DirectX 11.1 Game Programming Table of Contents


Table of Contents

Preface
Chapter 1: Say Hello to DirectX 11.1
Chapter 2: Getting Started with HLSL
Chapter 3: Rendering a 3D Scene
Chapter 4: Tessellation
Chapter 5: Multithreading
Index

  • Chapter 1: Say Hello to DirectX 11.1
    • The need for DirectX 11.1
      • Why should we target Windows 8?
    • The prerequisites
    • Introduction to C++/CX
      • Lifetime management
        • What is a ref class?
      • Inheritance
      • Delegates and events
    • Metro Style apps
    • Setting up your first project
    • Building your first Metro app
    • Working with game time
    • Initializing the device
      • Connecting to a swap chain
      • The render target and depth stencil views
    • Summary
    • Chapter 2: Getting Started with HLSL
      • An introduction to HLSL
      • New features of HLSL
      • Compiling and linking to shaders
      • Buffers in Direct3D
        • Constant buffers
        • Vertex buffers
        • Index buffers
        • Textures
      • Rendering primitives
      • Direct2D 1.1
      • Summary
      • Chapter 3: Rendering a 3D Scene
        • Displaying the performance data
          • A short introduction to FPS
        • Asynchronous loading
          • Introduction to tasks
          • Asynchronous resource loading
        • Getting started with the Model Editor
        • Loading a model from the .cmo format
        • Rendering a model
        • The input devices we'll need
          • Keyboard
          • Pointer
          • Xbox 360 controllers
        • Turn on the camera
          • Base camera
          • First person camera
          • Third person camera
        • Composing XAML and Direct3D
        • Summary
        • Chapter 4: Tessellation
          • Hardware tessellation
            • The most popular usage of hardware tessellation
          • Basic tessellation
            • The Hull Shader stage
            • The Domain Shader stage
            • Tessellating a quad
          • Displacement mapping using tessellation
            • The normal mapping technique
            • The displacement mapping technique
          • DirectX graphics diagnostics
            • Capturing the frame
            • The Graphics Experiment window
            • Investigating a missing object
            • Disabling graphics diagnostics
          • Summary
          • Chapter 5: Multithreading
            • C++ AMP
            • Compute Shader
            • C++ AMP versus Compute Shader
            • Post-processing
              • Implementing post-processing using C++ AMP
              • Implementing post-processing using Compute Shader
            • Summary

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