1. 首页
  2. 编程语言
  3. 其他
  4. Introductionto3DGameProgrammingwithDirectX11无水印pdf

Introductionto3DGameProgrammingwithDirectX11无水印pdf

上传者: 2019-04-30 00:54:32上传 PDF文件 23.97MB 热度 43次
Introduction to 3D Game Programming with DirectX 11 英文无水印pdf pdf所有页面使用FoxitReader和PDF-XChangeViewer测试都可以打开 本资源转载自网络,如有侵权,请联系上传者或csdn删除 本资源转载自网络,如有侵权,请联系上传者或csdn删除Introduction to3D GAME PROGRAMMINGWITH DIRECTX 11Frank d, lunaMERCURY LEARNING AND INFORMATIONDulles, VirginiaBoston MassachusettsCopyright C2012 by MERCURY LEARNING AND INFORMATION LLC. All rights reservedThis publication, portions of it, or any accompanying software may not be reproduced in any way, stored in a retrievalsystem of any type, or transmitted by any means, media, electronic display or mechanical display, including, but not limitedto, photocopy, recording, Internet postings, or scanning, without prior permission in writing from the publisherPublisher: david palaiMERCURY LEARNING AND INFORMATION2284I Quicksilver DriveDulles. va 20166info(amerclearning.comwww.merclearning.com1-800-758-3756This book is printed on acid-free paperFrank d. luna. Introduction to 3D GAME PROGRAMMING WITH DIRECTX IIISBN:978-1-9364202-2-3The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish theirproducts. All brand names and product names mentioned in this book are trademarks or service marks of their respectivecompanies. Any omission or misuse(of any kind)of service marks or trademarks, etc. is not an attempt to infringe on the propertyof othersLibrary of Congress Control Number: 20 1293111912131432Printed in canadaOur titles are available for adoption, license, or bulk purchase by institutions, corporations, etc. For additional information, pleasecontact the Customer Service Dept at 1-800-758-3756(toll free)The sole obligation of MERCURY LEARNING AND INFORMation to the purchaser is to replace the disc, based ondefective materials or faulty workmanship but not based on the operation or functiona lity of the product.LICENSE. DISCLAIMER OF LIABILITY AND LIMITED WARRANTYBy purchasing or using this book(the"Work), you agree that this license grants permission to use the contents contained herein, but doesnot give you the right of owncrship to any of thc textual content in the book or ow ncrship to any of thc information or products containedn it. This license dves not permit uploudingofthe Work onto the Internet or on a network(of uny kind) without the written consent ofthe Publisher Duplication or dissemination of any text, code, simulations, images, etc. contained herein is limited to and subject tolicensing terms for the respective products, and permission must be obtained from the Publisher or the ow ner of the content, etc, in orderto reproduce or network any portion of the textual material (in any media) that is contained in the WorkMERCURY LEARNING AND INFORMATION LLC (MLIor"the Publisher?") and anyone involved in the creation, writing, orproduction of the companion disc, accompanying algorithms, code, or computer programs("the softw are), and any accompanying Website or softw are of the Work, cannot and do not warrant the performance or results that might be obtained by using the contents of theWork. The author, developers, and the publisher have used their best efforts to insure the accuracy and functionality of the textual materialand/or programs contained in this package; we, however, make no warranty of any kind, express or implied, regarding the performance ofthese contents or programs. The Work is sold"as is"without warranty (except for defective materials used in manufacturing the book ordue to faulty workmanship)The author, developers, and the publisher ofany accompanying content, and anyone involved in the composition, produc tion, andmanufacturing of this work will not be liable for damages of any kind arising out of the usc of (or the inability to usc) the algorithmsSource code, computer programs, or textual material contained in this publication. This includes, but is not limited to, loss of revenue orprofit, or other incidental, physical, or consequential damages arising out of the use of this WorkThe sole remedy in the event ofa claim ofany kind is expressly limited to replacement of the book, and only at the discretion of thePublisher. The use of"implied warranty and certainexclusions'"vary from state to state, and might not apply to the purchaser of thisproductTo my nieces and nephews,Marrick, Hans, Max, Anna, Augustus, and PresleyCONTENTSAcknowledgmentsIntroductionIntended audiencePrcrcquis itcsRequired Development Tools and HardwareUse of the d3dX librarysing the directX sdk documentation and SDK samplesClaritySample Programs and Online SupplementsDemo Project Setup in Visual Studio 2010Create a win32 ProjectLinking the DirectX LibrariesSetting up the Search PathsAdding thhe source code andnd Building the ProjectPART I MATHEMATICAL PREREQUISITESChapter I Vector Alge bra1. 1 Vectors1. 1. I Vectors and Coordinate Systems1.1.2 Left-Handed Versus Right-Handed Coordinate Systems1. 1. 3 Basic Vector Operations1. 2 Length and Unit Vectors1. 3 The dot product1.3. 1 Orthogonalization1. 4 The Cross product1. 4.1 Pseudo 2d cross product1. 4.2 Orthogonalization w ith the Cross Product1.5 Points1. 6 XNA Math Vectors1.6.1 Vector Types1.6.2 Loading and Storage Methods1.6.3 Parameter Passing1. 6. 4 Constant Vectors1.6.5 Overloaded Opcrators1. 6. 6 Miscellaneous1. 6. 7 Setter Functions1. 6. 8 Vector Functions1. 6.9 Floating-Point error1. 7 Summary1. 8 ExercisesChapter 2 Matrix Alge bra2.1 Definition2.2 Matrix Multiplication2.2.1 Definition2.2.2 Vector-Matrix Multiplication2. 2. 3 Associativity2. 3 The Transpose of a Matrix2. 4 The Identity matrix2.5 The determinant of a matrix2.5.I Matrix Minors2.5.2 Definition2. 6 The Adjoint of a Matrix2. 7 The Inverse of a matrix2.8 XNA Matrices2.8. 1 Matrix Types2.8.2 Matrix Functions2.8.3 XNA Matrix Sample ProgramSummary2. 10 ExercisesChapter 3 Transformations3.1 Linear Trans formations3.1. 1 Definition3.1.2 Matrix Representation3.1.3 Scaling3.1.4 Rotation3.2 Affine Trans formations3. 2. 1 Homogeneous Coordinates3.2.2 Definition and Matrix Representation3.2.2 Translation3.2.3 Affine Matrices for Scaling and rotation3.2. 4 Geometric Interpretation of an Affine Transformation Matrix3. 3 Compos ition of Transformations3. 4 Change of Coordinate Transformations3.4.1 Vec tors3.4.2 Points3.4.3 Matrix Representation3.4.4 Associativity and Change of Coordinate Matrices3.4.5 Inverses and Change of Coordinate matrices3.5 Trans formation Matrix versus Change of Coordinate Matrix3. 6 XNA Math Transformation functions3.7 Summary3. 8 ExercisesPART II DIRECT 3D FOUNDATIONSChapter 4 Direct3D Initialization4.1 Preliminaries4.1. 1 Direct3D Overview4.1.2COM4.1.3 Textures and Data resource formats4. 1. 4 Thc Swap Chain and Pagc Flipping4.1.5 Depth Buffering4. 1. 6 Texture Resource views4.1.7 Multisampling Theor4.1.8 Multis ampling in Direct3D4.1.9 Fcaturc Lcvcls4.2 Initializing Direct3D4.2. 1 Create the Device and Context4.2.2 Check 4X MSAA Quality Support4.2.3 Describe the Swap Chain4.2. 4 Create the Swap chain4.2.5 Create the render target View4.2.6 Create the depth/ Stencil Buffer and view4.2. 7 Bind the views to the Output merger Sta4.2.8 Set the View port4.3 Timing and Animation43. 1 The performance timer4.3.2 Game Timer Class4.3.3 Time Elapsed Between Frames4.3. 4 Total Time4. 4 The Demo Application Framew ork4.4.1 D3DApp4.4.2 Non-Framework Methods4.4.3 Framework methods4.4.4 Frame Statistics4.4.5 The Message Handler4.4.6 Going Full Screen4.4.7 The"Init Direct3D" Demo4.5 Debugging Dircct3D Applications4.6 Summary4.7 Exerc isesChapter 5 The Rendering Pipeline5.1 The 3D Illusion5.2 Model representation5.3 Basic Computer Color5.3. 1 Color Operations5.3.2 128-Bit Color5.3.3 32-Bit Color5.4 Overview of the Rendering Pipeline5.5 The Input assembler stage5.5.1 Vertices5.5.2 Primitive Topology5.5.2.1 Point list5.5.2.2 Line Strip5.5.2. 3 Line list5.5.2. 4 Triangle Strip5.5.2. 5 Triangle List5.5.2.6 Primitives with Adjacency5.5.2. 7 Control Point Patch List5.5.3 Indices5.6 The Vertex Shader Stage5.6. I Local Space and world space5.6.2 View Space5.6.3 Projcction and Homogcncous Clip Spac c5.6.3. 1 Denning a Frustum5.6.3. 2 Projecting Vertices5.6.3.3 Normalized Device Coordinates(NDC)5.6.3. 4 Writing the Projection Equation with a Matrix5.6.3. 5 Normalized Depth value5.6.3.6 XMMatrix PerspectiveFOVLH5.7 The Tessellation Stages5.8 The Geometry Shader Stage5.9 Clippin5. 10 The Rasterization Stage5.10. 1 View port Transform5.10.2 Backface Culling5.10.3 Vertex Attribute Interpolation5. 11 The Pixel Shader Stage5. 12 The Output Merger Stage5.13 Summary5. 14 Excrc iscsChapter 6 Drawing in Direct3D6. 1 Vertices and Input layouts6.2 Vertex Buffers6.3 Indices and Index Buffers6. 4 Example vertex Shader6.5 Constant Buffers6.6 Example pixel Shader6. 7 Render States6.8 Effects6.8.1 Effect files6.8.2 Compiling Shaders6.8.3 Interfacing w ith Effects from the C++ Application6.8.4 USing Effects to Draw6.8. 5 Compiling an Effcct at Build Timc6.8. 6 The effects framework as a "Shader generator h6.8. 7 What the assembly Looks like6.9 Box Demo6. 10 Hills demo6. 10. 1 Gcncrating thc Grid Vertices6.10.2 Generating the grid Indices6. 10.3 Applying the Height Function6. 1I Shapes Demo6. 11. 1 Generating a cylinder mesh6.11.1. 1 Cylinder Side Geometry6.11. 1.2 Cap Geometry6. 11.2 Generating a Sphere mesh6.11.3 Generating a Geosphere Mesh6.11. 4 Demo Code6. 12 Loading geometry from the file6. 13 Dynamic Vertex Buffers6. 14 Summary6.15 Exerc isChapter 7 Lighting7. 1 Light and Matcrial Intcraction7. 2 Normal Vectors7.2. 1 Computing normal Vectors7.2.2 Transforming Normal Vectors7.3 Lambert s Cosine Law7. 4 Diffuse Lighting7.5 Ambient Lighting7.6 Specular Lighting7.7 Brief Recap7.8 Specifying Materials7.9 Parallel lights7. 10 Point Lights7.10.1 Attenuation7.10.2 Range7. 11 Spotlights7. 12 Implementation7.12. 1 Lighting Structures7. 12.2 Structure Packing7. 12.3 Implementing Direc tional Lights7.12.4 Implementing Point Lights7. 12.5 Implementing Spotlights7.13 Lighting Demo7.13. 1 Effcct Filc7.13.2 C++ Application Code7.13. 3 Normal Computation7.14 Lit skull demo7. 15 Summary
用户评论
码姐姐匿名网友 2019-04-30 00:54:33

支持高清版本,感谢分享

码姐姐匿名网友 2019-04-30 00:54:33

还没看,先下载看看

码姐姐匿名网友 2019-04-30 00:54:33

资源可靠的

码姐姐匿名网友 2019-04-30 00:54:33

感谢分享,正需要

码姐姐匿名网友 2019-04-30 00:54:33

确实是学习dx必备的

码姐姐匿名网友 2019-04-30 00:54:33

学习dx必备啊