Finished chapter five The Rendering Pipeline discussed about different stages in the dx11 rendering pipeline and e.g. how to define the view matrix and the perspective projection matrix and 2d projection. Most of the exercises were something like given some values find perspective projection matrix or find vertical field of view angle, frustum corner vertices etc. these I solved in with traditional pen and paper. The first exercise though asked to find the vertex and index buffers for a pyramid shape and I implemented that to the box demo in chapter 6.
Just a pyramid and a box nothing special:
Progress of my directx11 game demo.
I got some basic framework running and basic renderings I modified from the books example mesh rendering, skybox, shadows etc rendering. Next steps that I will plan to implement are
- some basic scene management and loading
- 1st and 3rd person cameras, change with tab
- basic player movement, wasd + space jump
- terrain loading from a height map
- terrain texture splatting
- collision detection with terrain and movement
- trees
- grass
- water
After these basic renderings I plan to add more rendering effects like depth of field, lens flare, bloom, tilt shift, light scattering etc.. I do not plan to add much game play to this demo my main idea is to make some small demo where I can add and play around with different effects and simple game elements.
Progress pic #1