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