![]() ![]() ![]() ![]() Light myLight Material myMaterial Render() myMaterial.render () myLight.shade () But with Direct3D 11, it’s now possible to make your code much more legible by using a derived interface and classes: The downside is that it makes reading the shaders difficult and requires additional effort to be sure that all the fragments are inserted where they need to be. This solution solves the problem by generating shaders on the fly from common code fragments. Render() #ifdef METAL// code specific to metal material #elif PLASTIC// code specific to plastic material #endif#ifdef SPOT// code specific to spot light#elif OMNI// code specific to omni light#endif To solve this problem, programmers use what’s commonly called an über–shader, which brings together all the combinations: There’s a tremendous amount of code duplication and each time a bug is corrected somewhere it has to be corrected in all the other shaders. Obviously doing it this way can quickly become unmanageable. This example is very simple since there are only two materials and two types of light, but in practice there can be several dozen. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |