Advanced 3D Game Programming with DirectX 10.0 (Wordware Game and Graphics Library)

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We can translate v so that it is in stan- dard position in either of the two frames. Observe, however, that the coordinates of the vector v relative to frame A are different from the coordi- nates of the vector v relative to frame B. In other words, the same vector has a different coordinate representation for distinct frames. The idea is analogous to, say, temperature. The physical temperature of boiling water is the same no matter the scale i. Similarly, for a vector, its direction and magnitude, which are embedded in the directed line segment, does not change; only the coor- dinates of it change based on the frame of reference we use to describe it.

Often in 3D computer graphics we will utilize more than one frame of refer- ence and, therefore, will need to keep track of which frame the coordinates of a vector are described relative to; additionally, we will need to know how to convert vector coordinates from one frame to another. Note: We see that both vectors and points can be described by coordinates x, y, z relative to a frame. However, they are not the same; a point represents a location in 3-space, whereas a vector represents a magnitude and direction.

If you take your left hand and aim your fingers down the positive x-axis, and then curl your fingers toward the positive y-axis, your thumb points roughly in the direc- tion of the positive z-axis. Observe that the positive z-axis goes into the page. On the right we have a right-handed coordinate system. Observe that the positive z-axis comes out of the page. Observe that for the right-handed coordinate system, if you take your right hand and aim your fingers down the positive x-axis, and then curl your fin- gers toward the positive y-axis, your thumb points roughly in the direction of the positive z-axis.

Chapter 1: Vector Algebra 7. This is called scalar multiplication. Example 1. The difference in the third line illustrates a special vector, called the zero-vector, which has zeros for all of its components and is denoted by 0. The ideas are the same as in 3D; we just work with one less component in 2D. How do v and -1 2v compare geometrically? Graphing both v and -1 2v Figure 1. Then, the sum is the vector originating at the tail of v and ending at the head of u.

We get the same result if we keep u fixed and translate v so that its tail coincides with the head of u. Observe also that our rules of vector addition agree with what we would intuitively expect to happen physically when we add forces together to produce a net force: If we add two forces vectors in the same direction, we get another stronger force longer vector in that direction. If we add two forces vectors in opposition to each other, then we get a weaker net force shorter vector. Essentially, the difference v—u gives us a vector aimed from the head of u to the head of v.

Observe also that the length of v — u is the distance from u to v, when thinking of u and v as points. The forces are combined using vector addition to get a net force. We denote the magnitude of a vector by double vertical bars e. The magnitude of a 3D vector can be computed by applying the Pythagorean theorem twice; see Figure 1. Chapter 1: Vector Algebra 9. First, we look at the triangle in the xz-plane with sides x, z, and hypotenuse a. Now look at the triangle with sides a, y, and hypotenuse u.

From the Pythagorean theorem again, we arrive at the following magnitude formula:. For some applications, we do not care about the length of a vector because we want to use the vector to represent a pure direction. For such direction- only vectors, we want the length of the vector to be exactly one. When we make a vector unit length, we say that we are normalizing the vector.

In words, the dot product is the sum of the products of the corresponding components. The dot product definition does not present an obvious geometric meaning. So, Equation 1. Equation 1. On the right, the angle q between u and v is an obtuse angle. Find the angle between u and v. Now, applying Equation 1. Given v and the unit vector n, find a formula for p using the dot product. Note that k may be negative if and only if p and n aim in opposite directions.

If n is not of unit length, we can always normalize it first to make it unit length. Unlike the dot product, which evaluates to a scalar, the cross product evalu- ates to another vector; moreover, the cross product is only defined for 3D vectors in particular, there is no 2D cross product. Taking the cross prod- uct of two 3D vectors u and v yields another vector, w that is mutually orthogonal to u and v.

By that we mean w is orthogonal to u, and w is orthogonal to v see Figure 1. Applying Equation 1. There- fore, we say that the cross product is anti-commutative. You can determine the vector returned by the cross product by the left-hand-thumb rule. If you curve the fingers of your left hand from the direction of the first vector toward the second vector always take the path with the smallest angle , your thumb points in the direction of the returned vector, as shown in Figure 1.

However, we will also need to specify positions in our 3D programs; for example, the position of 3D geometry and the position of the 3D virtual camera. Relative to a coordinate system, we can use a vector in standard position see Figure 1. In this case, the location of the tip of the vector is the charac- teristic of interest, not the direction or magnitude.

One side effect of using vectors to represent points, especially in code, is that we can do vector operations that do not make sense for points; for instance, geometrically, what should the sum of two points mean? On the other hand, some operations can be extended to points. For example, we define the difference of two points q — p to be the vector from p to q.

Conveniently, because we are using vectors to represent points relative to a coordinate system, no extra work needs to be done for the point operations just discussed as the vector algebra framework already takes care of them see Figure 1. Note: Actually there is a geometrically meaningful way to define a special sum of points, called an affine combination, which is like a weighted average of points. However, we do not use this concept in this book. In addition to the above class, the D3DX library includes the following useful vector-related functions:.

Note: Remember to link the d3dx When comparing floating-point numbers, care must be taken due to floating-point imprecision. Two floating-point numbers that we expect to be equal may differ slightly. Is it numerically? Is it? To compensate for floating-point imprecision, we test if two floating-point numbers are approximately equal. Geometrically, we represent a vector with a directed line segment. A vector is in standard position when it is translated parallel to itself so that its tail coincides with the origin of the coordinate system. A vector in standard position can be described numerically by specifying the coordinates of its head relative to a coordinate system.

This class contains three float data members for representing the x-, y-, and z-coordinates of a vector relative to some coordinate system. Perform the following computations and draw the vectors relative to a 2D coordinate system: a. Perform the following computations: a. This exercise shows that vector algebra shares many of the nice prop- erties of real numbers this is not an exhaustive list. Also assume that c and k are scalars. Prove the following vector properties: a.

Normalize u and v. Is the angle between u and v orthogonal, acute, or obtuse? Find the angle q between u and v. Also let c and k be scalars. Prove the following dot properties: a. Also, draw the vectors relative to a 2D coordinate system. Find a vector orthogonal to this triangle. This shows the cross product is generally not associative. Hint: Just use the cross product definition. We will later use 2D vectors to describe 2D points on texture maps. The purpose of 4D vectors will make more sense after reading the next chapter when we discuss homogeneous coordinates.

Note that there is no 2D cross product function, so you can skip that. Chapter 2. Matrix Algebra In 3D computer graphics, we use matrices to compactly describe geometric transformations such as scaling, rotation, and translation, and also to change the coordinates of a point or vector from one frame to another. This chapter explores the mathematics of matrices. Objectives: n To obtain an understanding of matrices and the operations defined on them.

The product of the number of rows and columns gives the dimen- sions of the matrix. The numbers in a matrix are called elements or entries. We identify a matrix element by specifying the row and column of the ele- ment using a double subscript notation Mij, where the first subscript identifies the row and the second subscript identifies the column.

Example 2. We identify the element in the second row and first column of matrix B by B We sometimes call these kinds of matrices row vectors or column vectors because they are used to represent a vector in matrix form e. Observe that for row and column vectors, it is unnecessary to use a double subscript to denote the elements of the matrix — we only need one subscript. Occasionally we like to think of the rows of a matrix as vectors. We now define equality, addition, scalar multiplication, and subtraction on matrices: n Two matrices are equal if and only if their corresponding elements are equal; as such, two matrices must have the same number of rows and columns in order to be compared.

We will see in Chapter 3 that matrix multiplication is used to transform points and vectors and to concatenate transformations. If these dimensions did not match, then the dot product in Equation 2. The product AB is not defined since the row vectors in A have a dimension of 2 and the column vectors in B have a dimension of 3. In particular, we cannot take the dot product of the first row vector in A with the first col- umn vector in B because we cannot take the dot product of a 2D vector with a 3D vector.

Applying Equation 2. Observe that the product BA is not defined because the number of columns in B does not equal the number of rows in A. Chapter 2: Matrix Algebra Now, applying Equation 2. We denote the transpose of a matrix M as MT. The identity matrix is a square matrix that has zeros for all elements except along the main diago- nal; the elements along the main diagonal are all ones. The identity matrix can be thought of as the number 1 for matri- ces. Note that we cannot take the product Iu because the matrix multiplication is not defined.

The following list summarizes the impor- tant information about inverses: n Only square matrices have inverses; therefore, when we speak of matrix inverses we assume we are dealing with a square matrix. A matrix that does have an inverse is said to be invertible, and a matrix that does not have an inverse is said to be singular.

Note that multiplying a matrix with its own inverse is a case when matrix multiplication is commutative. Matrix inverses are useful for solving for other matrices in a matrix equa- tion. Assuming that M is invertible i. Techniques for finding inverses are beyond the scope of this book, but they are described in any linear algebra textbook it is not difficult; it is just not worth digressing into the procedure here. The reason for this will be explained in the next chapter. Two matrices of the same dimensions are equal if and only if their corresponding components are equal.

We add two matrices of the same dimension by adding their corresponding elements. We multiply a scalar and a matrix by multiplying the scalar with every element in the matrix.

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We denote the transpose of a matrix M as M T. The inverse of a matrix, if it exists, is unique. Only square matrices have inverses and even then, a square matrix may not be invertible. In fact, matrix multiplication is associative for gen- eral sized matrices, whenever the multiplication is defined.

Chapter 3. Transformations We describe objects in our 3D worlds geometrically; that is, as a collection of triangles that approximate the exterior surfaces of the objects. It would be an uninteresting world if our objects remained motionless. Thus we are interested in methods for transforming geometry; examples of geometric transformations are translation, rotation, and scaling.

In this chapter, we develop matrix equations, which can be used to transform points and vectors in 3D space. Objectives: n To learn the coordinate transformations for scaling, rotating, and translating geometry. Remember that we are working with a vector-matrix product, and so we are limited to the rules of matrix multiplication to perform transformations. But our points and vectors have three coordinates, not four. So what do we place for the fourth coordinate?

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The 4-tuples used to write the coordinates of a 3D vector or point are called homogeneous coordinates, and what we place in the fourth w-coordinate depends on whether we are describing a point or a vec- tor. We do not want to translate the coordinates of a vector, as that would change its direction and magni- tude — translations should not alter the properties of vectors.

We now have enough background to look at some particular kinds of transformations we will be working with. Note: The notation of homogeneous coordinates is consistent with the ideas shown in Figure 1. Chapter 3: Transformations Figure 3. The middle pawn is the original pawn scaled 2 units on the y-axis. The right pawn is the original pawn scaled 2 units on the x-axis. Example 3. Suppose now that we wish to scale the square 0.

Note: In a left-handed coordinate system, positive angles go clockwise when looking down the positive axis of rotation. Rotation matrices have an interesting property. The readers can verify that each row vector is unit length and the row vectors are mutually orthogonal. Thus the row vectors are orthonormal i. A matrix whose rows are orthonormal is said to be an orthogonal matrix. An orthogonal matrix has the attractive property that its inverse is actually equal to its transpose. In general, orthogonal matrices are desirable to work with since their inverses are easy and efficient to compute.

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In particular, if we choose the x-, y-, and z-axes for rotation i. Note that to translate an entire object, we translate every point on the object by the same vector b. Suppose now that we wish to translate the square 12 units on the x-axis, —10 units on the y-axis, and leave the z-axis unchanged. Note: For the rotation matrices, the angles are given in radians. In other words, matrix-matrix multiplication allows us to concatenate transforms. This has performance implications. To see this, assume that a 3D object is composed of 20, points and that we want to apply these three successive geometric transformations to the object.

On the other hand, using the combined matrix approach requires 20, vector- matrix multiplications and two matrix-matrix multiplications. Note: Again, we point out that matrix multiplication is not commu- tative. This is even seen geometrically. For example, a rotation followed by a translation, which we can describe by the matrix prod- uct RT, does not result in the same transformation as the same translation followed by the same rotation, that is, TR.

How do we describe the same temperature of boiling water relative to the Fahrenheit scale? In other words, what is the scalar, relative to the Fahrenheit scale, that represents the temperature of boiling water? To make this conversion or change of frame , we need to know how the Celsius and Fahrenheit scales relate. We call the transformation that con- verts coordinates from one frame into coordinates of another frame a change of coordinate transformation. It is worth emphasizing that in a change of coordinate transformation, we do not think of the geometry as changing; rather, we are changing the frame of reference, which thus changes the coordinate representation of the geometry.

This is in contrast to how we usually think about rotations, trans- lations, and scaling, where we think of actually physically moving or deforming the geometry. In 3D computer graphics, since we employ multiple coordinate sys- tems, we need to know how to convert from one to another. Because location is a property of points, but not of vectors, the change of coordinate transformation is different for points and vectors.

In other words, given the coordinates identifying a vector relative to one frame, how do we find the coordinates that identify the same vector relative to a different frame? From Figure 3. The advantage of Equation 3. Equation 2. Suppose we have the coordinates pF of a vector relative to frame F and we want the coordinates of the same vector relative to frame H, that is, we want pH.

The idea is like composition of functions. To see this, assume that a 3D object is composed of 20, points and that we want to apply two succes- sive change of frame transformations to the object. On the other hand, using the combined matrix approach requires 20, vector- matrix multiplications and one matrix-matrix multiplication to combine the two change of frame matrices. The one extra matrix-matrix multiplications is a cheap price to pay for the large savings in vector-matrix multiplications.

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  6. Introduction to 3D Game Programming with DirectX 10 by Frank D. Luna.
  7. Note: Again, matrix multiplication is not commutative, so we expect that AB and BA do not represent the same composite trans- formation. More specifically, the order in which you multiply the matrices is the order in which the transformations are applied, and in general, it is not a commutative process. We want to solve for pA. In other words, instead of mapping from frame A into frame B, we want the change of coor- dinate matrix that maps us from B into A. To find this matrix, suppose that M is invertible i.

    Thus the matrix M—1 is the change of coordinate matrix from B into A. In this way, translations are applied to points but not to vectors. An orthogonal matrix has the special property that its inverse is equal to its transpose, thereby making the inverse easy and efficient to compute.

    All the rotation matrices are orthogonal. These change of coordinate transformations can be written in terms of matrices using homogeneous coordinates. Prove that the rows of Ry are orthonormal. Does the translation translate points? Does the translation translate vectors? Why does it not make sense to translate the coordinates of a vector in standard position?

    Suppose that we have frames A and B. Draw a picture on graph paper to verify that your answer is reasonable. Redo Example 3. Graph the geometry before and after the transformation to confirm your work. With these fundamentals mas- tered, we can move on to writing more interesting applications. A brief description of the chapters in this part follows. Basic Direct3D topics are also introduced, such as surfaces, pixel formats, page flipping, depth buffering, and multisampling. We also learn how to measure time with the performance counter, which we use to compute the frames rendered per second.

    In addition, we show how to output 2D text and give some tips on debugging Direct3D applica- tions. We learn how to define 3D worlds, control the virtual camera, and draw 3D scenes. In particular, we show how to implement directional lights, point lights, and spotlights with vertex and pixel shaders. For example, using texture mapping, we can model a brick wall by applying a 2D brick wall image onto a 3D rectangle. Other key texturing topics covered include texture tiling and animated texture transformations. In addition, we dis- cuss the intrinsic clip function, which enables us to mask out certain parts of an image; this can be used to implement fences and gates, for example.

    We also show how to implement a fog effect. To illustrate the ideas of this chapter, we include a thorough discussion on implementing planar reflections using the stencil buffer. An exercise describes an algorithm for using the stencil buffer to render the depth complexity of a scene and asks you to implement the algorithm.

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    Some appli- cations include billboards, subdivisions, and particle systems. In addition, this chapter explains primitive IDs and texture arrays. Chapter 4. Direct3D Initialization The initialization process of Direct3D requires us to be familiar with some basic Direct3D types and basic graphics concepts; the first section of this chapter addresses these requirements. We then detail the necessary steps to initialize Direct3D.

    After that, a small detour is taken to introduce accu- rate timing and the time measurements needed for real-time graphics applications. Finally, we explore the sample framework code, which is used to provide a consistent interface that all demo applications in this book follow. We introduce these ideas and types in this section, so that we do not have to digress in the next section. Essentially, Direct3D provides the software interfaces through which we control the graphics hardware. For example, to instruct the graphics device to clear the render target e.


    Having the Direct3D layer between the application and the graphics hardware means we do not have to worry about the specifics of the 3D hardware, so long as it is a Direct3D capable device. A Direct3D capable graphics device must support the entire Direct3D 10 capability set, with few exceptions some things like the multisampling count still need to be queried. This is in contrast to Direct3D 9, where a device only had to support a subset of Direct3D 9 capa- bilities; consequently, if a Direct3D 9 application wanted to use a certain feature, it was necessary to first check if the available hardware supported that feature, as calling a Direct3D function not implemented by the hard- ware resulted in failure.

    In Direct3D 10, device capability checking is no longer necessary since it is now a strict requirement that a Direct3D 10 device implement the entire Direct3D 10 capability set. In addition, when we are done with an interface we call its Release method all COM interfaces inherit functionality from the IUnknown COM interface, which provides the Release method rather than delete it — COM objects perform their own memory management.

    There is, of course, much more to COM, but more detail is not neces- sary for using DirectX effectively. Chapter 4: Direct3D Initialization Note: COM interfaces are prefixed with a capital I. One use for 2D textures is to store 2D image data, where each element in the texture stores the color of a pixel. However, this is not the only usage; for example, in an advanced technique called normal mapping, each element in the texture stores a 3D vector instead of a color. Therefore, although it is common to think of tex- tures as storing image data, they are really more general purpose than that.

    A 1D texture is like a 1D array of data elements, and a 3D texture is like a 3D array of data elements. As will be discussed in later chapters, textures are more than just arrays of data; they can have mipmap levels, and the GPU can do special operations on them, such as applying filters and multisampling. Note that the R, G, B, A letters are used to stand for red, green, blue, and alpha, respectively. Colors are formed as combinations of the basis colors red, green, and blue e. The alpha channel or alpha component is generally used to control transparency. Once the entire scene has been drawn to the back buffer for the given frame of animation, it is presented to the screen as one complete frame; in this way, the viewer does not watch as the frame gets drawn — the viewer only sees complete frames.

    The ideal time to present the frame to the screen is during the vertical blanking interval. To implement this, two texture buffers are maintained by the hard- ware, one called the front buffer and a second called the back buffer. The front buffer stores the image data currently being displayed on the monitor, while the next frame of animation is being drawn to the back buffer. After the frame has been drawn to the back buffer, the roles of the back buffer and front buffer are reversed: The back buffer becomes the front buffer and the front buffer becomes the back buffer for the next frame of animation.

    Swap- ping the roles of the back and front buffers is called presenting. Presenting is an efficient operation, as the pointer to the current front buffer and the pointer to the current back buffer just need to be swapped. Figure 4. Once the frame is completed, the pointers are swapped and Buffer B becomes the front buffer and Buffer A becomes the new back buffer. We then render the next frame to Buffer A. Once the frame is completed, the pointers are swapped and Buffer A becomes the front buffer and Buffer B becomes the back buffer again.

    The front and back buffer form a swap chain. Using two buffers front and back is called double buffering. More than two buffers can be employed; using three buffers is called triple buffering. Two buffers are usually sufficient, however. Note: Even though the back buffer is a texture so an element should be called a texel , we often call an element a pixel since, in the case of the back buffer, it stores color information.

    The possible depth values range from 0. There is a one-to-one correspondence between each element in the depth buffer and each pixel in the back buffer i. In order for Direct3D to determine which pixels of an object are in front of another, it uses a technique called depth buffering or z-buffering. Let us emphasize that with depth buffering, the order in which we draw the objects does not matter. Remark: To handle the depth problem, one might suggest draw- ing the objects in the scene in the order of farthest to nearest.

    Advanced 3D Game Programming with DirectX 9.0

    In this way, near objects will be painted over far objects, and the correct results should be rendered. This is how a painter would draw a scene. However, this method has its own problems — sorting a large data set and intersecting geometry. Besides, the graphics hardware gives us depth buffering for free. Consider Figure 4. From the figure, we observe that three different pixels compete to be rendered onto the pixel P on the view window. Of course, we know the closest pixel should be rendered to P since it obscures the ones behind it, but the computer does not.

    First, before any rendering takes place, the back buffer is cleared to a default color like black or white , and the depth buffer is cleared to a default value — usually 1. Now, suppose that the objects are rendered in the order of cylinder, sphere, and cone. The following table summarizes how the pixel P and its corresponding depth value are updated as the objects are drawn; a similar process happens for the other pixels.

    Table 4. As you can see, we only update the pixel and its corresponding depth value in the depth buffer when we find a pixel with a smaller depth value. In this way, after all is said and done, the pixel that is closest to the viewer will be the one rendered. You can try switching the drawing order around and working through this example again if you are still not convinced. We see that three different pixels can be projected to the pixel P.

    Intuition tells us that P1 should be written to P since it is closer to the viewer and blocks the other two pixels. The depth buffer algorithm provides a mechanical procedure for determining this on a computer. Note that we show the depth values relative to the 3D scene being viewed, but they are actually normalized to the range [0. To summarize, depth buffering works by computing a depth value for each pixel and performing a depth test. The depth test compares the depths of pixels competing to be written to a particular pixel location on the back buffer.

    Advanced 3D Game Programming with DirectX 10.0

    The pixel with the depth value closest to the viewer wins, and that is the pixel that gets written to the back buffer. This makes sense because the pixel closest to the viewer obscures the pixels behind it. The depth buffer is a texture, so it must be created with certain data formats. Note: An application is not required to have a stencil buffer, but if it does, the stencil buffer is always attached to the depth buffer. Using the stencil buffer is a more advanced topic and will be explained in Chapter 9. Actually, resources are not directly bound to a pipeline stage; instead, their associ- ated resource views are bound to different pipeline stages.

    For each way we wish to use a texture, Direct3D requires that we create a resource view of that texture at initialization time. Resource views essentially do two things: They tell Direct3D how the resource will be used i. Thus, with typeless formats, it is possible for the elements of a texture to be viewed as floating-point values in one pipeline stage and as integers in another.

    In order to create a specific view to a resource, the resource must be created with that specific bind flag. Creating a shader resource view will be seen in Chapter 7. Using a texture as a render target and shader resource will come much later in this book. This enables the runtime to optimize access …. The upper line in Figure 4. On the bottom, we see an antialiased line, which generates the final color of a pixel by sampling and using its neighboring pixels; this results in a smoother image and dilutes the stairstep effect.

    Shrinking the pixel sizes by increasing the monitor resolution can alleviate the problem significantly to where the stairstep effect goes largely unnoticed. When increasing the monitor resolution is not possible or not enough, we can apply antialiasing techniques. Direct3D supports an antialiasing technique called multisampling, which works by taking the neighboring pix- els into consideration when computing the final color of a pixel. Thus, the technique is called multisampling because it uses multiple pixel samples to compute the final color of a pixel.

    The Count member specifies the number of samples to take per pixel, and the Quality member is used to specify the desired quality level. A higher quality is more expensive, so a trade-off between quality and speed must be made. The range of quality levels depends on the texture format and the number of samples to take per pixel.

    This method returns 0 zero if the format and sample count combination is not supported by the device. Otherwise, the number of quality levels for the given combination will be returned through the pNumQualityLevels parameter. Valid quality levels for a texture format and sample count combi- nation range from 0 to pNumQualityLevels —1.

    In the demos of this book, we do not use multisampling. To indicate this, we set the sample count to 1 and the quality level to 0. Both the back buffer and depth buffer must be created with the same multisampling settings; sample code illustrating this is given in the next section. Our process of initializing Direct3D can be broken down into the following steps: 1.

    Set the viewport. Note: In the following data member descriptions, we only cover the common flags and options that are most important to a beginner at this point. For a description of other flags and options, refer to the SDK documentation. The main properties we are concerned with are the width and height and the pixel format; see the SDK documentation for details on the other properties. If this flag is not specified, when the application is switching to full-screen mode it will use the current desktop display mode.

    In our sample framework, we do not specify this flag, as using the current desktop display mode in full-screen mode works fine for our demos. The ID3D10Device interface is the chief Direct3D interface and can be thought of as our soft- ware controller of the physical graphics device hardware; that is, through this interface we can interact with the hardware and instruct it to do things such as clear the back buffer, bind resources to the various pipeline stages, and draw geometry. Specifying null for this parameter uses the primary display adapter. We always use the primary adapter in the sample programs of this book.

    The reference device is a software implementation of Direct3D with the goal of correctness it is extremely slow since it is a software implementation. There are two reasons to use the reference device: n To test code your hardware does not support; for example, to test Direct3D If you have code that works correctly with the reference device, but not with the hardware, then there is probably a bug in the hardware drivers. We always specify null since we are using hardware for rendering. Microsoft Office Tutorials. Directx 12 Free Download is an interesting application used to play games on your PC and also on Laptop in good quality and graphics.

    This tutorial is just part 1 in a longer DirectX 12 tutorial series. I used ddu to remove and unnistall nvidia drivers and roolback to some old drivers, but not work. Separate the words with spaces cat dog to search cat,dog or both. HelloD3D12 is a small, introductory Direct3D 12 sample, which shows how to set up a window and render a textured quad complete with proper uploading handling, multiple frames queued and constant buffers. Again, likely due to bad app profiles.

    At the same event, Microsoft announced the integration of ray tracing as a first-class citizen into their industry standard DirectX API. Directx team kindly provided a helper header that simplifies creation of different structures - d3dx I have followed a dirextX 9 tutorial on utube and i have tried to modify the program to display multiple triangles based on a set of points. Please let me know if I forgot something to mention, or if I missed something important I should add.

    The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. In this lesson, you will learn how to query for DirectX 12 capable display adapters that are available, create a DirectX 12 device, create a swap-chain, and you will also learn how to present the swap chain back buffer to the screen. We still have some basics to cover before we can move on to the really fun stuff. I think it would be awesome if they brought official and fully baked in support for DirectX in C.

    In fact, it could be ushering in a new area of low-level graphics APIs that will change the way games are developed. Direct3D 12 enables richer scenes, more objects, and full utilization of modern GPU hardware.

    X is a superset of DirectX Learn more. Tryied to remove oc from processor and card. Ask any question about game programming architecture, directx or engines! The focus of these documents and the provided code is to showcase a basic integration of raytracing within an existing DirectX 12 sample, using the new DXR API.

    In this tutorial we will learn how to draw some bitmap text in directx This is the first lesson in a series of lessons to teach you how to create a DirectX 12 application from scratch. The purpose of this website is to provide tutorials for graphics programming using DirectX 10, DirectX 11, and DirectX Direct3D 12, however, brought some especially significant changes. Graphics rendering is one of the main tasks of modern 3D games.

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    DirectX 12 Tutorials. DirectX is a collection of APIs for handling tasks related to multimedia, game programming and video, on Microsoft platforms. Real-Time 3D Rendering with DirectX and HLSL takes the approach of giving you a full understanding of what a modern rendering application consists of, from one end of the pipeline to the other. Other Figure 2. Without SSAO, objects in shadow will appear flatly lit by a constant ambient term, but with SSAO they will keep their 3D just so you know you should understand what your reading when it comes to programming tutorials don't memorize.

    Sign In. DirectDraw provides the methods for developers to talk directly to the graphics hardware without having to learn how each piece of hardware works. Prior to the release of Windows 95, application programmers had direct access to low-level hardware devices such as video, mouse, and keyboards. Read online, or download in secure ePub digitally watermarked format This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX Move the slide switch under the AV1 or AV2 icon.

    Add features. It consists of latest Direct3D 11 choices corresponding to hardware tessellation, the compute shader, and covers superior rendering strategies akin to ambient occlusion, precise-time reflections, common and displacement mapping, shadow rendering, programming the geometry shader, particle methods, Programming with DirectX : Sound in DirectX - XAudio2. See DirectX and. It also supports Windows Store and Windows Phone apps, and is an active project. Luna About Books none To Download Please Click… Slideshare uses cookies to improve functionality and performance, and to provide you with relevant advertising.

    Download Introduction to 3D game programming with DirectX 9. It is very similar to the DirectX Explains DirectX basic programming concepts. Jim Adathe is the author of this book. One thread can process one or many data elements, and the application can control DirectX 11 Overview. Frank D. Microsoft DirectX is a collection of application programming interfaces APIs for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms.

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    These are tutorials for writing Win32 desktop DirectX Introduction to 3D Game Programming with Directx 11 This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX