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Direct3D Rendering Cookbook
Table of Contents
Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
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Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Getting Started with Direct3D
Introduction
Components of Direct3D
Device
Device context
Immediate context
Deferred context
Command lists
Swap chains
States
Resources
Textures
Resource views
Buffers
Shaders and High Level Shader Language
Stages of the programmable pipeline
The graphics pipeline
Input Assembler (IA) stage
Vertex Shader (VS) stage
Hull Shader (HS) stage
Tessellator stage
Domain Shader (DS) stage
Geometry Shader (GS) stage
Stream Output (SO) stage
Rasterizer stage (RS)
Pixel Shader (PS) stage
Output Merger (OM) stage
The dispatch pipeline
Compute Shader (CS) stage
Introducing Direct3D 11.1 and 11.2
Direct3D 11.1 and DXGI 1.2 features
Direct3D 11.2 and DXGI 1.3 features
Building a Direct3D 11 application with C# and SharpDX
Getting ready
How to do it…
How it works…
Initialization
Render loop
Finalization
There's more…
See also
Initializing a Direct3D 11.1/11.2 device and swap chain
Getting ready
How to do it…
How it works…
There's more…
See also
Debugging your Direct3D application
Getting ready
How to do it…
How it works…
There's more…
See also
2. Rendering with Direct3D
Introduction
Using the sample rendering framework
Getting ready
How to do it…
How it works…
See also
Creating device-dependent resources
Getting ready
How to do it…
How it works…
Creating size-dependent resources
Getting ready
How to do it…
How it works…
There's more…
See also
Creating a Direct3D renderer class
Getting ready
How to do it…
How it works…
See also
Rendering primitives
Getting ready
How to do it…
How it works…
Resource Initialization
Render loop
Renderers
There's more…
See also
Applying multisample anti-aliasing
Getting ready
How to do it…
How it works…
See also
Implementing texture sampling
Getting ready
How to do it…
How it works…
See also
3. Rendering Meshes
Introduction
Rendering a cube and sphere
Getting ready
How to do it…
How it works…
There's more…
Preparing the vertex and constant buffers for materials and lighting
Getting ready
How to do it…
How it works…
Using C# structures with HLSL constant buffers
See also
Adding material and lighting
Getting ready
How to do it…
Implementing diffuse shaders
Implementing Phong shaders
Implementing Blinn-Phong shaders
How it works…
UV mapping
Lighting
There's more…
See also
Using a right-handed coordinate system
How to do it…
How it works…
See also
Loading a static mesh from a file
Getting ready
How to do it…
Mesh Renderer
How it works…
There's more…
See also
4. Animating Meshes with Vertex Skinning
Introduction
Preparing the vertex shader and buffers for vertex skinning
Getting ready
How to do it…
How it works…
There's more…
See also
Loading bones in the mesh renderer
Getting ready
How to do it…
How it works…
There's more…
See also
Animating bones
Getting ready
How to do it…
How it works…
There's more…
5. Applying Hardware Tessellation
Introduction
Preparing the vertex shader and buffers for tessellation
Getting ready
How to do it…
How it works…
Tessellating a triangle and quad
Getting ready
How to do it…
How it works…
There's more…
See also
Tessellating bicubic Bezier surfaces
Getting ready
How to do it…
How it works…
There's more…
Parametric surfaces
See also
Refining meshes with Phong tessellation
Getting ready
How to do it…
How it works…
There's more…
See also
Optimizing tessellation through back-face culling and dynamic Level-of-Detail
Getting ready
How to do it…
Back-face culling using face normal vectors
Back-face culling using vertex normal vectors
Dynamic Level-of-Detail (LoD) near silhouettes
How it works…
There's more…
See also
6. Adding Surface Detail with Normal and Displacement Mapping
Introduction
Referencing multiple textures in a material
How to do it…
How it works…
Adding surface detail with normal mapping
Getting ready
How to do it...
How it works…
There's more…
See also
Adding surface detail with displacement mapping
Getting ready
How to do it...
How it works...
There's more…
See also
Implementing displacement decals
Getting reading
How to do it…
How it works…
There's more…
Optimizing tessellation based on displacement decal (displacement adaptive tessellation)
Getting ready
How to do it…
How it works…
There's more…
7. Performing Image Processing Techniques
Introduction
Running a compute shader – desaturation (grayscale)
Getting ready
How to do it…
How it works…
There's more…
See also
Adjusting the contrast and brightness
Getting ready
How to do it…
How it works…
There's more…
See also
Implementing box blur using separable convolution filters
How to do it…
How it works…
There's more…
Implementing a Gaussian blur filter
Getting ready
How to do it…
How it works…
There's more…
Detecting edges with the Sobel edge-detection filter
Getting ready
How to do it…
How it works…
There's more…
See also
Calculating an image's luminance histogram
How to do it…
How it works…
There's more…
8. Incorporating Physics and Simulations
Introduction
Using a physics engine
Getting ready
How to do it…
How it works…
There's more…
See also
Simulating ocean waves
Getting ready
How to do it…
How it works…
There's more…
See also
Rendering particles
Getting ready
How to do it…
How it works…
There's more…
See also
9. Rendering on Multiple Threads and Deferred Contexts
Introduction
Benchmarking multithreaded rendering
Getting ready
How to do it…
How it works…
There's more…
See also
Implementing multithreaded dynamic cubic environment mapping
Getting ready
How to do it…
How it works…
There's more…
Implementing dual paraboloid environment mapping
Getting ready
How to do it…
How it works…
See also
10. Implementing Deferred Rendering
Introduction
Filling the G-Buffer
Getting ready
How to do it…
How it works…
There's more…
See also
Implementing a screen-aligned quad renderer
How to do it…
How it works…
There's more…
See also
Reading the G-Buffer
Getting ready
How to do it…
How it works…
See also
Adding multiple lights
Getting ready
How to do it…
How it works…
There's more…
See also
Incorporating multisample anti-aliasing
Getting ready
How to do it…
How it works…
There's more…
See also
11. Integrating Direct3D with XAML and Windows 8.1
Introduction
Preparing the swap chain for a Windows Store app
Getting ready
How to do it…
How it works…
See also
Rendering to a CoreWindow
How to do it…
How it works…
There's more…
See also
Rendering to an XAML SwapChainPanel
How to do it…
How it works…
There's more…
See also
Loading and compiling resources asynchronously
Getting ready
How to do it…
How it works…
There's more…
See also
A. Further Reading
Index
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