Difference between revisions of "3D Fundamentals Tutorial 9"

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:* Coding the scene class </code>CubeVertexColorScene.h</code> [https://youtu.be/pef2405M-os?t=14m13s 14:13]
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:* Coding the scene class <code>CubeVertexColorScene.h</code> [https://youtu.be/pef2405M-os?t=14m13s 14:13]
 
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* Making a new <code>Effect</code>: Solid Colors [https://youtu.be/pef2405M-os?t=14m47s 14:47]
 
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:* Demo [https://youtu.be/pef2405M-os?t=19m19s 19:19]
 
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* Reflections on this approach to Pixel Shading [https://youtu.be/pef2405M-os?t=19m58s 19:58]
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* Reflections on our approach to Pixel Shading [https://youtu.be/pef2405M-os?t=19m58s 19:58]
 
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:* With our approach, the sky is the limit in terms of adding options/effects to the Pixel Shader
 
:* With our approach, the sky is the limit in terms of adding options/effects to the Pixel Shader

Latest revision as of 04:28, 4 June 2020

In this tutorial we incorporate our first shader stage into the 3D pipeline: the pixel shader stage. We also explore some basic example pixel shaders (more heavy-duty stuff to come later).

Video

The tutorial video is on YouTube here.

[Expand]
  • What is a Pixel Shader and why is it used? 0:20
  • Refactoring of the gfx.PutPixel(...) function in Pipeline.h 2:04
  • Implementation of the programmable Pixel Shader in the rendering pipeline 3:11
  • Making a new Effect: Color Blending 8:31
  • Making a new Effect: Solid Colors 14:47
  • Reflections on our approach to Pixel Shading 19:58

Downloads

The GitHub repository for the tutorial code is here.

See also