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Library of Congress Cataloging-in-Publication Data Luna, frank D Introduction to 3d game programming with directx9.0 by frank d. Luna p. cm lSBN1-55622913-5(pbk.) Computer games--Programming. 2. DirectX. L. Title QA76.76C672L832003 794.815268-dc21 2003005834 CIP c 2003, Wordware Publishing, Inc All Rights reserved 2320 Los Rios boulevard 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 ISBN1-55622-913-5 10987654321 0305 DirectX is a registered trademark of Microsoft Corporation in the United States and/or other countries All 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 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 o my parents, Frank and Kathryn This page intentionally left blank Contents Acknowledgments Introduction Part l Mathematical Prerequisites..............1 Vectors in 3-Space 2 Vector equalit qt y Computing the magnitude of a vector 6 Normalizing a vector 7 Vector addition Vector subtraction Scalar multiplication....... Dot Products Cross products ,,,10 Equality, Scalar Multiplication, and Addition........ 12 Multiplication 13 The Identity matrix 14 Inverses 15 The Tr of a matrix 15 D3DX Matrices 16 Basic Transformations 18 The Translation mati 20 The rotation matrices he scall ling matrix 22 Combining transformations ,,,23 Some functions to Transform vectors 25 Planes( Optional).,,,,,,,,,,,,,,,,,,, 25 D3DXPLANE ,,26 Point and plane spatial relation 27 Construction 27 normalizing a plane ,,,28 Transforming a Plane 春春春 29 Nearest point on a plane to a particular point Rays(optional) R 30 Ray/Plane Intersection 31 Summary ,,,32 vi Contents Part l/ Direct3 D Fundamentals。。 33 Chapter 1 Direct3D Initialization 35 1.1 Direct3d Overview ,,,35 1.1.1 The ref device ,,,,36 1.1.2 D3DDEVTYPE 37 1.2 COM 37 1. 3 Some preliminaries ..37 1. 3.1 Surfaces 38 1.3.2 Multisampling ,,,39 1.3.3 Pixel Formats 40 1.3.4 Memory Pools 1.3.5 The Swap Chain and Page flipping 42 1.3.6 Depth Buffers 1.3.7 Vertex Processing. 44 1.3.8 Device Capabilities...................44 1. 4 Initializing direct3D 春春春 ,,,,45 1.4.1 Acquiring an idirect 3D9 Interface 1.4.2 Checking for Hardware Vertex Processing 47 1.4.3 Filling out the d3DPRESENT PARAMEters Stru 48 1.5 Sample Application: Initializing Directio erface 1.4.4 Creating the IDirect3DDevice 9 Int ,,,50 51 1.5.1d3 utility. h/cpp...,.,,..,,,., 52 1.5.2 Sample framework 54 1.5.3 Sample: D3D Init 54 1. 6 Summary 57 hapter 2 The Rendering pipeline 59 2.1 Model representation.......... 60 2.1.1 Vertex Formats 2.1.2 Triangles 2.1.3 Indices 62 2.2 The Virtual Camera 63 2.3 The Rendering pipeline ,,,64 2.3.1 Local Space ,,65 2.3.2 World space 65 2.3.3 View Space 66 2.3.4 Backface Culling 68 2.3.5 Light 69 2.3.6 Clipping ,,,69 2.3.7 Projection ...70 2.3.8 Viewport Transform 72 2.3.9 Rasterization .73 2.4 Summary Contents vii Chapter 3 Drawing in Direct3D 75 3.1 Vertex/Index buffers .,75 3.1.1 Creating a Vertex and Index buffer 76 3.1.2 Accessing a buffers memory 3.1.3 Retrieving Information about a Vertex and Index buffer 3.2 Render states 80 3.3 Drawing Preparations 81 3.4 Drawing with Vertex/Index Buffers 3.4.1 Direct3DDeviceg: Draw Primitive ,,,82 3.4.2 IDirect3DDevice9: DrawIndexedPrimitive 82 3.4.3 Begin/End Scene 3.5 D3DX Geometric Objects 84 3.6 Sample Applications: Triangle, Cube, Teapot, D3DXCreate* 85 3.7 Summary 89 Chapter 4 Color 91 4.1 Color Representation 4.2 Vertex Colors 94 4.3 Shading 94 4.4 Sample Application: Colored riangle 95 4.5 Summary 97 Chapter 5 Lighting 98 5.1 Light Components 98 5.2 Materials 5.3 Vertex normals 101 5.4 Light se 104 5.5 Sample Application: Lighting 107 5.6 Additional samples......................109 5.7 Summary 110 Chapter 6 Texturing. 。.111 6.1 Texture Coordinates 112 6.2 Creating and enabling a Texture 113 6.3 Filters 114 6.4 Mipmaps 115 6.4.1 Mipmap Filter 116 6.4.2 USing Mipmaps with Direct3D 116 6.5 Address modes 116 6.6 Sample Application: Textured Quad ,,,,,118 6.7 Summary.........,. 120 viii Contents Chapter 7 Blending. 121 7.1 The Blending Equation 7.2 Blend factors 123 7. 3 Transparency 124 7.3.1 Alpha Channels 春春春 125 7.3.2 Specifying the Source of Alpha 125 7. 4 Creating an Alpha Channel Using the directX Texture Tool 126 7.5 Sample Application: Transparency 127 7.6 Summary.,.,,,,. 130 Chapter 8 Stenciling 131 8. 1 Using the Stencil Bi 132 8.1.1 Requesting a stencil Buffer 133 8.1.2 The Stencil Test 133 8.1.3 Controlling the Stencil Test 134 8.1.3.1 Stencil reference value 134 8.13.2 Stencil mask 134 8.1. 3.3 Stencil valu 135 8.1.3.4 Comparison Operation............ 135 8.1.3 Updating the stencil Buffer 135 8.1.4 Stencil Write Mask 137 8.2 Sample Application: Mirrors 137 8.2.1 The mathematics of Reflection........... 137 8.2.2 Mirror Implementation Overview 139 8.2.3 Code and Explanation 140 8.2.3.1artI 141 8.2.3.2 Part I. 141 8.2.3.3 Part Ill..., 142 8. 2.3.4 Part Iv 143 8. 2.3.5 Part v 143 8.3 Sample Application: Planar Shadows 144 8.3.1 Parallel Light shadows 145 8.3.2 Point Light shadows 146 8. 3. 3 The Shadow matrix 146 8.3.4 USing the Stencil Buffer to Prevent Double Blend 147 8.3.5 Code and explanation 148 8. 4 Summary 150 Par川 Applied Direct3D 151 Chapter 9 Fonts 153 9. 1 ID3DXFont 153 9.1.1 Creating an Id3DXFont 153 Contents ix 9.1.2 Drawing Text 154 9.1.3 Computing the frames rendered Per Second 155 9.2CD3 DFont..,,,,,,,,,,,,,,,,,,,,,,,,,155 9.2.1 Constructing a CD3dFont 156 9.2.2 Drawing Text 156 92.3 Cleanup· ,,,,,,,,,,,,157 9. 3 D3DXCreateText 157 9. 4 Summary 159 Chapter 10 Meshes Part I 160 10. 1 Geometry Into 160 10.2 Subsets and the attribute buffer 161 10.3 Drawing,..,,,,,,.,,,,.,,,, 163 10.4 Optimizing 163 10.5 The Attribute table 165 10.6 Ad 167 10.7 Cloning 169 10.8 Creating a Mesh(d3dXCreateMeshFVF......... 170 10.9 Sample Application: Creating and Rendering a mesh 10.10 Summary 177 Chapter 11 Meshes Part Il 178 11.1 ID3DXBuffer 178 11.2 XFiles 179 11.2.1 Loading an XFile 180 11.2.2 XFile materials 181 11.2.3 Sample application: XFile 181 11.2. 4 Generating Vertex Normals.............184 11.3 Progressive Meshes 185 11.3.1 Generating a Progressive Mesh 186 11.3.2 Vertex Attribute Weights 春春 187 11.3.3 ID3DXPMesh methods 188 11.3.4 Sample application: Progressive Mesh 190 11.4 Bounding volumes ,193 11.4.1 Some New Special Constants ,194 11.4.2 Bounding volume Types 195 11.4.3 Sample application: Bounding volumes....... 196 11.5 Summary 198 Chapter 12 Building a Flexible Camera Class 199 12.1 Camera Design 199 12.2 Implementation Details 201 12.2.1 Computing the view Matrix ............. 201 12.2.1.1 Part 1: Translation 12.2.1.2 Part 2: Rotation 203

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评论 下载该资源后可以进行评论 14

blagon 很好,非常有用
2015-08-07
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lixiang987654321 传说中的经典书籍,谢谢分享
2015-03-21
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pgw00k 入门相当不错~~~
2015-01-19
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u010414386 dx9.0的龙书,写的很详细,适合入门者阅读
2014-10-11
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tiger1334 pretty good,especially for a novice like me.
2014-06-24
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