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Questions and Answers
What is the purpose of the WorldViewProjection matrix in a Vertex Shader?
What is the purpose of the WorldViewProjection matrix in a Vertex Shader?
Which function is used to update the WorldViewProjection matrix data every frame?
Which function is used to update the WorldViewProjection matrix data every frame?
What is the primary purpose of mipmapping in graphics programming?
What is the primary purpose of mipmapping in graphics programming?
Which semantic is used for UV texture coordinates in the updated vertex structure?
Which semantic is used for UV texture coordinates in the updated vertex structure?
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Which function is used to create mipmaps in a Device Context?
Which function is used to create mipmaps in a Device Context?
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What must be done to the SDL_Surface after pushing its data to a DirectX resource?
What must be done to the SDL_Surface after pushing its data to a DirectX resource?
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What must be done in the destructor related to resources in DirectX?
What must be done in the destructor related to resources in DirectX?
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What type of texture enables handling various dimensional representations in DirectX?
What type of texture enables handling various dimensional representations in DirectX?
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What is the purpose of the SamplerState in HLSL?
What is the purpose of the SamplerState in HLSL?
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What must be included in the PixelShader to sample a Texture2D?
What must be included in the PixelShader to sample a Texture2D?
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What is the function of the WorldViewProjection matrix in rendering a triangle?
What is the function of the WorldViewProjection matrix in rendering a triangle?
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Which DirectX function can be used to create the View matrix based on camera settings?
Which DirectX function can be used to create the View matrix based on camera settings?
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What is the purpose of the Constant Buffer View in DirectX 11?
What is the purpose of the Constant Buffer View in DirectX 11?
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What is necessary to do after creating the WorldViewProjection matrix in a graphics project?
What is necessary to do after creating the WorldViewProjection matrix in a graphics project?
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Which of the following resources would be most appropriate to link a WorldViewProjection matrix in a shader?
Which of the following resources would be most appropriate to link a WorldViewProjection matrix in a shader?
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Study Notes
DirectX: Camera
- DirectX renders triangles defined in homogenous coordinates (NDC). Adjust code to render triangles in world space.
- Vertices need transformation to projection space (before perspective divide) before rasterization. DirectX handles this automatically.
- Create a
WorldViewProjection
matrix, pass it to the shader, and apply transformation to every vertex after the vertex shader stage. - Create a camera class with functions:
GetViewMatrix()
andGetProjectionMatrix()
. - Implement
Matrix::CreateLookAtLH
andMatrix::CreatePerspectiveFovLH
functions for matrix creation. - Use a
DX11Effect
framework for predefined types to simplify development. - Update the shader with a global variable for
WorldViewProjection
matrices.
DirectX: Camera (Continued)
- Use Constant Buffer Views (
ID3D11Buffer
- CBuffer and TBuffer), Unordered Access Views (UAVs -
ID3D11UnorderedAccessView), and Shader Resource Views (SRVs -
ID3D11ShaderResourceView`) to transfer matrices from the CPU to the GPU. - Update shader data in each frame using the
SetMatrix(...)
function.
DirectX: Textures
- Upgrade triangles to quads for texture preview. Update vertex structure to include UV coordinates (TEXCOORD).
- Update vertex input layout to include additional elements (UV).
- Load textures using IMG_Load. Create DirectX resources and resource views for the texture when it's loaded (only once).
- Free the
SDL_Surface
after pushing data to the texture resource. - Provide a getter function in the texture class to retrieve the
ID3D11ShaderResourceView
. - Code example for creating a texture and a shader resource view are provided.
DirectX: Textures (Continued)
- Textures in DirectX can have mipmaps (sequences of progressively lower-resolution representations).
- Mipmapping improves quality but increases memory usage.
- Textures are created in DirectX and different types of textures exist (1D, 2D, Cube, and 3D). They are analogous to arrays.
- Update the shader to accept a
Texture2D
shader resource view. - Create a shader resource variable for the texture using the Effect Framework.
- Bind the shader resource view to the corresponding
ID3D11ShaderResourceView
usingSetResource
. - Release resources and resource views in the destructor as a good practice.
DirectX: Textures (Continued)
- Use a
SamplerState
to define how samples are handled in the shader. ASamplerState
struct contains multiple settings. - Define
SamplerState
in the HLSL by usingSampler2D samPoint/Linear/Anisotropic
. - Update the shader and shader variables to utilize the sampler.
- Implement
SamplerStates
forPoint
,Linear
, andAnisotropic
filtering, and make this selectable using the 'F2' key. - Re-use calculations in the pixel shader and create separate functions for each sample method.
- Use techniques instead of recalculation when toggling between techniques and allow modification in C++.
DirectX: Mesh
- Load the vehicle mesh and diffuse texture from previous weeks to render a model in 3D.
- Disable normal/tangent parsing for the current task.
- Use vertex and index buffers for rendering. Use vertex input layout with Position and Texture coordinates (UV).
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Description
This quiz explores the implementation of camera functionalities in DirectX. It covers creating a WorldViewProjection matrix, transforming vertices, and utilizing various buffer views. Understand how to effectively manage rendering in a 3D space using DirectX techniques.