documentation:dx11
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Table of Contents
DirectX 11
This namespace contains all the new DirectX11 functionality. It uses SharpDX as .Net wrapper. This has been chosen over slimdx, since it is a direct port, and faster than SlimDX
A solution must still be found for the Input libraries missing in SharpDX
TODO
- Convert to d3d 11 if possible
- Create classes for managing keyboard and mouse input like in XNAGame
- Create a basic shader, which is available from the DirectX10Game. EDIT: FORWARD RENDERING IS DEPRECATED
- Make combinations available:
- Diffuse+specular colored
- Diffuse textured
- Diffuse textured + normal mapped
- 1 directional light
- 1-3 point light
- 1-3 spot lights
- Diffuse textured + normal mapped + parallax
- Render a sphere (create SphereMesh)
- Render a model (collada or obj?)
- Implement deferred rendering (spot lights)
- Implement shadow mapping (spot lights)
- Implement SSAO
Deferred rendering
- * Sure :P
- * It was a lot easier then I thought - I thought that I have to put some special parameters in the _DESC structures and then to create all render targets at once, but all I had to do was to make a render target array like this: ID3D10RenderTargetView* multipleRenderTargets [3]; (3 in this case).
- * Then the you simply use this array to create a render target (you can create only one at a time like this):
- device→CreateRenderTargetView(texture2D,&descRTV,&multipleRenderTargets[0])
- and then
- device→OMSetRenderTargets(3,multipleRenderTargets,NULL)
Geometry shader
Can be used to render cascaded shadow maps? (see harnessing the power of dx10 from nvidia) GS can be use to output to multiple cascaded shadow maps: use SV_RenderTargetIndex to select shadow map!
Alpha-to-coverage
Research on how to use MSAA for this. Humus has a sample: http://www.humus.name/index.php?page=3D&ID=61
documentation/dx11.1307348483.txt.gz · Last modified: 2024/08/26 13:57 (external edit)