Difference between revisions of "3D Fundamentals Tutorial 9"
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:* We template the pipeline class on an <code><class Effect></code> | :* We template the pipeline class on an <code><class Effect></code> | ||
:* We will adjust the definition of the <code>Vertex</code> class depending on what effect we are using | :* We will adjust the definition of the <code>Vertex</code> class depending on what effect we are using | ||
− | :* We adjust | + | :* We adjust <code>gfx.PutPixel(...)</code> to take a pixel shader object, and call the function operator with the interpolated Vertex data: |
::<syntaxhighlight lang="cpp" line> | ::<syntaxhighlight lang="cpp" line> | ||
gfx.PutPixel( x,y,effect.ps( iLine ) ); | gfx.PutPixel( x,y,effect.ps( iLine ) ); |
Revision as of 19:52, 1 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.
- What is a Pixel Shader and why is it used? 0:20
- We want to make color mapping of the triangles in the rendering pipeline configurable
- One way is to use templated function objects (functors) as "plug-in" code
- These functors determine the color of the pixel based on their input
- Refactoring of the
gfx.PutPixel(...)
function inPipeline.h
2:04
- This is where we are ultimately determining the color of the pixel
- Inside the PutPixel function, we want to call a shader object that defines the coloring behavior
- Implementation of the programmable pixel shader stage in the pipeline 3:11
- We template the pipeline class on an
<class Effect>
- We will adjust the definition of the
Vertex
class depending on what effect we are using - We adjust
gfx.PutPixel(...)
to take a pixel shader object, and call the function operator with the interpolated Vertex data:
gfx.PutPixel( x,y,effect.ps( iLine ) );
- We template the pipeline class on an
Downloads
The GitHub repository for the tutorial code is here.