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06_DXProgramming_1 - DirectX Programming#1 Hyunna Lee...

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DirectX Programming #1 Hyunna Lee Computer Graphics, 2010 Spring
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Contents } Installation and Settings } Introduction to Direct3D 9 Graphics } Initializing Direct3D } Rendering Vertices } The D3D coordinate system } Transformation and matrix manipulation
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Installation } DirectX SDK } You can download from Microsoft’s homepage for free } Latest version: August 2009 } http://www.microsoft.com/downloads/details.aspx?FamilyID=b66e14b 8-8505-4b17-bf80-edb2df5abad4&displaylang=en } You need not to get the latest version of SDK } April 2007 or later are OK
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Visual Studio Settings } Add DirectX include and library directories } Tools > Options > Projects and Solutions > VC++ Directories } Move the DirectX directories to the top } Visual Studio contains some old-version of DirectX headers and libraries, which may cause confliction with newer version
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Sample and tutorial codes } Sample codes } [DX directory]/Samples/C++/Direct3D } Tutorial Codes } [DX directory]/Samples/C++/Direct3D/Tutorials
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Sample and tutorial codes } Using Sample Browser
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Direct3D 9 Architecture Vertex data Primitive data Vertex processing Geometry processing Pixel processing Pixel rendering Texture sampler Texture data
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Direct3D 9 Pipeline Components } Vertex Data } Untransformed model vertices are stored in vertex buffer } Primitive Data } Geometric primitives, including points, lines, triangles, and polygons, are referenced in the vertex data with index buffer } When index buffer is not defined, the pipeline build primitives using vertices in vertex buffer sequentially Vertex data Primitive data Vertex processing Geometry processing Pixel processing Pixel rendering Texture sampler Texture data
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Direct3D 9 Pipeline Components } Vertex processing } Vertex transformation : world, view, projection transformation } Geometry processing } Clipping, back face culling, attribute evaluation } Rasterization } Texture Sampler } Level-of-detail filtering for texture sampling with input texture values from D3D texture surfaces Vertex data Primitive data Vertex processing Geometry processing Pixel processing Pixel rendering Texture sampler Texture data
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Direct3D 9 Pipeline Components } Pixel processing } Modify input vertex and texture data using geometry data } Output pixel color values } Pixel Rendering } Modify pixel color values finally } Alpha blending } Depth, stencil, alpha test } Fog blending Vertex data Primitive data Vertex processing Geometry processing Pixel processing Pixel rendering Texture sampler Texture data
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Direct3D System Integration Graphics Hardware Device Driver Interface (DDI) Hal Device GDI Direct3D API Win32 Application Win32 Application
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Tutorial 1 : Creating Devices } Brief Structure of Win32 D3D Program } Create a window } Create Direct3D bound to the window } Create a device bound to Direct3D } Define fixed data and parameters } Vertices and indices, textures, primitive types … } Setting per-render parameters } Viewing parameters, lights, } Begin rendering } Draw primitives } End rendering } Present Rendering loop
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