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《Introduction to 3D Game Programming with DirectX 12 》是DirectX中入门最好的书籍, 也就是公认的龙书, 如果需要这本书的源代码可以到github上面去下载。网址是https://github.com/d3dcoder/d3d12book。
LICENSE. DISCLAIMER OF LIABILITY AND LIMITED WARRANTY By purchasing or using this book (the "Work), you agree that this license grants permission to use the contents contained herein, but does not give you the right of ownership to any of the textual content in the book or ownership to any of the information or products contained in it. This license does not permit uploading of the Work onto the Internet or on a network (of any kind) without the written consent of the Publisher. Duplication or dissemination of any text, code, simulations, images, etc. contained herein is limited to and subject to licensing terms for the respective products, and permission must be obtained from the publisher or the owner of the content etc in order to reproduce or network any portion of the textual material (in any media) that is contained the work MERCURY LEARNING AND INFORMATION(MLI”or“ the publisher”) and anyone involved in the creation, writing, or production of the companion disc, accompanying algorithms, code, or computer programs("the software), and any accompanying Web site or software of the Work, cannot and do not warrant the performance or results that might be obtained by using the contents of the work. The author, developers, and the publisher have used their best efforts to insure the accuracy and functionality of the textual materia and/or programs contained in this package; we, however, make no warranty of any kind, express or implied, regarding the performance of these contents or programs. The Work is soldas is'without warranty (except for defective materials used in manufacturing the book or due to faulty workmanship) The author, developers, and the publisher of any accompanying content, and anyone involved in the composition, production, and manufacturing of this work will not be liable for damages of any kind arising out of the use of (or the inability to use) the algorithms, source code, computer programs, or textual material contained in this publication. This includes, but is not limited to, loss of revenue or profit, or other incidental, physical, or consequential damages arising out of the use of this work The sole remedy in the event of a claim of any kind is expressly limited to replacement of the book, and only at the discretion of the publisher The use of"implied warranty"and certain"exclusions"vary from state to state, and might not apply to the purchaser of this product. Companion disc files are available for download from the publisher by writing to nfo@merclearning.com Introduction to 3D GAME PROGRAMMING WITH DIRECT X012 Frank d, luna MERCURY LEARNING AND NFORMATION D ulles, virginia Boston, massachusetts New Delhi Copyright C2016 by MERCURY LEARNING AND INFORMATION LLC. All rights reserved This publication, portions of it, or any accompanying software may not be reproduced in any way, stored in a retrieval system of any type, or transmitted by any means, media, electronic display or mechanical display, including, but not limited to, photocopy, recording, Internet postings, or scanning, without prior permission in writing from the publisher. Publisher: david pallan MERCURY LEARNING AND INFORMATION 22841 Quicksilver Drive Dulles. va 20166 info@merclearning com Www.mercLearning.Com (800)232-0223 frank d. luna. Introduction to 3D GAME PROGRAMMING WITH DIRECTX 12 ISBN:978-1-942270-06-5 The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products. 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,etc not an attempt to infringe on the property of others Library of Congress Control Number: 2015957713 161718321 This book is printed on acid-free paper. Our titles are available for adoption, license, or bulk purchase by institutions corporations, etc For additional information, please contact the Customer Service Dept. at 800-232 0223(toll free) All of our titles are available in digital format at authorcloudware com and other digital vendors. Companion files for this title are available by contacting info @merclearning com. The sole obligation of MERCURY LEARNING AND INFORMATION to the purchaser is to replace the book or disc, based on defective materials or faulty workmanship but not based on the operation or functionality of the product To my nieces and nephews, Marrick, Hans, Max, Anna, Augustus, Presley, and Elyse ONTENTS Dedication Acknowledgments Introduction Intended audience Prerequisites Required Development Tools and hardware Using the DirectX SDK Documentation and SDK Samples arity Sample programs and online supplements Demo Project Setup in Visual Studio 2010 Download the book's source code Create a Win32 Project Linking the DirectX Libraries Adding the source code and Building the project PARTI MATHEMATICAL PREREQUISITES Chapter 1 vector Algebra 1.1 Vectors 1 Vectors and coordinate systems 1.2 Left-Handed Versus right-Handed Coordinate systems 1. 1.3 Basic Vector Operations 1.2 Length and Unit Vectors 1.3Th ne ot product 1.3.1 Orthogonalization 1.4 The cross product 1. 4.1 Pseudo 2d cross product 1.4.2 Orthogonalization with the Cross Product 1.5 Points 1.6 Directx math vectors 1.6.1 Vector Types 6.2 Loading and Storage Methods 6.3 Parameter Passing 1.6.4 Constant vectors 6.5 Overloaded Operators 1.6.6 Miscellaneous 1.6.7 Setter functions 1.6.8 Vector functions 1.6. 9 Floating-Point Error 7 Summary 1. 8 Exercises Chapter 2 Matrix Algebra 2.1 Definition 2.2 Matrix Multiplication 2.2.1 Definition 2.2.2 Vector-Matrix Multiplication 2.2.3 Associativity 2.3 The Transpose of a Matrix 2. 4 The Identity matrix 2.5_The Determinant of a matrix 2.5.1 Matrix minors 2.5.2 Definition 2. 6 The Adjoint of a Matrix 2.7 The inverse of a matrix 2.8 DirectX Math Matrices 2.8.1 Matrix Types 2.8.2 Matrix Functions 2.8.3 DirectX Math Matrix Sample Program 2.9 Summary 2.10 Exercises Chapter 3 Transformations 3.1 Linear transformations 3.1.1 Definition 3.1.2 Matrix Representation 3.1.3 Scaling 3.1.4 Rotation 3.2 Affine transformations 3.2.1 Homogeneous Coordinates 3.2.2 Definition and Matrix Representation 3.2.3 Translation 3.2.4 Affine Matrices for Scaling and Rotation 3.2.5 Geometric Interpretation of an Affine Transformation Matrix 3.3 Composition of Transformations 3.4 Change of Coordinate Transformations 3. 4. 1 Vectors 3. 4.2 Points 3. 4.3 Matrix Representation 3.4.4 Associativity and Change of Coordinate Matrices 3.4.5 Inverses and Change of coordinate matrices 3.5 Transformation Matrix versus Change of Coordinate matrix 3.6 DirectX Math Transformation Functions 3.7 Summary 3.8上 exercises PART II DIRECT 3D FOUNDATIONS Chapter 4 Direct3D Initialization 4.1 Preliminaries 4.1.1 Direct3d 12 overview 4.1.2COM

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