3D Fundamentals Tutorial 8
From Chilipedia
Here we set up the pipeline that is going to form the scaffolding for our model of the 3D graphics processing. In the coming videos, we are going to be replacing units of fixed functionality in this pipeline one by one with programmable shader stages.
Video
The tutorial video is on YouTube here.
- Major refactoring, implementinng a
Pipelineclass: Why? 0:10
- Get rid of a lot of redundancy in the code
- Introduce a structure to develop specific parts of the D3D10 Graphics Pipeline
- Effective way to deal with proliferation of effects and settings related to graphics
- The fixed function pipeline 3:00
- Code refactoring/implementation: walks-through 5:35
- Implementing
Pipeline.h5:51
- The pipeline works through a series of nested function calls (representing the stages of the pipeline)
- The
Draw()function 6:24 - The
Vertexused throughout the pipeline 6:32 - The
ProcessVertices()function. Applies rotatioin & translation transformations 7:25 - The
AssembleTriangles()function. Assembles vertex stream into triangles, culls and passes on triangle vertices (three at a time) 8:06 - The
ProcessTrianglesfunction. Placeholder for the Geometry Shader (implemented later). Creates aTriangleobject and passes on 8:47 - The
PostProcessTriangleVertices()function. Transforms into screen space and calls the draw function. 9:42 - The
DrawTriangle()function. Same basic triangle drawing function that splits into flat top and flat bottom triangles and callDrawFlatTrianglewith appropriate parameters 10:01
Downloads
The GitHub repository for the tutorial code is here.
3D Graphics History
Coming soon!