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دانلود کتاب Introduction to 3D Game Programming with DirectX 12

دانلود کتاب مقدمه ای بر برنامه نویسی بازی های سه بعدی با DirectX 12

Introduction to 3D Game Programming with DirectX 12

مشخصات کتاب

Introduction to 3D Game Programming with DirectX 12

ویرایش:  
نویسندگان:   
سری:  
ISBN (شابک) : 1942270062, 9781942270065 
ناشر: Mercury Learning & Information 
سال نشر: 2016 
تعداد صفحات: 859 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 19 مگابایت 

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فهرست مطالب

Cover
Title
Copyright
Dedication
Content
Acknowledgments
Introduction
	Intended Audience
	Prerequisites
	Required Development Tools and Hardware
	Using the DirectX SDK Documentation and SDK Samples
	Clarity
	Sample Programs and Online Supplements
	Demo Project Setup in Visual Studio 2010
		Download the Book’s Source Code
		Create a Win32 Project
		Linking the DirectX Libraries
		Adding the Source Code and Building the Project
Part I Mathematical Prerequisites
	Chapter 1 Vector Algebra
		1.1 Vectors
			1.1.1 Vectors and Coordinate Systems
			1.1.2 Left-Handed Versus Right-Handed Coordinate Systems
			1.1.3 Basic Vector Operations
		1.2 Length and Unit Vectors
		1.3 The Dot Product
			1.3.1 Orthogonalization
		1.4 The Cross Product
			1.4.1 Pseudo 2D Cross Product
			1.4.2 Orthogonalization with the Cross Product
		1.5 Points
		1.6 DirectX Math Vectors
			1.6.1 Vector Types
			1.6.2 Loading and Storage Methods
			1.6.3 Parameter Passing
			1.6.4 Constant Vectors
			1.6.5 Overloaded Operators
			1.6.6 Miscellaneous
			1.6.7 Setter Functions
			1.6.8 Vector Functions
			1.6.9 Floating-Point Error
		1.7 Summary
		1.8 Exercises
	Chapter 2 Matrix Algebra
		2.1 Definition
		2.2 Matrix Multiplication
			2.2.1 Definition
			2.2.2 Vector-Matrix Multiplication
			2.2.3 Associativity
		2.3 The Transpose of a Matrix
		2.4 The Identity Matrix
		2.5 The Determinant of a Matrix
			2.5.1 Matrix Minors
			2.5.2 Definition
		2.6 The Adjoint of a Matrix
		2.7 The Inverse of a Matrix
		2.8 DirectX Math Matrices
			2.8.1 Matrix Types
			2.8.2 Matrix Functions
			2.8.3 DirectX Math Matrix Sample Program
		2.9 Summary
		2.10 Exercises
	Chapter 3 Transformations
		3.1 Linear Transformations
			3.1.1 Definition
			3.1.2 Matrix Representation
			3.1.3 Scaling
			3.1.4 Rotation
		3.2 Affine Transformations
			3.2.1 Homogeneous Coordinates
			3.2.2 Definition and Matrix Representation
			3.2.3 Translation
			3.2.4 Affine Matrices for Scaling and Rotation
			3.2.5 Geometric Interpretation of an AffineTransformation Matrix
		3.3 Composition of Transformations
		3.4 Change of Coordinate Transformations
			3.4.1 Vectors
			3.4.2 Points
			3.4.3 Matrix Representation
			3.4.4 Associativity and Change of CoordinateMatrices
			3.4.5 Inverses and Change of Coordinate Matrices
		3.5 Transformation Matrix versus Change ofCoordinate Matrix
		3.6 DirectX Math Transformation Functions
		3.7 Summary
		3.8 Exercises
Part II Direct 3D Foundations
	Chapter 4 Direct3D Initialization
		4.1 Preliminaries
			4.1.1 Direct3D 12 Overview
			4.1.2 COM
			4.1.3 Textures Formats
			4.1.4 The Swap Chain and Page Flipping
			4.1.5 Depth Buffering
			4.1.6 Resources and Descriptors
			4.1.7 Multisampling Theory
			4.1.8 Multisampling in Direct3D
			4.1.9 Feature Levels
			4.1.10 DirectX Graphics Infrastructure
			4.1.11 Checking Feature Support
			4.1.12 Residency
		4.2 CPU/GPU Interaction
			4.2.1 The Command Queue and Command Lists
			4.2.2 CPU/GPU Synchronization
			4.2.3 Resource Transitions
			4.2.4 Multithreading with Commands
		4.3 Initializing Direct3D
			4.3.1 Create the Device
			4.3.2 Create the Fence and Descriptor Sizes
			4.3.3 Check 4X MSAA Quality Support
			4.3.4 Create Command Queue and Command List
			4.3.5 Describe and Create the Swap Chain
			4.3.6 Create the Descriptor Heaps
			4.3.7 Create the Render Target View
			4.3.8 Create the Depth/Stencil Buffer and View
			4.3.9 Set the Viewport
			4.3.10 Set the Scissor Rectangles
		4.4 Timing and Animation
			4.4.1 The Performance Timer
			4.4.2 Game Timer Class
			4.4.3 Time Elapsed Between Frames
			4.4.4 Total Time
		4.5 The Demo Application Framework
			4.5.1 D3DApp
			4.5.2 Non-Framework Methods
			4.5.3 Framework Methods
			4.5.4 Frame Statistics
			4.5.5 The Message Handler
			4.5.6 The “Init Direct3D” Demo
		4.6 Debugging Direct3D Applications
		4.7 Summary
	Chapter 5 The Rendering Pipeline
		5.1 The 3D Illusion
		5.2 Model Representation
		5.3 Basic Computer Color
			5.3.1 Color Operations
			5.3.2 128-Bit Color
			5.3.3 32-Bit Color
		5.4 Overview of the Rendering Pipeline
		5.5 The Input Assembler Stage
			5.5.1 Vertices
			5.5.2 Primitive Topology
				5.5.2.1 Point List
				5.5.2.2 Line Strip
				5.5.2.3 Line List
				5.5.2.4 Triangle Strip
				5.5.2.5 Triangle List
				5.5.2.6 Primitives with Adjacency
				5.5.2.7 Control Point Patch List
			5.5.3 Indices
		5.6 The Vertex Shader Stage
			5.6.1 Local Space and World Space
			5.6.2 View Space
			5.6.3 Projection and Homogeneous Clip Space
				5.6.3.1 Defi ning a Frustum
				5.6.3.2 Projecting Vertices
				5.6.3.3 Normalized Device Coordinates (NDC)
				5.6.3.4 Writing the Projection Equationswith a Matrix
				5.6.3.5 Normalized Depth Value
				5.6.3.6 XMMatrixPerspectiveFovLH
		5.7 The Tessellation Stages
		5.8 The Geometry Shader Stage
		5.9 Clipping
		5.10 The Rasterization Stage
			5.10.1 Viewport Transform
			5.10.2 Backface Culling
			5.10.3 Vertex Attribute Interpolation
		5.11 The Pixel Shader Stage
		5.12 The Output Merger Stage
		5.13 Summary
		5.14 Exercises
	Chapter 6 Drawing in Direct3D
		6.1 Vertices and Input Layouts
		6.2 Vertex Buffers
		6.3 Indices and Index Buffers
		6.4 Example Vertex Shader
			6.4.1 Input Layout Description and InputSignature Linking
		6.5 Example Pixel Shader
		6.6 Constant Buffers
			6.6.1 Creating Constant Buffers
			6.6.2 Updating Constant Buffers
			6.6.3 Upload Buffer Helper
			6.6.4 Constant Buffer Descriptors
			6.6.5 Root Signature and Descriptor Tables
		6.7 Compiling Shaders
			6.7.1 Offline Compilation
			6.7.2 Generated Assembly
			6.7.3 Using Visual Studio to Compile Shaders Offl ine
		6.8 Rasterizer State
		6.9 Pipeline State Object
		6.10 Geometry Helper Structure
		6.11 Box Demo
		6.12 Summary
		6.13 Exercises
	Chapter 7 Drawing in Direct 3D Part II
		7.1 Frame Resources
		7.2 Render Items
		7.3 Pass Constants
		7.4 Shape Geometry
			7.4.1 Generating a Cylinder Mesh
				7.4.1.1 Cylinder Side Geometry
				7.4.1.2 Cap Geometry
			7.4.2 Generating a Sphere Mesh
			7.4.3 Generating a Geosphere Mesh
		7.5 Shapes Demo
			7.5.1 Vertex and Index Buffers
			7.5.2 Render Items
			7.5.3 Frame Resources and Constant Buffer Views
			7.5.4 Drawing the Scene
		7.6 More on Root Signatures
			7.6.1 Root Parameters
			7.6.2 Descriptor Tables
			7.6.3 Root Descriptors
			7.6.4 Root Constants
			7.6.5 A More Complicated Root Signature Example
			7.6.6 Root Parameter Versioning
		7.7 Land and Waves Demo
			7.7.1 Generating the Grid Vertices
			7.7.2 Generating the Grid Indices
			7.7.3 Applying the Height Function
			7.7.4 Root CBVs
			7.7.5 Dynamic Vertex Buffers
		7.8 Summary
		7.9 Exercises
	Chapter 8 Lighting
		8.1 Light and Material Interaction
		8.2 Normal Vectors
			8.2.1 Computing Normal Vectors
			8.2.2 Transforming Normal Vectors
		8.3 Important Vectors in Lighting
		8.4 Lambert’s Cosine Law
		8.5 Diffuse Lighting
		8.6 Ambient Lighting
		8.7 Specular Lighting
			8.7.1 Fresnel Effect
			8.7.2 Roughness
		8.8 Lighting Model Recap
		8.9 Implementing Materials
		8.10 Parallel Lights
		8.11 Point Lights
			8.11.1 Attenuation
		8.12 Spotlights
		8.13 Lighting Implementation
			8.13.1 Light Structure
			8.13.2 Common Helper Functions
			8.13.3 Implementing Directional Lights
			8.13.4 Implementing Point Lights
			8.13.5 Implementing Spotlights
			8.13.6 Accumulating Multiple Lights
			8.13.7 The Main HLSL File
		8.14 Lighting Demo
			8.14.1 Vertex Format
			8.14.2 Normal Computation
			8.14.3 Updating the Light Direction
			8.14.4 Update to Root Signature
		8.15 Summary
		8.16 Exercises
	Chapter 9 Texturing
		9.1 Texture and Resource Recap
		9.2 Texture Coordinates
		9.3 Texture Data Sources
			9.3.1 DDS Overview
			9.3.2 Creating DDS Files
		9.4 Creating and Enabling a Texture
			9.4.1 Loading DDS Files
			9.4.2 SRV Heap
			9.4.3 Creating SRV Descriptors
			9.4.4 Binding Textures to the Pipeline
		9.5 Filters
			9.5.1 Magnification
			9.5.2 Minification
			9.5.3 Anisotropic Filtering
		9.6 Address Modes
		9.7 Sampler Objects
			9.7.1 Creating Samplers
			9.7.2 Static Samplers
		9.8 Sampling Textures in a Shader
		9.9 Crate Demo
			9.9.1 Specifying Texture Coordinates
			9.9.2 Creating the Texture
			9.9.3 Setting the Texture
			9.9.4 Updated HLSL
		9.10 Transforming Textures
		9.11 Textured Hills and Waves Demo
			9.11.1 Grid Texture Coordinate Generation
			9.11.2 Texture Tiling
			9.11.3 Texture Animation
		9.12 Summary
		9.13 Exercises
	Chapter 10 Blending
		10.1 The Blending Equation
		10.2 Blend Operations
		10.3 Blend Factors
		10.4 Blend State
		10.5 Examples
			10.5.1 No Color Write
			10.5.2 Adding/Subtracting
			10.5.3 Multiplying
			10.5.4 Transparency
			10.5.5 Blending and the Depth Buffer
		10.6 Alpha Channels
		10.7 Clipping Pixels
		10.8 Fog
		10.9 Summary
		10.10 Exercises
	Chapter 11 Stenciling
		11.1 Depth/Stencil Formats and Clearing
		11.2 The Stencil Test
		11.3 Describing the Depth/Stencil State
			11.3.1 Depth Settings
			11.3.2 Stencil Settings
			11.3.3 Creating and Binding a Depth/Stencil State
		11.4 Implementing Planar Mirrors
			11.4.1 Mirror Overview
			11.4.2 Defining the Mirror Depth/Stencil States
			11.4.3 Drawing the Scene
			11.4.4 Winding Order and Refl ections
		11.5 Implementing Planar Shadows
			11.5.1 Parallel Light Shadows
			11.5.2 Point Light Shadows
			11.5.3 General Shadow Matrix
			11.5.4 Using the Stencil Buffer to Prevent Double Blending
		11.5.5 Shadow Code
		11.6 Summary
		11.7 Exercises
	Chapter 12 The Geometry Shader
		12.1 Programming Geometry Shaders
		12.2 Tree Billboards Demo
			12.2.1 Overview
			12.2.2 Vertex Structure
			12.2.3 The HLSL File
			12.2.4 SV_PrimitiveID
		12.3 Texture Arrays
			12.3.1 Overview
			12.3.2 Sampling a Texture Array
			12.3.3 Loading Texture Arrays
			12.3.4 Texture Subresources
		12.4 Alpha-to-Coverage
		12.5 Summary
		12.6 Exercises
	Chapter 13 The Compute Shader
		13.1 Threads and Thread Groups
		13.2 A Simple Compute Shader
		13.2.1 Compute PSO
		13.3 Data Input and Output Resources
			13.3.1 Texture Inputs
			13.3.2 Texture Outputs and Unordered Access Views (UAVs
			13.3.3 Indexing and Sampling Textures
			13.3.4 Structured Buffer Resources
			13.3.5 Copying CS Results to System Memory
		13.4 Thread Identifi cation System Values
		13.5 Append and Consume Buffers
		13.6 Shared Memory and Synchronization
		13.7 Blur Demo
			13.7.1 Blurring Theory
			13.7.2 Render-to-Texture
			13.7.3 Blur Implementation Overview
			13.7.4 Compute Shader Program
		13.8 Further Resources
		13.9 Summary
		13.10 Exercises
	Chapter 14 The Tessellation Stages
		14.1 Tessellation Primitive Types
			14.1.1 Tessellation and the Vertex Shader
		14.2 The Hull Shader
			14.2.1 Constant Hull Shader
			14.2.2 Control Point Hull Shader
		14.3 The Tessellation Stage
			14.3.1 Quad Patch Tessellation Examples
			14.3.2 Triangle Patch Tessellation Examples
		14.4 The Domain Shader
		14.5 Tessellating a Quad
		14.6 Cubic Bézier Quad Patches
			14.6.1 Bézier Curves
			14.6.2 Cubic Bézier Surfaces
			14.6.3 Cubic Bézier Surface Evaluation Code
			14.6.4 Defining the Patch Geometry
		14.7 Summary
		14.8 Exercises
PART III Topics
	Chapter 15 Building a First Person Cameraand Dynamic Indexing 539
		15.1 View Transform Review
		15.2 The Camera Class
		15.3 Selected Method Implementations
			15.3.1 XMVECTOR Return Variations
			15.3.2 SetLens
			15.3.3 Derived Frustum Info
			15.3.4 Transforming the Camera
			15.3.5 Building the View Matrix
		15.4 Camera Demo Comments
		15.5 Dynamic Indexing
		15.6 Summary
		15.7 Exercises
	Chapter 16 Instancing and Frustum Culling
		16.1 Hardware Instancing
			16.1.1 Drawing Instanced Data
			16.1.2 Instance Data
			16.1.3 Creating the Instanced Buffer
		16.2 Bounding Volumes and Frustums
		16.2.1 DirectX Math Collision
			16.2.2 Boxes
				16.2.2.1 Rotations and Axis-Aligned Bounding Boxes
			16.2.3 Spheres
			16.2.4 Frustums
				16.2.4.1 Constructing the Frustum Planes
				16.2.4.2 Frustum/Sphere Intersection
				16.2.4.3 Frustum/AABB Intersection
		16.3 Frustum Culling
		16.4 Summary
		16.5 Exercises
	Chapter 17 Picking
		17.1 Screen to Projection Window Transform
		17.2 World/Local Space Picking Ray
		17.3 Ray/Mesh Intersection
			17.3.1 Ray/AABB Intersection
			17.3.2 Ray/Sphere Intersection
			17.3.3 Ray/Triangle Intersection
		17.4 Demo Application
		17.5 Summary
		17.6 Exercises
	Chapter 18 Cube Mapping
		18.1 Cube Mapping
		18.2 Environment Maps
			18.2.1 Loading and Using Cube Maps in Direct3D
		18.3 Texturing a Sky
		18.4 Modeling Reflections
		18.5 Dynamic Cube Maps
			18.5.1 Dynamic Cube Map Helper Class
			18.5.2 Building the Cube Map Resource
			18.5.3 Extra Descriptor Heap Space
			18.5.4 Building the Descriptors
			18.5.5 Building the Depth Buffer
			18.5.6 Cube Map Viewport and Scissor Rectangle
			18.5.7 Setting up the Cube Map Camera
			18.5.8 Drawing into the Cube Map
		18.6 Dynamic Cube Maps with the Geometry Shader
		18.7 Summary
		18.8 Exercises
	Chapter 19 Normal Mapping
		19.1 Motivation
		19.2 Normal Maps
		19.3 Texture/Tangent Space
		19.4 Vertex Tangent Space
		19.5 Transforming Between Tangent Space and Object Space
		19.6 Normal Mapping Shader Code
		19.7 Summary
		19.8 Exercises
	Chapter 20 Shadow Mapping
		20.1 Rendering Scene Depth
		20.2 Orthographic Projection
		20.3 Projective Texture Coordinates
			20.3.1 Code Implementation
			20.3.2 Points Outside the Frustum
			20.3.3 Orthographic Projections
		20.4 Shadow Mapping
			20.4.1 Algorithm Description
			20.4.2 Biasing and Aliasing
			20.4.3 PCF Filtering
			20.4.4 Building the Shadow Map
			20.4.5 The Shadow Factor
			20.4.6 The Shadow Map Test
			20.4.7 Rendering the Shadow Map
		20.5 Large PCF Kernels
			20.5.1 The DDX and DDY Functions
			20.5.2 Solution to the Large PCF Kernel Problem
			20.5.3 An Alternative Solution to the Large PCF Kernel Problem
		20.6 Summary
		20.7 Exercises
	Chapter 21 Ambient Occlusion
		21.1 Ambient Occlusion via Ray Casting
		21.2 Screen Space Ambient Occlusion
			21.2.1 Render Normals and Depth Pass
			21.2.2 Ambient Occlusion Pass
				21.2.2.1 Reconstruct View Space Position
				21.2.2.2 Generate Random Samples
				21.2.2.3 Generate the Potential Occluding Points
				21.2.2.4 Perform the Occlusion Test
				21.2.2.5 Finishing the Calculation
				21.2.2.6 Implementation
			21.2.3 Blur Pass
			21.2.4 Using the Ambient Occlusion Map
		21.3 Summary
		21.4 Exercises
	Chapter 22 Quaternions
		22.1 Review of the Complex Numbers
			22.1.1 Definitions
			22.1.2 Geometric Interpretation
			22.1.3 Polar Representation and Rotations
		22.2 Quaternion Algebra
			22.2.1 Definition and Basic Operations
			22.2.2 Special Products
			22.2.3 Properties
			22.2.4 Conversions
			22.2.5 Conjugate and Norm
			22.2.6 Inverses
		22.2.7 Polar Representation
		22.3 Unit Quaternions and Rotations
			22.3.1 Rotation Operator
			22.3.2 Quaternion Rotation Operator to Matrix
			22.3.3 Matrix to Quaternion Rotation Operator
			22.3.4 Composition
		22.4 Quaternion Interpolation
		22.5 DirectX Math Quaternion Functions
		22.6 Rotation Demo
		22.7 Summary
		22.8 Exercises
	Chapter 23 Character Animation
		23.1 Frame Hierarchies
		23.1.1 Mathematical Formulation
		23.2 Skinned Meshes
			23.2.1 Defi nitions
			23.2.2 Reformulating the Bones To-Root Transform
			23.2.3 The Offset Transform
			23.2.4 Animating the Skeleton
			23.2.5 Calculating the Final Transform
		23.3 Vertex Blending
		23.4 Loading Animation Data from File
			23.4.1 Header
			23.4.2 Materials
			23.4.3 Subsets
			23.4.4 Vertex Data and Triangles
			23.4.5 Bone Offset Transforms
			23.4.6 Hierarchy
			23.4.7 Animation Data
			23.4.8 M3DLoader
		23.5 Character Animation Demo
		23.6 Summary
		23.7 Exercises
Appendix A: Introduction to Windows Programming
	A.1 Overview
		A.1.1 Resources
		A.1.2 Events, the Message Queue, Messages,and the Message Loop
		A.1.3 GUI
		A.1.4 Unicode
	A.2 Basic Windows Application
	A.3 Explaining the Basic Windows Application
		A.3.1 Includes, Global Variables, and Prototypes
		A.3.2 WinMain
		A.3.3 WNDCLASS and Registration
		A.3.4 Creating and Displaying the Window
		A.3.5 The Message Loop
		A.3.6 The Window Procedure
		A.3.7 The MessageBox Function
	A.4 A Better Message Loop
	A.5 Summary
	A.6 Exercises
Appendix B: High Level Shader Language Reference
	Variable Types
		Scalar Types
		Vector Types
			Swizzles
		Matrix Types
		Arrays
		Structures
		The typedef Keyword
		Variable Prefixes
		Casting
	Keywords and Operators
		Keywords
		Operators
	Program Flow
	Functions
		User Defi ned Functions
		Built-in Functions
		Constant Buffer Packing
Appendix C: Some Analytic Geometry
	C.1 Rays, Lines, and Segments
	C.2 Parallelograms
	C.3 Triangles
	C.4 Planes
		C.4.1 DirectX Math Planes
		C.4.2 Point/Plane Spatial Relation
		C.4.3 Construction
		C.4.4 Normalizing a Plane
		C.4.5 Transforming a Plane
		C.4.6 Nearest Point on a Plane to a Given Point
		C.4.7 Ray/Plane Intersection
		C.4.8 Reflecting Vectors
		C.4.9 Reflecting Points
		C.4.10 Reflection Matrix
	C.5 Exercises
Appendix D: Solutions to Selected Exercises
Appendix E: Bibliography and Further Reading
Index




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