Hlsl and Pixel Shaders for XAML Developers
Autor Walt Ritscheren Limba Engleză Paperback – 21 aug 2012
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Specificații
ISBN-13: 9781449319847
ISBN-10: 144931984X
Pagini: 200
Ilustrații: Illustrations
Dimensiuni: 179 x 234 x 17 mm
Greutate: 0.34 kg
Editura: O'Reilly
ISBN-10: 144931984X
Pagini: 200
Ilustrații: Illustrations
Dimensiuni: 179 x 234 x 17 mm
Greutate: 0.34 kg
Editura: O'Reilly
Cuprins
Preface;
Who This Book Is For;
What You Need to Use This Book;
Contents of This Book;
Conventions Used in This Book;
Using Code Examples;
Safari® Books Online;
How to Contact Us;
Acknowledgments;
Foreword;
Chapter 1: Shader 101;
1.1 Why Should XAML Developers Learn HLSL?;
1.2 The Tale of the Shader;
1.3 HLSL and DirectX;
1.4 Understanding the Graphics Pipeline;
1.5 XAML and Shaders;
1.6 Summary;
Chapter 2: Getting Started;
2.1 Setting Up Your Development Computer;
2.2 Choosing a Shader Compiler;
2.3 Other Tools to Consider;
2.4 A First Shader Project;
2.5 Custom Shader;
2.6 Summary;
Chapter 3: Commonplace Pixel Shaders;
3.1 A Word About Pseudocode;
3.2 Color Modification;
3.3 Distortion and Displacement;
3.4 Blurs;
3.5 Generative Effects;
3.6 Multiple Inputs;
3.7 Sampler Transition;
3.8 Texture Map;
3.9 Color Combination;
3.10 Practical Uses for Shader Effects;
3.11 Summary;
Chapter 4: How WPF and Silverlight Use Shaders;
4.1 Framework Effects;
4.2 Nested Effects;
4.3 Expression Blend Effects;
4.4 Custom Effects;
4.5 Summary;
Chapter 5: Using Expression Blend and Visual Studio with Shaders;
5.1 Creating a Project;
5.2 Visual Studio Editor;
5.3 Using Custom Effects in Blend;
5.4 Transition Effects in Blend;
5.5 Summary;
Chapter 6: Using the Shazzam Shader Editor;
6.1 UI Tour;
6.2 Create a Custom Shader;
6.3 Summary;
Chapter 7: HLSL in Detail;
7.1 Parallel Processing in Shaders;
7.2 The Relationship Between DirectX and the GPU;
7.3 Understanding Registers;
7.4 Basic Structure of an HLSL Program;
7.5 Type Casting;
7.6 Shader Inputs;
7.7 Other Code Constructs;
7.8 Built-in Functions;
7.9 Summary;
Chapter 8: The Zen of Shader Programming;
8.1 Zen of Pixel Programming;
8.2 Colors;
8.3 Summary;
Resources;
Books;
Programming;
Premultiplied Alpha Blending;
Convolution;
Noise;
Tools;
Shazzam Settings;
Who This Book Is For;
What You Need to Use This Book;
Contents of This Book;
Conventions Used in This Book;
Using Code Examples;
Safari® Books Online;
How to Contact Us;
Acknowledgments;
Foreword;
Chapter 1: Shader 101;
1.1 Why Should XAML Developers Learn HLSL?;
1.2 The Tale of the Shader;
1.3 HLSL and DirectX;
1.4 Understanding the Graphics Pipeline;
1.5 XAML and Shaders;
1.6 Summary;
Chapter 2: Getting Started;
2.1 Setting Up Your Development Computer;
2.2 Choosing a Shader Compiler;
2.3 Other Tools to Consider;
2.4 A First Shader Project;
2.5 Custom Shader;
2.6 Summary;
Chapter 3: Commonplace Pixel Shaders;
3.1 A Word About Pseudocode;
3.2 Color Modification;
3.3 Distortion and Displacement;
3.4 Blurs;
3.5 Generative Effects;
3.6 Multiple Inputs;
3.7 Sampler Transition;
3.8 Texture Map;
3.9 Color Combination;
3.10 Practical Uses for Shader Effects;
3.11 Summary;
Chapter 4: How WPF and Silverlight Use Shaders;
4.1 Framework Effects;
4.2 Nested Effects;
4.3 Expression Blend Effects;
4.4 Custom Effects;
4.5 Summary;
Chapter 5: Using Expression Blend and Visual Studio with Shaders;
5.1 Creating a Project;
5.2 Visual Studio Editor;
5.3 Using Custom Effects in Blend;
5.4 Transition Effects in Blend;
5.5 Summary;
Chapter 6: Using the Shazzam Shader Editor;
6.1 UI Tour;
6.2 Create a Custom Shader;
6.3 Summary;
Chapter 7: HLSL in Detail;
7.1 Parallel Processing in Shaders;
7.2 The Relationship Between DirectX and the GPU;
7.3 Understanding Registers;
7.4 Basic Structure of an HLSL Program;
7.5 Type Casting;
7.6 Shader Inputs;
7.7 Other Code Constructs;
7.8 Built-in Functions;
7.9 Summary;
Chapter 8: The Zen of Shader Programming;
8.1 Zen of Pixel Programming;
8.2 Colors;
8.3 Summary;
Resources;
Books;
Programming;
Premultiplied Alpha Blending;
Convolution;
Noise;
Tools;
Shazzam Settings;