Beginning Direct3 DGame Programming | UserPreferences |
Pluggable Software Device : Çϵå¿þ¾î¿¡¼ Á¦°øÇÏÁö ¾Ê´Â ±â´ÉÀ» ¿¡¹Ä·¹ÀÌÆ®Çϱâ À§ÇÑ °¡»óÀÇ µð¹ÙÀ̽º.
Reference Rasterizer : Direct3DÀÇ ¸ðµç ±â´ÉÀ» Á¦°øÇϸç, ¼Óµµº¸´Ù´Â Á¤È®¼º¿¡ ÃÖÀûȵÊ.
COM : ÀÎÅÍÆäÀ̽ºÀÇ ºÒº¯¼º, ¾ð¾î µ¶¸³¼º, ¸Þ¼Òµå ÁöÇâ ¼³°è Chapter 2. DirectX Graphics / HAL/COM °³¿ä
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.
±¸¹öÀüÀÇ Direct3D¿Í ȣȯ
Chapter 3. Direct3D¸¦ À§ÇÑ C/C++°ú COM ÇÁ·Î±×·¡¹Ö ±ÔÄ¢µé
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. Chapter 4. ±âÇÏ / ½¦À̵ù(À½¿µÃ³¸®) / ÅؽºÃÄ ¸ÊÇÎÀÇ ±âÃÊ
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¸§
D3DVECTOR v3(0,2,2); // ±âº»¹öÀüÀÇ º¤Åͱ¸Á¶Ã¼
°´Ã¼ÀÇ ¹æÇâ : LOOK(°´Ã¼°¡ ÇâÇÏ´Â Á¡), UP(°´Ã¼ÀÇ À¸éÀÇ ¹æÇâ), POSITION(°´Ã¼ÀÇ À§Ä¡) º¤Å͸¦ »ç¿ëÇؼ Ç¥Çö.
D3DXVECTOR3 v3(0,2,2); // À¯Æ¿¸®Æ¼ ¶óÀ̺귯¸®
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.
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