Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 24"
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** Inspecting contents of constant buffers | ** Inspecting contents of constant buffers | ||
** Object history | ** Object history | ||
+ | === Part 2 === | ||
+ | * Organizing constant buffers | ||
+ | ** Multiple constant buffer binding | ||
+ | * Specular highlights | ||
+ | * Constant buffer data alignment issues | ||
+ | * Graphics Debugger geometry inspection | ||
+ | === Part 3 === | ||
+ | * Add final drawables (flat-shaded cone and textured cube) | ||
+ | * Some fun times with ImGui (manipulating cube parameters) | ||
+ | ** ComboBox ImGui widget | ||
== Video Timestamp Index == | == Video Timestamp Index == | ||
* [https://youtu.be/Sv3pjKJr-vY Tutorial 24.1] | * [https://youtu.be/Sv3pjKJr-vY Tutorial 24.1] | ||
+ | * [https://youtu.be/IuDF220u0-8 Tutorial 24.2] | ||
+ | * [https://youtu.be/O7qqSTBSGKw Tutorial 24.3] | ||
== Source Code == | == Source Code == |
Latest revision as of 00:06, 2 June 2019
In this tutorial we write our first non-trivial shader program--basic point light pixel shading with specular highlights. We take this opportunity to check out the functionality of the Graphics Debugger (it's pretty dope).
Contents
Topics Covered
Part 1
- Point light class with ImGui controls
- Single-color per-pixel diffuse shader
- Graphics Debugger
- Examining pixel history
- Stepping through shader code and inspecting variables
- Inspecting CPU-side call stack corresponding to D3D events
- Inspecting contents of constant buffers
- Object history
Part 2
- Organizing constant buffers
- Multiple constant buffer binding
- Specular highlights
- Constant buffer data alignment issues
- Graphics Debugger geometry inspection
Part 3
- Add final drawables (flat-shaded cone and textured cube)
- Some fun times with ImGui (manipulating cube parameters)
- ComboBox ImGui widget