Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 24"

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(Topics Covered)
(Part 3)
 
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=== Part 2 ===
 
=== Part 2 ===
 
* Organizing constant buffers
 
* Organizing constant buffers
 +
** Multiple constant buffer binding
 
* Specular highlights
 
* Specular highlights
 
* Constant buffer data alignment issues
 
* Constant buffer data alignment issues
 
* Graphics Debugger geometry inspection
 
* 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).

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

Video Timestamp Index

Source Code

See also