Managed DirectX 9 Kick Start : Graphics and Game Programming
暫譯: Managed DirectX 9 快速入門:圖形與遊戲程式設計
Tom Miller
- 出版商: SAMS
- 出版日期: 2003-11-03
- 售價: $1,860
- 貴賓價: 9.5 折 $1,767
- 語言: 英文
- 頁數: 432
- 裝訂: Paperback
- ISBN: 0672325969
- ISBN-13: 9780672325960
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商品描述
Summary
Managed DirectX was released with the latest version of the core DirectX libraries in DirectX9. It enables developers using the new .NET languages (i.e. C#, VB.NET, etc.) to develop rich multimedia applications with DirectX. Unfortunately the Managed DirectX runtime was released without adequate documentation, and developers are having a hard time figuring out the best way to write managed applications. This book covers how to use the Managed DirectX objects, how they differ from the core DirectX libraries, and how to create these rich multimedia applications in C#. It also covers in depth graphics techniques and the new high-level shader language shipping with DirectX9.
Table of Contents
Introduction.
The History of Managed DirectX. Namespaces Included. Getting Started.I. BEGINNING GRAPHICS CONCEPTS.
1. Introducing Direct3D.
Getting Started. The Direct3D Device. Making Our Triangle Three Dimensional. Automatic Device Resets During a Resize. We've Got Camera and Action; What About Lights? Device States and Transforms. Swapchains and RenderTargets. In Brief.2. Choosing the Correct Device.
Enumerating Your System's Adapters. Determining Whether a Hardware Device Is Available. Checking Device Capabilities. In Brief.3. Rendering Using Simple Techniques.
Using Vertex Buffers. Texturing Our Objects. In Brief.4. More Rendering Techniques.
Rendering Other Primitive Types. Using Index Buffers. Using Depth Buffers. In Brief.5. Rendering with Meshes.
Defining the Mesh. Using Materials and Lighting. Using Meshes to Render Complex Models. In Brief.6. Using Managed DirectX to Write a Game.
Choosing the Game. Writing the Game. Adding a Movable Car into Your Scene. Adding Obstacles. Implementing the Finishing Touches. In Brief.II. INTERMEDIATE GRAPHICS CONCEPTS.
7. Using Advanced Mesh Features.
Cloning Mesh Data. Optimizing Mesh Data. Simplifying Existing Meshes. Welding Vertices in a Mesh. Making Lots of Little Meshes Out of One Big One. In Brief.8. Understanding Resources.
Starting with the Resource Class. Using the Vertex and Index Buffers. Locking Our Buffers. Controlling How Buffers Are Locked. Using Texture Resources. Locking Textures and Getting Descriptions. In Brief.9. Using the Other Mesh Types.
Simplifying Meshes. Controlling the Level of Detail with Progressive Meshes. Rendering Patch Meshes. Seeing the Tessellation Levels. In Brief.10. Using the Helper Classes.
Drawing Lines. Drawing Text. Rendering to Surfaces. Rendering Environment Maps. In Brief.III. ADVANCED GRAPHICS CONCEPTS.
11. Introducing the Programmable Pipeline with the High Level Shader Language.
Rendering a Single Triangle Without Using the Fixed-function Pipeline. Rendering Shader Programs with Techniques. Rendering Meshes Using the Programmable Pipeline. Using HLSL to Write a Pixel Shader. In Brief.12. Using the High Level Shader Language.
Using Simple Formulas to Simulate Animation. Determining Color by Blending Textures. Lighting Textures. Adding Specular Highlights. In Brief.13. Rendering Skeletal Animation.
Creating the Frame Hierarchy. Loading Meshes with Animation. Rendering Animated Meshes. In Brief.IV. SOUND AND INPUT.
14. Discovering the Wonders of Sound.
Including the Sound Namespace. Loading and Playing a Static Sound. Using Sounds in 3D. Manipulating the Listener. Using Effects with Your Sounds. In Brief.15. Controlling User Input.
Detecting the Devices You Can Use. Using the Keyboard Device. Using the Mouse Device. Using Game Pads and Joysticks for User Input. Using Force Feedback. In Brief.V. 2D GRAPHICS.
16. Using Direct3D for 2D Graphics.
Creating a Full Screen Rendering Device. Rendering Sprites. Animating Your Sprites. In Brief.17. Using DirectDraw for 2D Rendering.
Creating a Full Screen DirectDraw Device. Animating Your Sprites. In Brief.IV. ADDING NETWORKING.
18. Implementing Peer-to-Peer Networking Using DirectPlay.
Understanding DirectPlay Addresses. Creating a Peer Connection. Getting into a Session. Using the Event Model. Performing Actions in Our Session. Handling Lost Sessions. In Brief.19. Creating a Client/Server Session.
Creating a Dedicated Server Session. Connecting a Client. Detecting Users Joining and Leaving Your Session. Sending Data Packets. Making the Client React. Handling the Server Lost Event. In Brief.20. Understanding Advanced Networking Features.
Having a Detailed Look at the Event Model. Detecting Bandwidth and Network Statistics. Launching Applications Using a Lobby. Making Your Application Lobby Aware. Adding Voice Chat to Your Sessions. In Brief.21. Achieving Maximum Performance.
Using Value Types as Objects. Understanding the Performance Implications of the Event Model. Understanding the Cost of Methods. In Brief.VII. APPENDICES.
Appendix A: Using the Diagnostics Assemblies.
Enumerating Everything in the System. Enumerating Specific Items You Care About.Appendix B: Playing Music and Videos.
Playing Back an Audio or Video File Simply. Using the Features of Video Files. Using Video as Textures.Index
商品描述(中文翻譯)
摘要
Managed DirectX 隨著 DirectX9 的核心 DirectX 函式庫最新版本發布。它使得使用新 .NET 語言(例如 C#、VB.NET 等)的開發者能夠使用 DirectX 開發豐富的多媒體應用程式。不幸的是,Managed DirectX 執行時發布時缺乏足夠的文檔,開發者在撰寫受管理的應用程式時遇到了困難。本書涵蓋了如何使用 Managed DirectX 物件、它們與核心 DirectX 函式庫的區別,以及如何在 C# 中創建這些豐富的多媒體應用程式。它還深入探討了圖形技術和隨 DirectX9 發佈的新高級著色器語言。
目錄
引言。
Managed DirectX 的歷史。包含的命名空間。入門。
I. 基本圖形概念。
1. 介紹 Direct3D。
入門。Direct3D 設備。讓我們的三角形變成三維。調整大小時自動重置設備。我們有相機和動作;那燈呢?設備狀態和變換。交換鏈和渲染目標。簡而言之。
2. 選擇正確的設備。
列舉系統的適配器。確定硬體設備是否可用。檢查設備能力。簡而言之。
3. 使用簡單技術進行渲染。
使用頂點緩衝區。為物件進行紋理處理。簡而言之。
4. 更多渲染技術。
渲染其他基本類型。使用索引緩衝區。使用深度緩衝區。簡而言之。
5. 使用網格進行渲染。
定義網格。使用材質和照明。使用網格渲染複雜模型。簡而言之。
6. 使用 Managed DirectX 編寫遊戲。
選擇遊戲。編寫遊戲。將可移動的汽車添加到場景中。添加障礙物。實現最後的修飾。簡而言之。
II. 中級圖形概念。
7. 使用高級網格特性。
克隆網格數據。優化網格數據。簡化現有網格。在網格中焊接頂點。將一個大網格分割成許多小網格。簡而言之。
8. 理解資源。
從資源類開始。使用頂點和索引緩衝區。鎖定我們的緩衝區。控制緩衝區的鎖定方式。使用紋理資源。鎖定紋理並獲取描述。簡而言之。
9. 使用其他網格類型。
簡化網格。使用漸進式網格控制細節層級。渲染補丁網格。查看細分層級。簡而言之。
10. 使用輔助類。
繪製線條。繪製文本。渲染到表面。渲染環境地圖。簡而言之。
III. 高級圖形概念。
11. 介紹可編程管線與高級著色器語言。
在不使用固定功能管線的情況下渲染單個三角形。使用技術渲染著色器程式。使用可編程管線渲染網格。使用 HLSL 編寫像素著色器。簡而言之。
12. 使用高級著色器語言。
使用簡單公式模擬動畫。通過混合紋理確定顏色。照明紋理。添加高光。簡而言之。
13. 渲染骨骼動畫。
創建框架層次結構。加載帶有動畫的網格。渲染動畫網格。簡而言之。
IV. 聲音與輸入。
14. 發現聲音的奇妙。
包含聲音命名空間。加載和播放靜態聲音。在 3D 中使用聲音。操控聽眾。使用效果與聲音。簡而言之。
15. 控制用戶輸入。
檢測可用的設備。使用鍵盤設備。使用滑鼠設備。使用遊戲手柄和搖桿進行用戶輸入。使用力回饋。簡而言之。
V. 2D 圖形。
16. 使用 Direct3D 進行 2D 圖形。
創建全螢幕渲染設備。渲染精靈。動畫化你的精靈。簡而言之。
17. 使用 DirectDraw 進行 2D 渲染。
創建全螢幕 DirectDraw 設備。動畫化你的精靈。簡而言之。
IV. 添加網路功能。
18. 使用 DirectPlay 實現點對點網路。
理解 DirectPlay 地址。創建對等連接。進入會話。使用事件模型。在會話中執行操作。處理丟失的會話。簡而言之。
19. 創建客戶端/伺服器會話。
創建專用伺服器會話。連接客戶端。檢測用戶加入和離開會話。發送數據包。讓客戶端做出反應。處理伺服器丟失事件。簡而言之。
20. 理解高級網路功能。
詳細了解事件模型。檢測帶寬和網路統計。使用大廳啟動應用程式。讓你的應用程式具備大廳意識。為會話添加語音聊天。簡而言之。
21. 實現最佳性能。
使用值類型作為物件。理解事件模型的性能影響。理解方法的成本。簡而言之。
VII. 附錄。
附錄 A:使用診斷組件。
列舉系統中的所有內容。列舉你關心的特定項目。
附錄 B:播放音樂和視頻。
簡單播放音頻或視頻文件。使用視頻文件的功能。將視頻用作紋理。
索引