩 아래로 설정 되어 있을 것 같다.&lt;/p&gt;
&lt;p&gt;&lt;img alt="블렌더에서 본 위치 확인" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h2 id="블렌더-export-시-모델이-누워있을-때"&gt;블렌더 Export 시 모델이 누워있을 때
&lt;/h2&gt;&lt;p&gt;익스포트 설정에서 &lt;strong&gt;Y Up&lt;/strong&gt;을 확인.&lt;/p&gt;
&lt;p&gt;&lt;img alt="블렌더 Export 설정" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;그래도 똑같이 나오면 Y Up을 다르게 바꿔서 뽑았다가 다시 Y Up으로 변경해서 하니까 정상 출력됨.&lt;/p&gt;</description></item><item><title>DirectX UI 시스템 구현</title><link>https://gamesweetgame.com/p/directx-ui-%EC%8B%9C%EC%8A%A4%ED%85%9C-%EA%B5%AC%ED%98%84/</link><pubDate>Mon, 01 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/p/directx-ui-%EC%8B%9C%EC%8A%A4%ED%85%9C-%EA%B5%AC%ED%98%84/</guid><description>&lt;p&gt;엔티티를 만들 때 UITestScript를 컴포넌트로 추가한다. 생성할 때 종류를 넣어준다.&lt;/p&gt;
&lt;p&gt;Update 함수 안에 종류 별로 구현.&lt;/p&gt;
&lt;h2 id="ui-종류"&gt;UI 종류
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;STATIC&lt;/strong&gt; — 그냥 가만히 있는 UI&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;ONMOUSE&lt;/strong&gt; — 마우스를 올리면 숨쉬고 있는 UI&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;GAUGE&lt;/strong&gt; — 게임에서 시간이나 배고픔, 미니게임 등 사용가능한 게이지 UI&lt;/li&gt;
&lt;li&gt;만약 애니메이션이 추가 되면 더 늘려야 함&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="shader-code"&gt;Shader Code
&lt;/h2&gt;&lt;div class="highlight"&gt;&lt;pre tabindex="0" style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;"&gt;&lt;code class="language-hlsl" data-lang="hlsl"&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; main(PixelIn input) &lt;span style="color:#f92672"&gt;:&lt;/span&gt; SV_TARGET
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;{
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt;(&lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;0&lt;/span&gt;);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt;(UItype &lt;span style="color:#f92672"&gt;==&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#75715e"&gt;// 텍스처 좌표가 0과 1을 벗어나면 frac 함수를 사용하여&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#75715e"&gt;// 해당 범위 내로 되돌려주어 반복&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; input.tex.x &lt;span style="color:#f92672"&gt;=&lt;/span&gt; frac(input.tex.x);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; input.tex.y &lt;span style="color:#f92672"&gt;=&lt;/span&gt; frac(input.tex.y);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; shaderTexture.Sample(SampleType, input.tex);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt; (texColor.a &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;0.01&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;discard&lt;/span&gt;;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;else&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt;(UItype &lt;span style="color:#f92672"&gt;==&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;2&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt; textureOffset &lt;span style="color:#f92672"&gt;=&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt;(&lt;span style="color:#ae81ff"&gt;0.0f&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;0.0f&lt;/span&gt;);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt; textureSize &lt;span style="color:#f92672"&gt;=&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt;(&lt;span style="color:#ae81ff"&gt;1.0f&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt; &lt;span style="color:#f92672"&gt;-&lt;/span&gt; textureTranslation);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#75715e"&gt;// 텍스처 좌표가 특정 영역을 벗어나면 투명하게 처리&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt; (input.tex.x &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; textureOffset.x &lt;span style="color:#f92672"&gt;||&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; input.tex.x &lt;span style="color:#f92672"&gt;&amp;gt;&lt;/span&gt; textureOffset.x &lt;span style="color:#f92672"&gt;+&lt;/span&gt; textureSize.x &lt;span style="color:#f92672"&gt;||&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt; &lt;span style="color:#f92672"&gt;-&lt;/span&gt; input.tex.y &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; textureOffset.y &lt;span style="color:#f92672"&gt;||&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt; &lt;span style="color:#f92672"&gt;-&lt;/span&gt; input.tex.y &lt;span style="color:#f92672"&gt;&amp;gt;&lt;/span&gt; textureOffset.y &lt;span style="color:#f92672"&gt;+&lt;/span&gt; textureSize.y)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;discard&lt;/span&gt;;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;else&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; shaderTexture.Sample(SampleType, input.tex);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;else&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; shaderTexture.Sample(SampleType, input.tex);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt; (texColor.a &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;0.01&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;discard&lt;/span&gt;;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;return&lt;/span&gt; texColor;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;}
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;h3 id="핵심-포인트"&gt;핵심 포인트
&lt;/h3&gt;&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;UItype == 1 (ONMOUSE):&lt;/strong&gt; &lt;code&gt;frac()&lt;/code&gt;으로 텍스처 좌표를 0~1 범위로 반복시켜 숨쉬는 느낌 구현&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;UItype == 2 (GAUGE):&lt;/strong&gt; &lt;code&gt;textureTranslation&lt;/code&gt;으로 텍스처 표시 영역을 조절해서 게이지 채워지는 효과&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;else (STATIC):&lt;/strong&gt; 단순 텍스처 샘플링, 알파 0.01 미만이면 discard&lt;/li&gt;
&lt;/ul&gt;</description></item></channel></rss>