3D Fundamentals Tutorial 9
From Chilipedia
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 ) );
- Changes to the
Pipeline
class 5:37
- - The
Pipeline
object now holds anEffect
object (which holds all shader data and methods) - - Coding the
Effect
class 6:03 - - Coding the
PixelShader
class 6:22
- Putting it all together in a new
CubeSkinScene.h
class 7:26
- - The code now renders the same scene, but has become completely configurable
- We template the pipeline class on an
- Making a new
Effect
: Color Blending 8:31
- Making a new
Effect
: Solid Colors 14:47
Downloads
The GitHub repository for the tutorial code is here.