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Direct3D Rendering Cookbook

You're reading from  Direct3D Rendering Cookbook

Product type Book
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Pages 430 pages
Edition 1st Edition
Languages

Table of Contents (19) Chapters

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D 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

Reading the G-Buffer


In this recipe, we will look at the HLSL shader code necessary to read from the G-Buffer's resources. We will then use the screen-aligned quad to implement a debug pixel shader for displaying information from the G-Buffer to screen.

Getting ready

We will follow on from where we left off with Filling the G-Buffer using the same G-Buffer layout as described in that recipe, and make use of the screen-aligned quad from Implementing a screen-aligned quad renderer.

How to do it…

First let's begin by outlining the HLSL code necessary to extract the attributes from the G-Buffer.

  1. We'll start by defining a structure to store the loaded G-Buffer attributes in, as shown in the following HLSL code snippet:

    // Structure for holding loaded G-Buffer attributes
    struct GBufferAttributes
    {
        float3 Position;
        float3 Normal;
        float3 Diffuse;
        float SpecularInt; // specular intensity
        float3 Emissive;
        float SpecularPower;
    };
    // Screen-aligned Quad PixelIn
    struct PixelIn
    {
      ...
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