1. Trang chủ
  2. » Công Nghệ Thông Tin

a0001 advanced 3d game programming with directx 10 morebook vn 1559

7 3 0

Đang tải... (xem toàn văn)

THÔNG TIN TÀI LIỆU

Nội dung

Advanced 3D Game Programming with DirectX 10.0 ® Peter Walsh Wordware Publishing, Inc Library of Congress Cataloging-in-Publication Data Walsh, Peter, 1980Advanced 3D game programming with DirectX 10.0 / by Peter Walsh p cm Includes index ISBN 10: 1-59822-054-3 ISBN 13: 978-1-59822-054-4 Computer games Programming DirectX I Title QA76.76.C672W3823 2007 794.8'1526 dc22 2007041625 © 2008, Wordware Publishing, Inc All Rights Reserved 1100 Summit Avenue, Suite 102 Plano, Texas 75074 No part of this book may be reproduced in any form or by any means without permission in writing from Wordware Publishing, Inc Printed in the United States of America ISBN 10: 1-59822-054-3 ISBN 13: 978-1-59822-054-4 10 0712 DirectX is a registered trademark of Microsoft Corporation in the United States and/or other counties Other brand names and product names mentioned in this book are trademarks or service marks of their respective companies Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to infringe on the property of others The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products This book is sold as is, without warranty of any kind, either express or implied, respecting the contents of this book and any disks or programs that may accompany it, including but not limited to implied warranties for the book’s quality, performance, merchantability, or fitness for any particular purpose Neither Wordware Publishing, Inc nor its dealers or distributors shall be liable to the purchaser or any other person or entity with respect to any liability, loss, or damage caused or alleged to have been caused directly or indirectly by this book All inquiries for volume purchases of this book should be addressed to Wordware Publishing, Inc., at the above address Telephone inquiries may be made by calling: (972) 423-0090 To my wife, Lisa Peter This page intentionally left blank 528 n Index sparse matrix, 410 specular highlight, 181 specular light, 181 specular maps, 452 specular reflection, 182-183 spherical coordinates, calculating, 449-450 spherical environment maps, 446-449 splines, 355 Split() function, 149, 152-153 spotlights, 185-186 sprites, 341 Standard Template Library, see STL StartListening() function, 267 StartSending() function, 268 Startup() function, 266 static address, 256 steering, 210 algorithms, 211-230 stencil buffer, 325, 483 creating, 302-308 using, 483-484 STL, 517 containers, 518-519 functors, 521 iterators, 519-521 templates, 517-518 structures, bSphere3, 176-177 color3, 178-180 D3D10_BLEND_DESC, 419-420, 422 D3D10_BUFFER_DESC, 326 D3D10_DEPTH_STENCIL_DESC, 303-304 D3D10_DEPTH_STENCIL_VIEW_DESC, 305-306 D3D10_INPUT_ELEMENT_DESC, 317 D3D10_MAPPED_TEXTURE2D, 52 D3D10_SHADER_RESOURCE_VIEW_DESC, 441 D3D10_SUBRESOURCE_DATA, 326-327 D3D10_TEXTURE2D_DESC, 46-50, 302 D3D10_VIEWPORT, 308 DIMOUSESTATE, 70-71 DSBUFFERDESC, 91-92 DXGI_SWAP_CHAIN_DESC, 58-59 matrix4, 166-167 MSG, plane3, 143-144 POINT, 18 point3, 124-125 RECT, 18 WAVEFORMATEX, 92-93 subdivision schemes, 380-383 butterfly, 383 example application, 387-399 interpolating vs approximating, 382 modified butterfly, 383-387 stationary vs non-stationary, 383 triangles vs quads, 382 uniform vs non-uniform, 383 subdivision surfaces, 379 subtraction, vector, 127-128 surfaces, drawing, 367-368 Sutherland-Hodgeman algorithm, 150-151 swap chains, 46 creating, 58-61, 300-302 Synchronize() function, 290-291 system messages, 17 T task generation, 210 TCP, 259 teapot example application, 369-376 tearing, 43 temporal independence, 293 texel, 424 texture addressing, 426-429 texture aliasing, 430-432 texture arrays, 443 texture chain, 46 texture coordinates, 424 texture description, 46 texture management, 436-437 texture mapping, 423-425, 443-483 texture wrapping, 429-430 textures, 44-45, 424 activating, 440-442 adding to shader, 441-442 complex, 46 creating, 52 describing, 46 in Direct3D, 436-437 loading, 51, 437-440 sampling, 442 sending to shader, 442 working with, 51-52 texturing example application, 465-483 ThreadProc() function, 262-263, 269-270 timing, 294 title bar, 4-5 ToInverse() function, 175 topology, 327 transformation matrix inverse, 163 transformations, 156 rotation, 158-159, 169-170 translation, 156, 168 TranslateMessage() function, 12-13 translation transformation, 156, 168 translocators, 502-503 Transmission Control Protocol, see TCP transmission latency ping, 288 tri template class, 139 triangle fans, 139-140 triangle strips, 139-140 triangles, 138-139 true color, 42 U UDP, 259 implementing, 260-292 Index unit sphere, 123 unit vector, 123 universe box, 504 Unlock() function, 96 UpdateLights() function, 329 UpdateMatrices() function, 319 User Datagram Protocol, see UDP V vector, 121 equality, 130-131 length of, 123 magnitude of, 123 mathematical operators, 127-135 quantities, 121 vertex buffers, 325-326 using, 326-328 vertex shader, 310 creating, 312-313 vertex split, 401-402 vertical blank, 43 vertical retrace, 43 vertices, 153 view space, 162-163 viewing cone, 493 viewport, 308 creating, 308-309 Vista, see Windows Vista Visual C++, setting up, 36-38 W WAV files, loading, 96-103 WAVEFORMATEX structure, 92-93 Win32 API, vs DirectInput, 68 Win32 example program, 7-11 window, class, 13 handle, n initializing, 13-16 messages, 20-23 procedure, Windows, message handling in, 5-6 Windows programming, 1-3 vs DOS programming, 1-2 Windows Vista, 1-2 WinMain() function, 11-12, 29-30 Winsock, 257 wipes, 485 WM_CLOSE message, 20 WM_CREATE message, 20 WM_DESTROY message, 17, 20 WM_ERASEBKGND message, 20 WM_KEYDOWN message, 21 WM_KEYUP message, 21 WM_LBUTTONDOWN message, 21-22 WM_LBUTTONUP message, 23 WM_MBUTTONDOWN message, 22 WM_MBUTTONUP message, 23 WM_MOUSEMOVE message, 21 WM_MOUSEWHEEL message, 23 WM_MOVE message, 20 WM_PAINT message, 17, 20 WM_QUIT message, 21 WM_RBUTTONDOWN message, 22 WM_RBUTTONUP message, 23 WM_SIZE message, 20 WndProc() function, 7, 15, 17 world coordinate space, 161 world space, 163 wrap addressing, 426-427 X XOR, 240 Z z-buffering, 323-325 529 ... 178-180 D3D10_BLEND_DESC, 419-420, 422 D3D10_BUFFER_DESC, 326 D3D10_DEPTH_STENCIL_DESC, 303-304 D3D10_DEPTH_STENCIL_VIEW_DESC, 305-306 D3D10_INPUT_ELEMENT_DESC, 317 D3D10_MAPPED_TEXTURE2D, 52 D3D10_SHADER_RESOURCE_VIEW_DESC,.. .Advanced 3D Game Programming with DirectX 10. 0 ® Peter Walsh Wordware Publishing, Inc Library of Congress Cataloging-in-Publication Data Walsh, Peter, 198 0Advanced 3D game programming with DirectX. .. D3D10_MAPPED_TEXTURE2D, 52 D3D10_SHADER_RESOURCE_VIEW_DESC, 441 D3D10_SUBRESOURCE_DATA, 326-327 D3D10_TEXTURE2D_DESC, 46-50, 302 D3D10_VIEWPORT, 308 DIMOUSESTATE, 70-71 DSBUFFERDESC, 91-92 DXGI_SWAP_CHAIN_DESC,

Ngày đăng: 04/12/2022, 09:46