본문 바로가기

DirectX11 3D/기본 문법

<DirectX11 3D> 103 - MRT(MultiRenderTarget)

 

 

필요한 개념


한번의 결과로 여러개의 결과를 얻을 수 있는 MRT에 대해 배운다.
Bloom을 배우기 위해 MRT를 배우지만, MRT는 다른데에서도 쓴다.
한번 렌더링으로 여러 픽셀을 만들고 이를 조합함
디퍼드라고 해서 한번에 계산하는 기법도 있지만, geometry Buffer할때도 MRT해서 씀

00_Render
CB_Perframe에서
float4 Culling[4] -> 퍼스턴 컬링
float4 Clipping -> 반사면, 불 같은거 할때 반사되지 않는 부분 잘라낼려고 씀, stencil 기법으로 보이고 싶지 않은 부분은 가리는데(미술시간에)
가려서 보일 부분만 보이고 싶다.

그런 발전하기 위해 필요한 것이 MRT이다.
MRT(Multi Render Target) : 한 번의 픽셀 셰이더 렌더링으로 여러 개의 장면을 얻어내는 방법

// SV_Target세팅하면 SV_Target0이렇게 세팅된다 -> RenderTarget0번에 세팅한다는 의미
// PixelShader의 SV_Target의 번호와 세팅한 RTV의 번호와 정확히 일치(OMSetRenderTargets() 한 번호와), 즉 1 : 1 순서가 대응된다.

// 이렇게 구조체를 주는 것이 편하다.
struct PixelOutput
{
    // 0번째 RenderTarget에 렌더링이 됨
    float4 Color0 : SV_Target0;
    // 1번째 RenderTarget에 렌더링이 됨
    float4 Color1 : SV_Target1;
    float4 Color2 : SV_Target2;
};

PixelOutput PS_Diffuse(VertexOutput input) : SV_Target
{
    PixelOutput output;
    
    // 원본
    output.Color0 = DiffuseMap.Sample(LinearSampler, input.Uv);
    // 반전
    output.Color1 = 1 - DiffuseMap.Sample(LinearSampler, input.Uv);
    
    // 흑백
    float3 color = DiffuseMap.Sample(LinearSampler, input.Uv);
    float average = (color.r + color.g + color.b) / 3.0f;
    output.Color2 = float4(average, average, average, 1.0f);

    
    return output;
}

이렇게 한번에 렌더링해서 가능하다.

깊이(depth)는 여러개 못쓴다. MRT가 여러개여도 깊이는 1개이다.

 

 

 

RenderTarget.h 추가한 내용


더보기
class RenderTarget
{
...
public:
	// static 이유는 렌더타킷을 여러개를 세팅할 거니까
	// 2차원 배열로 들어감?
	static void PreRender(RenderTarget** targets, UINT count, class DepthStencil* depthStencil);
}

 

 

 

 

 

 

 

RenderTarget.cpp 추가된 내용


더보기
...

void RenderTarget::PreRender(RenderTarget** targets, UINT count, DepthStencil* depthStencil)
{
	vector<ID3D11RenderTargetView*> rtvs;
	for (UINT i = 0; i < count; i++)
	{
		ID3D11RenderTargetView* rtv = targets[i]->RTV();
		rtvs.push_back(rtv);

		D3D::GetDC()->ClearRenderTargetView(rtv, Color(0, 0, 0, 1));
	}
	
	D3D::GetDC()->ClearDepthStencilView(depthStencil->DSV(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
	// depthStencil은 1개 세팅되었고, RTV는 여러개 세팅되었다.(분석 결과)
	D3D::GetDC()->OMSetRenderTargets(rtvs.size(), &rtvs[0], depthStencil->DSV());
}

 

 

MrtDemo.h


더보기
#pragma once
#include "Systems/IExecute.h"

class MrtDemo : public IExecute
{
public:
	virtual void Initialize() override;
	virtual void Ready() override {}
	virtual void Destroy() override {}
	virtual void Update() override;
	virtual void PreRender() override;
	virtual void Render() override;
	virtual void PostRender() override;
	virtual void ResizeScreen() override {}

private:
	void Billboards();
	void Mesh();
	void Airplane();
	void Kachujin();
	void KachujinCollider();
	void KachujinWeapon();
	void PointLighting();
	void SpotLighting();

	void Pass(UINT mesh, UINT model, UINT anim);

private:
	Shader* shader;

	// 원본 렌더링 할꺼
	RenderTarget* renderTarget;

	RenderTarget* mrt[3];
	DepthStencil* depthStencil;
	Viewport* viewport;
	Render2D* render2D;
	// PostEffect 효과를 먹이기위해
	PostEffect* postEffect;


	Billborad* billboard;

	CubeSky* sky;

	Material* floor;
	Material* stone;
	Material* brick;
	Material* wall;

	MeshRender* cube;
	MeshRender* cylinder;
	MeshRender* sphere;
	MeshRender* grid;

	ModelRender* airplane = NULL;


	ModelAnimator* kachujin = NULL;
	Transform* colliderInitTransforms;
	ColliderObject** colliders;

	ModelRender* weapon = NULL;
	Transform* weaponInitTransform;

	vector<MeshRender*> meshes;
	vector<ModelRender*> models;
	vector<ModelAnimator*> animators;
};

 

 

 

 

 

 

 

MrtDemo.cpp


더보기
#include "stdafx.h"
#include "MrtDemo.h"

void MrtDemo::Initialize()
{
	Context::Get()->GetCamera()->RotationDegree(20, 0, 0);
	Context::Get()->GetCamera()->Position(1, 36, -85);

	shader = new Shader(L"96_Billboard.fxo");

	float width = D3D::Width(), height = D3D::Height();

	renderTarget = new RenderTarget((UINT)width, (UINT)height);
	
	mrt[0] = new RenderTarget((UINT)width, (UINT)height);
	mrt[1] = new RenderTarget((UINT)width, (UINT)height);
	mrt[2] = new RenderTarget((UINT)width, (UINT)height);
	
	depthStencil = new DepthStencil((UINT)width, (UINT)height);
	viewport = new Viewport(width, height);
	
	render2D = new Render2D();
	render2D->GetTransform()->Scale(355, 200, 1);
	render2D->GetTransform()->Position(200, 120, 0);
	
	postEffect = new PostEffect(L"103_Mrt.fxo");
	postEffect->SRV(renderTarget->SRV());

	sky = new CubeSky(L"Environment/GrassCube1024.dds");

	Billboards();

	Mesh();
	Airplane();

	Kachujin();
	KachujinCollider();
	KachujinWeapon();

	PointLighting();
	SpotLighting();
}

void MrtDemo::Update()
{
	sky->Update();

	cube->Update();
	grid->Update();
	cylinder->Update();
	sphere->Update();

	airplane->Update();
	kachujin->Update();

	Matrix worlds[MAX_MODEL_TRANSFORMS];
	for (UINT i = 0; i < kachujin->GetTransformCount(); i++)
	{
		kachujin->GetAttachTransform(i, worlds);

		weapon->GetTransform(i)->World(weaponInitTransform->World() * worlds[40]);
	}

	weapon->UpdateTransforms();
	weapon->Update();

	billboard->Update();

	render2D->Update();
	postEffect->Update();
}

void MrtDemo::PreRender()
{
	// SRV, DSV를 세팅하고 그쪽 backBuffer를 클리어함
	// 다른 렌더타킷으로 교체하기까지 여기다가 계속 그려짐
	renderTarget->PreRender(depthStencil);

	// 렌더타겟용 뷰포트로 설정해줌
	viewport->RSSetViewport();
	
	// Render
	{
		sky->Render();


		Pass(0, 1, 2);

		wall->Render();
		sphere->Render();

		brick->Render();
		cylinder->Render();

		stone->Render();
		cube->Render();

		floor->Render();
		grid->Render();

		airplane->Render();

		kachujin->Render();
		weapon->Render();

		billboard->Render();
	}

	//Mrt(포스트 이펙트 한번더 함)
	{
		RenderTarget::PreRender(mrt, 3, depthStencil);
		viewport->RSSetViewport();

		postEffect->SRV(renderTarget->SRV());
		postEffect->Render();
	}
}

void MrtDemo::Render()
{
	
}
void MrtDemo::PostRender()
{
	static UINT index = 0;
	ImGui::InputInt("Mrt Index", (int*)&index);
	index %= 3;

	postEffect->SRV(mrt[index]->SRV());
	postEffect->Render();

	render2D->SRV(renderTarget->SRV());
	render2D->Render();
}


void MrtDemo::Billboards()
{
	billboard = new Billborad(shader);
	billboard->Pass(4);
	billboard->AddTexture(L"Terrain/grass_14.tga");
	billboard->AddTexture(L"Terrain/grass_07.tga");
	billboard->AddTexture(L"Terrain/grass_11.tga");
	
	for (UINT i = 0; i < 1200; i++)
	{
		Vector2 scale = Math::RandomVec2(1, 3);
		// 5(밑에 판 크기가 -5 ~ 5 -> 10) * 12(grid 크기) = 60
		Vector2 position = Math::RandomVec2(-60, 60);

		billboard->Add(Vector3(position.x, scale.y * 0.5f, position.y), scale, 0);
	}

	for (UINT i = 0; i < 300; i++)
	{
		Vector2 scale = Math::RandomVec2(1, 3);
		Vector2 position = Math::RandomVec2(-60, 60);

		billboard->Add(Vector3(position.x, scale.y * 0.5f, position.y), scale, 1);
	}

	for (UINT i = 0; i < 700; i++)
	{
		Vector2 scale = Math::RandomVec2(1, 3);
		Vector2 position = Math::RandomVec2(-60, 60);

		billboard->Add(Vector3(position.x, scale.y * 0.5f, position.y), scale, 2);
	}

}

void MrtDemo::Mesh()
{
	//Create Material
	{
		floor = new Material(shader);
		floor->DiffuseMap("Floor.png");
		floor->Specular(1, 1, 1, 20);
		floor->SpecularMap("Floor_Specular.png");
		floor->NormalMap("Floor_Normal.png");

		stone = new Material(shader);
		stone->DiffuseMap("Stones.png");
		stone->Specular(1, 1, 1, 20);
		stone->SpecularMap("Stones_Specular.png");
		stone->Emissive(1.0f, 1.0f, 1.0f, 0.3f);
		stone->NormalMap("Stones_Normal.png");


		brick = new Material(shader);
		brick->DiffuseMap("Bricks.png");
		brick->Specular(1, 0.3f, 0.3f, 20);
		brick->SpecularMap("Bricks_Specular.png");
		brick->Emissive(1.0f, 1.0f, 1.0f, 0.3f);
		brick->NormalMap("Bricks_Normal.png");

		wall = new Material(shader);
		wall->DiffuseMap("Wall.png");
		wall->Specular(1, 1, 1, 20);
		wall->SpecularMap("Wall_Specular.png");
		wall->Emissive(1.0f, 1.0f, 1.0f, 0.3f);
		wall->NormalMap("Wall_Normal.png");
	}

	//Create Mesh
	{
		Transform* transform = NULL;

		cube = new MeshRender(shader, new MeshCube());
		transform = cube->AddTransform();
		transform->Position(0, 5, 0);
		transform->Scale(20, 10, 20);

		grid = new MeshRender(shader, new MeshGrid(5, 5));
		transform = grid->AddTransform();
		transform->Position(0, 0, 0);
		transform->Scale(12, 1, 12);

		cylinder = new MeshRender(shader, new MeshCylinder(0.5f, 3.0f, 20, 20));
		sphere = new MeshRender(shader, new MeshSphere(0.5f, 20, 20));
		for (UINT i = 0; i < 5; i++)
		{
			transform = cylinder->AddTransform();
			transform->Position(-30, 6, -15.0f + (float)i * 15.0f);
			transform->Scale(5, 5, 5);

			transform = cylinder->AddTransform();
			transform->Position(30, 6, -15.0f + (float)i * 15.0f);
			transform->Scale(5, 5, 5);


			transform = sphere->AddTransform();
			transform->Position(-30, 15.5f, -15.0f + (float)i * 15.0f);
			transform->Scale(5, 5, 5);

			transform = sphere->AddTransform();
			transform->Position(30, 15.5f, -15.0f + (float)i * 15.0f);
			transform->Scale(5, 5, 5);
		}
	}

	sphere->UpdateTransforms();
	cylinder->UpdateTransforms();
	cube->UpdateTransforms();
	grid->UpdateTransforms();

	meshes.push_back(sphere);
	meshes.push_back(cylinder);
	meshes.push_back(cube);
	meshes.push_back(grid);
}

void MrtDemo::Airplane()
{
	airplane = new ModelRender(shader);
	airplane->ReadMesh(L"B787/Airplane");
	airplane->ReadMaterial(L"B787/Airplane");

	Transform* transform = airplane->AddTransform();
	transform->Position(2.0f, 9.91f, 2.0f);
	transform->Scale(0.004f, 0.004f, 0.004f);
	airplane->UpdateTransforms();

	models.push_back(airplane);
}

void MrtDemo::Kachujin()
{
	kachujin = new ModelAnimator(shader);
	kachujin->ReadMesh(L"Kachujin/Mesh");
	kachujin->ReadMaterial(L"Kachujin/Mesh");
	kachujin->ReadClip(L"Kachujin/Sword And Shield Idle");
	kachujin->ReadClip(L"Kachujin/Sword And Shield Walk");
	kachujin->ReadClip(L"Kachujin/Sword And Shield Run");
	kachujin->ReadClip(L"Kachujin/Sword And Shield Slash");
	kachujin->ReadClip(L"Kachujin/Salsa Dancing");


	Transform* transform = NULL;

	transform = kachujin->AddTransform();
	transform->Position(0, 0, -30);
	transform->Scale(0.075f, 0.075f, 0.075f);
	kachujin->PlayTweenMode(0, 0, 1.0f);

	transform = kachujin->AddTransform();
	transform->Position(-15, 0, -30);
	transform->Scale(0.075f, 0.075f, 0.075f);
	kachujin->PlayTweenMode(1, 1, 1.0f);

	transform = kachujin->AddTransform();
	transform->Position(-30, 0, -30);
	transform->Scale(0.075f, 0.075f, 0.075f);
	kachujin->PlayTweenMode(2, 2, 0.75f);

	transform = kachujin->AddTransform();
	transform->Position(15, 0, -30);
	transform->Scale(0.075f, 0.075f, 0.075f);
	kachujin->PlayBlendMode(3, 0, 1, 2);
	kachujin->SetBlendAlpha(3, 1.5f);

	transform = kachujin->AddTransform();
	transform->Position(30, 0, -32.5f);
	transform->Scale(0.075f, 0.075f, 0.075f);
	kachujin->PlayTweenMode(4, 4, 0.75f);

	kachujin->UpdateTransforms();

	animators.push_back(kachujin);
}

void MrtDemo::KachujinCollider()
{
	UINT count = kachujin->GetTransformCount();
	colliders = new  ColliderObject * [count];

	colliderInitTransforms = new Transform();
	colliderInitTransforms->Position(-2.9f, 1.45f, -50.0f);
	colliderInitTransforms->Scale(5, 5, 75);

	for (UINT i = 0; i < count; i++)
	{
		colliders[i] = new ColliderObject();

		//colliders[i]->Init = new Transform();
		//colliders[i]->Init->Position(0, 0, 0);
		//colliders[i]->Init->Scale(10, 30, 10);

		colliders[i]->Transform = new Transform();
		//colliders[i]->Collider = new Collider(colliders[i]->Transform, colliders[i]->Init);
		colliders[i]->Collider = new Collider(colliders[i]->Transform, colliderInitTransforms);
	}
}

void MrtDemo::KachujinWeapon()
{
	weapon = new ModelRender(shader);
	weapon->ReadMesh(L"Weapon/Sword");
	weapon->ReadMaterial(L"Weapon/Sword");

	UINT count = kachujin->GetTransformCount();
	for (UINT i = 0; i < count; i++)
		weapon->AddTransform();

	weapon->UpdateTransforms();
	models.push_back(weapon);


	weaponInitTransform = new Transform();
	weaponInitTransform->Position(-2.9f, 1.45f, -6.45f);
	weaponInitTransform->Scale(0.5f, 0.5f, 0.75f);
	weaponInitTransform->Rotation(0, 0, 1);
}

void MrtDemo::PointLighting()
{
	PointLight light;
	light =
	{
		Color(0.0f, 0.0f, 0.0f, 1.0f), //Ambient
		Color(0.0f, 0.0f, 1.0f, 1.0f), //Diffuse
		Color(0.0f, 0.0f, 0.7f, 1.0f), //Specular
		Color(0.0f, 0.0f, 0.7f, 1.0f), //Emissive
		Vector3(-30, 10, -30), 5.0f, 0.9f // 위치, 범위, 강도
	};
	Lighting::Get()->AddPointLight(light);

	light =
	{
		Color(0.0f, 0.0f, 0.0f, 1.0f),
		Color(1.0f, 0.0f, 0.0f, 1.0f),
		Color(0.6f, 0.2f, 0.0f, 1.0f),
		Color(0.6f, 0.3f, 0.0f, 1.0f),
		Vector3(15, 10, -30), 10.0f, 0.3f
	};
	Lighting::Get()->AddPointLight(light);

	light =
	{
		Color(0.0f, 0.0f, 0.0f, 1.0f), //Ambient
		Color(0.0f, 1.0f, 0.0f, 1.0f), //Diffuse
		Color(0.0f, 0.7f, 0.0f, 1.0f), //Specular
		Color(0.0f, 0.7f, 0.0f, 1.0f), //Emissive
		Vector3(-5, 1, -17.5f), 5.0f, 0.9f
	};
	Lighting::Get()->AddPointLight(light);

	light =
	{
		Color(0.0f, 0.0f, 0.0f, 1.0f),
		Color(0.0f, 0.0f, 1.0f, 1.0f),
		Color(0.0f, 0.0f, 0.7f, 1.0f),
		Color(0.0f, 0.0f, 0.7f, 1.0f),
		Vector3(-10, 1, -17.5f), 5.0f, 0.9f
	};
	Lighting::Get()->AddPointLight(light);
}

void MrtDemo::SpotLighting()
{
	SpotLight light;
	light =
	{
		Color(0.3f, 1.0f, 0.0f, 1.0f),
		Color(0.7f, 1.0f, 0.0f, 1.0f),
		Color(0.3f, 1.0f, 0.0f, 1.0f),
		Color(0.3f, 1.0f, 0.0f, 1.0f),
		Vector3(-15, 20, -30), 25.0f,
		Vector3(0, -1, 0), 30.0f, 0.4f
	};
	Lighting::Get()->AddSpotLight(light);

	light =
	{
		Color(1.0f, 0.2f, 0.9f, 1.0f),
		Color(1.0f, 0.2f, 0.9f, 1.0f),
		Color(1.0f, 0.2f, 0.9f, 1.0f),
		Color(1.0f, 0.2f, 0.9f, 1.0f),
		Vector3(0, 20, -30), 30.0f,
		Vector3(0, -1, 0), 40.0f, 0.55f
	};
	Lighting::Get()->AddSpotLight(light);
}

void MrtDemo::Pass(UINT mesh, UINT model, UINT anim)
{
	for (MeshRender* temp : meshes)
		temp->Pass(mesh);

	for (ModelRender* temp : models)
		temp->Pass(model);

	for (ModelAnimator* temp : animators)
		temp->Pass(anim);
}

 

 

 

 

 

 

 

 

 

103_Mrt.fx


더보기
#include "00_Global.fx"
#include "00_Light.fx"


float2 PixelSize;

struct VertexOutput
{
    float4 Positon : SV_Position;
    float2 Uv : Uv;
};

VertexOutput VS(float4 Position : Position)
{
    VertexOutput output;
    
    output.Positon = Position;
    output.Uv.x = Position.x * 0.5f + 0.5f;
    output.Uv.y = -Position.y * 0.5f + 0.5f;

    return output;
}


// SV_Target세팅하면 SV_Target0이렇게 세팅된다 -> RenderTarget0번에 세팅한다는 의미
// PixelShader의 SV_Target의 번호와 세팅한 RTV의 번호와 정확히 일치(SetRenderTargets() 한 번호와)

// 이렇게 구조체를 주는 것이 편하다.
struct PixelOutput
{
    // 0번째 RenderTarget에 렌더링이 됨
    float4 Color0 : SV_Target0;
    // 1번째 RenderTarget에 렌더링이 됨
    float4 Color1 : SV_Target1;
    float4 Color2 : SV_Target2;
};

PixelOutput PS_Mrt(VertexOutput input)
{
    PixelOutput output;
    
    // 원본
    output.Color0 = DiffuseMap.Sample(LinearSampler, input.Uv);
    // 반전
    output.Color1 = 1 - DiffuseMap.Sample(LinearSampler, input.Uv);
    
    // 흑백
    float3 color = DiffuseMap.Sample(LinearSampler, input.Uv).rgb;
    float average = (color.r + color.g + color.b) / 3.0f;
    output.Color2 = float4(average, average, average, 1.0f);

    
    return output;
}

float4 PS(VertexOutput input) : SV_Target
{
    return DiffuseMap.Sample(LinearSampler, input.Uv);
}


technique11 T0
{
    P_VP(P0, VS, PS_Mrt)
    P_VP(P1, VS, PS)
}

 

 

 

 

 

 

 

 

 

 

 

결과