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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

Preparing the vertex shader and buffers for tessellation


In this recipe, we will update the constant buffers to accept the tessellation parameters, and update the vertex shader to output a structure for input into the hull shaders in the next few recipes in this chapter.

Getting ready

For this recipe, we can begin with any Direct3D project with an existing vertex shader, the PerObject and PerFrame constant buffers, and their C# counterparts in ConstantBuffers.cs.

The completed source code for this recipe can be found within the Ch05_01TessellationPrimitives project, contained within the companion source code.

How to do it…

We will first update our HLSL (High-level Shader Language) and C# structures, and then make a new vertex shader to use with the tessellation pipeline.

  1. Update the PerObject constant buffer within Common.hlsl to include the following property:

    // Matrix to take world coordinates to view/projection
    // Used in the domain shader
    float4x4 ViewProjection;

    Note

    As mentioned in the recipe...

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