DirectX11学习笔记二:DirectX管线渲染过程

DicrectX11的管线渲染过程基本总结如下

         1,Input Assembler Stage

              根据用户输入的顶点数组和索引数组建立基本多边形和拓扑类型图形;

         2,Vertex Shader

              程序员可自定义阶段,用于在抽象空间中顶点的空间变换;

         3,Hull Shader Stage、Tessellation Stage、Domain Shader Stage

              曲面细分渲染阶段,为可选阶段即显卡动态的根据摄像头中物体的远近距离在设定多边形的细节精度

         4,Geometry Shader Stage

              也是可选阶段,输入为一个完整的多边形,点、线段或三角形,这个阶段直接对输入的多边形进行操作。

         5. Rasterizer Stage

              光栅化阶段,主要处理视口变换,隐藏面消除和顶点值计算

         6. Pixel Shader Stage

              对于像素的Shader处理计算,也是程序员可自定义阶段

         7. Output Merger Stage

              这个阶段即输出片段的混合阶段。该阶段不可编程,但是高度可调节



一,Input Assembler Stage

      D3D11中常见的拓扑类型有以下几种:

      1,Point List

      2,Line Strip: 所有的点按顺序连接成线段;

      3,Line List: 所有的顶点按两两配对形成线段,即每两个相邻的顶点只形成一条线段;

      4,Triangle Strip:所有顶点顺序组成三角形,数组中前三个顶点组成第一个三角形,从第四哥顶点开始与前两个顶点组成新三角形

      5,Triangle List:所有顶点三三配对组成三角形:

      6,Control Point PatchList:曲面细分Tessellation阶段使用的类型;

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不错的dx11入门教程 Tutorial 1: Setting up DirectX 11 with Visual Studio Tutorial 2: Creating a Framework and Window Tutorial 3: Initializing DirectX 11 Tutorial 4: Buffers, Shaders, and HLSL Tutorial 5: Texturing Tutorial 6: Diffuse Lighting Tutorial 7: 3D Model Rendering Tutorial 8: Loading Maya 2011 Models Tutorial 9: Ambient Lighting Tutorial 10: Specular Lighting Tutorial 11: 2D Rendering Tutorial 12: Font Engine Tutorial 13: Direct Input Tutorial 14: Direct Sound Tutorial 15: FPS, CPU Usage, and Timers Tutorial 16: Frustum Culling Tutorial 17: Multitexturing and Texture Arrays Tutorial 18: Light Maps Tutorial 19: Alpha Mapping Tutorial 20: Bump Mapping Tutorial 21: Specular Mapping Tutorial 22: Render to Texture Tutorial 23: Fog Tutorial 24: Clipping Planes Tutorial 25: Texture Translation Tutorial 26: Transparency Tutorial 27: Reflection Tutorial 28: Screen Fades Tutorial 29: Water Tutorial 30: Multiple Point Lights Tutorial 31: 3D Sound Tutorial 32: Glass and Ice Tutorial 33: Fire Tutorial 34: Billboarding Tutorial 35: Depth Buffer Tutorial 36: Blur Tutorial 37: Coming Soon... DirectX 10 Tutorials: Tutorial 1: Setting up DirectX 10 with Visual Studio Tutorial 2: Creating a Framework and Window Tutorial 3: Initializing DirectX 10 Tutorial 4: Buffers, Shaders, and HLSL Tutorial 5: Texturing Tutorial 6: Diffuse Lighting Tutorial 7: 3D Model Rendering Tutorial 8: Loading Maya 2011 Models Tutorial 9: Ambient Lighting Tutorial 10: Specular Lighting Tutorial 11: 2D Rendering Tutorial 12: Font Engine Tutorial 13: Direct Input Tutorial 14: Direct Sound Tutorial 15: FPS, CPU Usage, and Timers Tutorial 16: Frustum Culling Tutorial 17: Multitexturing and Texture Arrays Tutorial 18: Light Maps Tutorial 19: Alpha Mapping Tutorial 20: Bump Mapping Tutorial 21: Specular Mapping Tutorial 22: Render to Texture Tutorial 23: Fog Tutorial 24: Clipping Planes Tutorial 25: Texture Translation Tutorial 26: Transparency Tutorial 27: Reflection Tutorial 28: Screen Fades Tutorial 29: Water Tutorial 30: Multiple Point Lights Tutorial 31: 3D Sound Tutorial 32: Glass and Ice Tutorial 33: Fire Tutorial 34: Billboarding Tutorial 35: Depth Buffer Tutorial 36: Blur Tutorial 37: Coming Soon... DirectX 10 Terrain Tutorials: Tutorial 1: Grid and Camera Movement Tutorial 2: Height Maps Tutorial 3: Terrain Lighting Tutorial 4: Terrain Texturing Tutorial 5: Color Mapped Terrain Tutorial 6: Quad Trees Tutorial 7: Coming Soon... 。。。。。。。。

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