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Direct3D Rendering Cookbook

You're reading from   Direct3D Rendering Cookbook For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code.

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Product type Paperback
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Length 430 pages
Edition Edition
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Author (1):
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Justin Stenning Justin Stenning
Author Profile Icon Justin Stenning
Justin Stenning
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Table of Contents (19) Chapters Close

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D FREE CHAPTER 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Implementing a screen-aligned quad renderer


Screen-aligned quads, also known as fullscreen quads, are a staple of deferred rendering techniques. They have traditionally been used to perform a range of screen-space operations, such as applying ambient lighting or implementing screen space ambient occlusion (SSAO), and provide a convenient method of addressing information within the G-Buffer.

Although image filtering and computation can be performed within compute shaders, the final result still needs to be presented to the screen, and this is usually through a screen-aligned quad. This recipe can be used where screen-space operations are required or visualization of textures is necessary.

How to do it…

We will begin by creating the vertex shader and its input and output structures. We'll then move onto creating the C# renderer class ScreenAlignedQuadRenderer:

  1. Begin with a new HLSL shader file, SAQuad.hlsl, including Common.hlsl for the PerObject constant buffer matrices and adding the following...

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