Diff for "BeginningDirect3DGameProgramming" | UserPreferences |
HAL(Hardware Abstraction Layer) : Çϵå¿þ¾îÀÇ ±â´É¿¡ Á¢±ÙÇϱâ À§ÇÑ °¡»óÀÇ Çϵå¿þ¾î °èÃþ.
Win32App -> GDI -> DDI(Device Driver Interface) -> ±×·¡ÇÈ Ä«µå
Win32App -> Direct3D API -> HAL Device -> DDI -> ±×·¡ÇÈÄ«µå.
* HAL(Hardware Abstraction Layer) : Çϵå¿þ¾îÀÇ ±â´É¿¡ Á¢±ÙÇϱâ À§ÇÑ °¡»óÀÇ Çϵå¿þ¾î °èÃþ.
* Win32App -> GDI -> DDI(Device Driver Interface) -> ±×·¡ÇÈ Ä«µå
* Win32App -> Direct3D API -> HAL Device -> DDI -> ±×·¡ÇÈÄ«µå.
ÄÚµù ½ºÅ¸ÀÏ : Çë°¡¸®¾È Ç¥±â¹ý
µð¹ö±ë : ¸ÖƼ ¸ð´ÏÅÍ µð¹ö±ë
¸®ÅÏ ÄÚµå : SUCCEEDED() FAILED() ¸ÅÅ©·Î¸¦ »ç¿ëÇÑ´Ù. Direct3D ÇÔ¼öÀÇ ¸®ÅÏ ÄÚµå´Â µ¿ÀÛ ¿©ºÎ¿Í »ó°ü¾øÀÌ ¼º°øÀ» ÀǹÌÇÏ´Â ¸®ÅÏ Äڵ带 ³»º¸³¾ ¼ö ÀÖ´Ù.
* ÄÚµù ½ºÅ¸ÀÏ : Çë°¡¸®¾È Ç¥±â¹ý
* µð¹ö±ë : ¸ÖƼ ¸ð´ÏÅÍ µð¹ö±ë
* ¸®ÅÏ ÄÚµå : SUCCEEDED() FAILED() ¸ÅÅ©·Î¸¦ »ç¿ëÇÑ´Ù. Direct3D ÇÔ¼öÀÇ ¸®ÅÏ ÄÚµå´Â µ¿ÀÛ ¿©ºÎ¿Í »ó°ü¾øÀÌ ¼º°øÀ» ÀǹÌÇÏ´Â ¸®ÅÏ Äڵ带 ³»º¸³¾ ¼ö ÀÖ´Ù.
Direct3D´Â ¿Þ¼Õ ÁÂÇ¥°è¸¦ »ç¿ëÇÔ.
Á¤Á¡ÀÇ À§Ä¡¸¦ ³ªÅ¸³»±â À§ÇØ ¿øÁ¡À¸·ÎºÎÅÍÀÇ º¤Å͸¦ »ç¿ëÇÑ´Ù. -> free vector¶ó°í ºÎ¸§
* Direct3D´Â ¿Þ¼Õ ÁÂÇ¥°è¸¦ »ç¿ëÇÔ.
* Á¤Á¡ÀÇ À§Ä¡¸¦ ³ªÅ¸³»±â À§ÇØ ¿øÁ¡À¸·ÎºÎÅÍÀÇ º¤Å͸¦ »ç¿ëÇÑ´Ù. -> free vector¶ó°í ºÎ¸§
Direct3DÀÇ primitives : Á¡, ¼±, »ï°¢Çü -> ¸ðµç °´Ã¼°¡ »ï°ÝÇüÀ¸·Î ³ª´µµµ·Ï ÇÏ´Â °ÍÀÌ ¼º´É¿¡ µµ¿òÀÌ µÊ.
Á¤Á¡µéÀÇ ÁýÇÕÀº ½Ã°è¹æÇâÀÇ ¼ø¼·Î Á¤ÀÇÇÑ´Ù -> Backface Culling(º¸ÀÌÁö ¾Ê´Â µÞ¸éÀ» ±×¸®Áö ¾ÊÀ½) ¼öÇàÀ» À§ÇؼÀÓ.
¹ý¼±(Normal) : ¸éÀÇ ¾Õ¸éÀ» ³ªÅ¸³¿. ¸é¿¡ ´ëÇÏ¿© ¼öÁ÷.
Gouraud Shading : Á¤Á¡ ´ÜÀ§·Î ºûÀ» ºñÃá °ªÀ» ¾òÀ½. Direct3DÀÇ ±âº» ½¦À̵ù ¸ðµåÀÌ´Ù. flat(¸é´ÜÀ§)/phong(Çȼ¿´ÜÀ§) shadingµµ Á¸Àç.
Texture Mapping : Æú¸®°ï °´Ã¼ÀÇ ¸é¿¡ ºñÆ®¸Ê À̹ÌÁö¸¦ ÀÔÈ÷´Â °Í.
generic addressing scheme : ÅؽºÃÄÀÇ Å©±â¿Í »ó°ü¾øÀÌ 0.0~1.0 ¹üÀ§ ³»ÀÇ Åؼ¿ ÁÖ¼Ò¸¦ Àû¿ëÇÏ´Â ¹æ½Ä.
wrapping/clamping/mirroring µîÀ¸·Î texture addressing mode¸¦ º¯°æ °¡´É
light/bump/environment/glow/detail/dot3 bump(³»Àû¹üÇÁ) mapping µîÀÌ ÀÖ´Ù.
* Direct3DÀÇ primitives : Á¡, ¼±, »ï°¢Çü -> ¸ðµç °´Ã¼°¡ »ï°ÝÇüÀ¸·Î ³ª´µµµ·Ï ÇÏ´Â °ÍÀÌ ¼º´É¿¡ µµ¿òÀÌ µÊ.
* Á¤Á¡µéÀÇ ÁýÇÕÀº ½Ã°è¹æÇâÀÇ ¼ø¼·Î Á¤ÀÇÇÑ´Ù -> Backface Culling(º¸ÀÌÁö ¾Ê´Â µÞ¸éÀ» ±×¸®Áö ¾ÊÀ½) ¼öÇàÀ» À§ÇؼÀÓ.
* ¹ý¼±(Normal) : ¸éÀÇ ¾Õ¸éÀ» ³ªÅ¸³¿. ¸é¿¡ ´ëÇÏ¿© ¼öÁ÷.
* Gouraud Shading : Á¤Á¡ ´ÜÀ§·Î ºûÀ» ºñÃá °ªÀ» ¾òÀ½. Direct3DÀÇ ±âº» ½¦À̵ù ¸ðµåÀÌ´Ù. flat(¸é´ÜÀ§)/phong(Çȼ¿´ÜÀ§) shadingµµ Á¸Àç.
* Texture Mapping : Æú¸®°ï °´Ã¼ÀÇ ¸é¿¡ ºñÆ®¸Ê À̹ÌÁö¸¦ ÀÔÈ÷´Â °Í.
* generic addressing scheme : ÅؽºÃÄÀÇ Å©±â¿Í »ó°ü¾øÀÌ 0.0~1.0 ¹üÀ§ ³»ÀÇ Åؼ¿ ÁÖ¼Ò¸¦ Àû¿ëÇÏ´Â ¹æ½Ä.
* wrapping/clamping/mirroring µîÀ¸·Î texture addressing mode¸¦ º¯°æ °¡´É
* light/bump/environment/glow/detail/dot3 bump(³»Àû¹üÇÁ) mapping µîÀÌ ÀÖ´Ù.