Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach
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1 Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach Introduction Part I Mathematical Prerequisites Chapter 1 Vector Algebra 1.1 Vectors Vectors and Coordinate Systems Left-Handed Versus Right-Handed Coordinate Systems Basic Vector Operations 1.2 Length and Unit Vectors 1.3 The Dot Product 1.4 The Cross Product 1.5 Change of Frame Vectors Points 1.6 Rays, Lines, and Segments 1.7 D3DX Vectors 1.8 Summary 1.9 Exercises Chapter 2 Matrix Algebra 2.1 Definition 2.2 Matrix Multiplication Vector-Matrix Multiplication Matrix-Matrix Multiplication and Associativity 2.3 The Transpose of a Matrix 2.4 The Identity Matrix 2.5 The Inverse of a Matrix 2.6 D3DX Matrices 2.7 Summary 2.8 Exercises Chapter 3 Transformations; Planes 3.1 Linear Transformations Definition Matrix Representation Scaling Rotation about the Coordinate Axes Rotation About an Arbitrary Axis 3.2 Affine Transformations Definition and Matrix Representation Translation
2 3.3.3 Affine Matrices for Scaling and Rotation 3.3 D3DX Transformation Functions 3.4 Composition of Affine Transformations 3.5 Planes D3DXPlane Point and Plane Spatial Relation Construction Normalizing a Plane Transforming a Plane Nearest Point on a Plane to a Particular Point Ray/Plane Intersection 3.6 Summary 3.7 Exercises Part II Direct3D Foundations Chapter 4 Direct3D Initialization 4.1 Direct3D Overview Devices COM 4.2 Some Preliminaries Surfaces The Swap Chain and Page Flipping Pixel Formats Display Adapters Depth Buffers Multisampling Memory Pools Vertex Processing and Pure Devices Device Capabilities 4.3 Initializing Direct3D Acquiring an IDirect3D9 Interface Verifying HAL Support Checking for Hardware Vertex Processing D3DPRESENT_PARAMETERS Creating the IDirect3DDevice9 Interface 4.4 Lost Devices 4.5 The Demo Application Framework D3DApp Non-Framework Methods Framework Methods The Message Handler: msgproc Switching to Full Screen Mode and Back 4.6 Demo Application: Hello Direct3D 4.7 Debugging Direct3D Application Tips 4.8 Summary
3 4.9 Exercises Chapter 5 Timing; Direct Input; Animation and Sprites 5.1 The Performance Timer Time Differential Between Frames Frames Per Second Calculation Graphics Stats Demo 5.2 Direct Input Primer Interfaces Initializing the Keyboard and Mouse Cleanup Polling the Keyboard and Mouse 5.3 Sprites and Animation ID3DXSprite The Sprite Demo Bullet Structure Demo Application Class Data Members SpriteDemo ~SpriteDemo checkdevicecaps onlostdevice onresetdevice updatescene updateship updatebullets drawscene drawbkgd drawship drawbullets Page Flipping Animation 5.4 Summary 5.5 Exercises Chapter 6 The Rendering Pipeline 6.1 The 3D Illusion 6.2 Model Representation Vertex Declarations Triangles Indices 6.3 The Virtual Camera The Frustum Perspective Projection 6.4 The Rendering Pipeline Local Space and World Space View Space Lighting
4 6.4.4 Projection Transformation Defining a Frustum; Aspect Ratio Projecting Vertices Normalizing the Coordinates Transforming the z-coordinate Writing the Projection Equations with a Matrix D3DXMatrixPerspectiveFovLH Backface Culling Clipping Viewport Transform Rasterization 6.5 Summary 6.6 Exercises Chapter 7 Drawing in Direct3D Part I 7.1 Vertex/Index Buffers Creating a Vertex and Index Buffer Accessing a Buffer s Memory Vertex and Index Buffer Info 7.2 Drawing Methods DrawPrimitive DrawIndexedPrimitive 7.3 Drawing Preparations Vertex Streams Setting Indices Setting the Vertex Declaration 7.4 Cube Demo Vertex Structure CubeDemo Class Data Members Construction Destruction onlostdevice / onresetdevice updatescene drawscene 7.5 Summary 7.6 Exercises Chapter 8 Drawing in Direct3D Part II 8.1 Checking for Shader Support 8.2 Shaders; the FX Framework A Simple Vertex Shader A Simple Pixel Shader A Simple FX File Creating an Effect Setting Effect Parameters 8.3 Applying the Effect
5 8.3.1 Obtaining a Handle to an Effect Activating an Effect and Setting Effect Parameters Beginning an Effect Setting the Current Rendering Pass Ending an Effect Example Code 8.4 Triangle Grid Demo Vertex Generation Index Generation Extracting the Grid Geometry 8.5 D3DX Geometric Objects 8.6 Summary 8.7 Exercises Chapter 9 Color 9.1 Color Representation D3DCOLOR D3DCOLORVALUE D3DXCOLOR 9.2 Vertex Colors 9.3 Colored Cube Demo 9.4 Digression: Traveling Sine Waves Summing Waves Circular Waves Directional Waves 9.5 Colored Waves Demo 9.6 Summary 9.7 Exercises Chapter 10 Lighting 10.1 Light and Material Interaction 10.2 Diffuse Lighting Normal Vectors Transforming Normal Vectors Lambert s Cosine Law Diffuse Lighting Diffuse Demo Vertex Structure Effect Parameters The Vertex Shader The Pixel Shader and Technique 10.3 Ambient Lighting 10.4 Specular Lighting 10.5 Point Lights 10.6 Spotlights 10.7 Attenuation
6 10.8 The Point Light Demo Grid Normals Animated Light Different Materials The Vertex Shader 10.9 The Spotlight Demo Phong Shading Summary Exercises Chapter 11 Texturing 11.1 Texture Coordinates 11.2 Creating and Enabling a Texture 11.3 Filters 11.4 Mipmaps Mipmap Filter Using Mipmaps with Direct3D Hardware Generated Mipmaps 11.5 Textured Cube Demo Specifying the Texture Coordinates Creating the Texture Setting and Sampling the Texture 11.6 Address Modes 11.7 Tiled Ground Demo 11.8 Multi-Texturing Generating Texture Coordinates Creating and Enabling the Textures Sampler Objects The Vertex and Pixel Shader 11.9 Spherical and Cylindrical Texturing Sphere Mapping Cylindrical Mapping Texturing Wrapping Spherical and Cylindrical Texturing Demo Texture Animation Compressed Textures and the DXTex Tool Summary Exercises Chapter 12 Blending 12.1 The Blending Equation 12.2 Blend Factors Blend Factor Example Blend Factor Example Blend Factor Example Blend Factor Example 4
7 12.3 Transparent Teapot Demo 12.4 Transparent Teapot Demo with Texture Alpha Channel 12.5 The Alpha Test 12.6 Summary 12.7 Exercises Chapter 13 Stenciling 13.1 Using the Stencil Buffer Requesting a Stencil Buffer The Stencil Test Controlling the Stencil Test Stencil Reference Value Stencil Mask Stencil Value Comparison Operation Updating the Stencil Buffer Stencil Write Mask 13.2 Mirror Demo The Mathematics of Reflection Mirror Implementation Overview Code and Explanation Part I Part II Part III Part IV Part V 13.3 Sample Application: Planar Shadows Parallel Light Shadows Point Light Shadows The Shadow Matrix Using the Stencil Buffer to Prevent Double Blending Code and Explanation 13.4 Summary 13.5 Exercises Part III Applied Direct3D and the D3DX Library Chapter 14 Meshes 14.1 Geometry Info 14.2 Subsets and the Attribute Buffer 14.3 Drawing 14.4 Adjacency Info 14.5 Optimizing 14.6 The Attribute Table 14.7 Cloning 14.8 Creating a Mesh (D3DXCreateMesh)
8 14.9.X Files Loading a.x File Testing for Vertex Normals Changing the Vertex Format X File Materials Optimizing X File Materials The.X File Demo Bounding Volumes Some New Special Constants Bounding Volume Types Bounding Box Demo Survey of Other D3DX Mesh Functions D3DXSplitMesh D3DXConcatenateMeshes D3DXValidMesh D3DXCleanMesh D3DXWeldVertices D3DXSimplifyMesh D3DXGeneratePMesh Summary Exercises Chapter 15 Mesh Hierarchy Animation Part I: Rigid Meshes 15.1 Robot Arm Demo Mathematical Formulation Implementation Bone Mesh Bone Data Structure Building the Bone World Matrices Animating and Rendering the Bones 15.2 Solar System Demo Solar Object Data Structure Building the Solar Object World Matrices Animating the Solar System 15.3 Keyframes and Animation 15.4 Summary 15.5 Exercises Chapter 16 Mesh Hierarchy Animation Part II: Skinned Meshes 16.1 Overview of Skinned Meshes Definitions Reformulating a Bones To-Root Transform The Offset Transform Vertex Blending D3DXFRAME
9 16.2 Skinned Mesh Demo SkinnedMesh Overview D3DXMESHCONTAINER ID3DXAnimationController ID3DXAllocateHierarchy D3DXLoadMeshHierarchyFromX and D3DXFrameDestroy Finding the One and Only Mesh Converting to a Skinned Mesh Building the To-Root Transform Matrix Array Initialization Summarized Animating the Skinned Mesh 16.3 Summary 16.4 Exercises Chapter 17 Terrain Rendering Part I 17.1 Heightmaps Creating a Heightmap Heightmap Class Overview Loading a RAW File Filtering 17.2 Basic Terrain Demo Building the Terrain Geometry Lighting and Texturing the Terrain The Vertex and Pixel Shaders 17.3 Multi-Sub-Grid Terrain 17.4 Building a Flexible Camera View Transformation Recapitulation Camera Functionality The Camera Class Updating the Camera Building the View Matrix Camera Demo Comments 17.5 Walking on the Terrain Getting the Terrain Height Moving Tangent to the Terrain 17.6 Summary 17.7 Exercises Chapter 18 Terrain Rendering Part II 18.1 Sub-Grid Culling and Sorting The SubGrid Structure Extracting Frustum Planes Frustum/AABB Intersection Test Experiments 18.2 Trees; Castle
10 18.3 Fog 18.4 Grass The Billboard Matrix Animating the Grass The Grass Vertex Structure Building a Grass Fin Grass Effect 18.5 Water 18.6 Summary 18.7 Exercises Chapter 19 Particle Systems 19.1 Particles and Point Sprites Using Point Sprites Particle Motion Randomness Structure Format Render States 19.2 Particle System Framework Selected PSystem Data Members Selected PSystem Methods 19.3 Example 1: Fire Ring Initializing the Particles The Fire Ring Effect 19.4 Example 2: Rain Initializing the Particles The Rain Effect 19.5 Example 3: Sprinkler Initializing the Particles The Sprinkler Effect 19.6 Example 4: Bolt Gun Initializing the Particles The Gun Effect 19.7 Summary 19.8 Exercises Chapter 20 Picking 20.1 Screen to Projection Window Transform 20.2 World Space Picking Ray 20.3 Ray/Object Intersection Tests 20.4 Tri-Pick Demo 20.5 Asteroids Demo 20.6 Summary 20.7 Exercises Chapter 21 Advanced Texturing Part I
11 21.1 Cube Mapping Environment Maps Loading and Using Cube Maps in Direct3D Environment Map Demo Sky Sphere Reflections 21.2 Normal Mapping Storing Normal Maps in Textures Generating Normal Maps Using Normal Maps Implementation Details Computing the TBN-Frame Per Vertex Effect Parameters The Vertex Shader The Pixel Shader The Brick Demo Normal Mapping Water 21.3 Render to Texture D3DXCreateRenderToSurface D3DXCreateTexture IDirect3DTexture9::GetSurfaceLevel Drawing to the Surface/Texture DrawableTex2D Render To Texture Demo 21.4 Summary 21.5 Exercises Chapter 22 Advanced Texturing Part II 22.1 Projective Texturing Generating Projective Texture Coordinates Projective Texture Coordinates Outside [0, 1] Sample Code 22.2 Shadow Mapping Checking for D3DFMT_R32F Support Building the Shadow Map The Shadow Map Test Filtering 22.3 Displacement Mapping Checking Device Capabilities Demo Overview tex2dlod Filtering The Vertex Shader 22.4 Summary 22.5 Exercises
12 Appendix A Windows Programming Appendix B HLSL Reference Index
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