Currently, Longshu has published the following four books (all four books are available for download as online resources): 1. "Introduction to 3D Game Programming with DirectX 9.0" (with Chinese translation, available for download, no Recommended, too ancient) 2. "Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach" (Introducing the programmable pipeline) 3. "Introduction to 3D Game Programming with DirectX 10.0" (with Chinese translation , available for download) 4. "Introduction to 3D Game Programming with DirectX 11.0" (no Chinese translation, available for download) 5. "Introduction to 3D Game Programming with DirectX 12.0" (expected to be published in May this year)
The difference between the third and fourth books lies in the introduction of calculation shaders and tessellation shaders (the two latest features introduced by DirectX 11). In other respects, the third and fourth books are basically the same, except for chapters. The distribution is slightly different, and the API changes between dx11 and dx10 are not obvious. If the English version of the fourth book cannot be read effectively for the time being, you can read the Chinese version of the third book first, complete the sample in the book, and then read the fourth book. There are four books. If you have no problem with English, it is recommended to read the fourth book directly. If you can basically understand the fourth book and have accumulated a certain amount of code, it is recommended to read this one: "Practical Rendering and Computation with Direct3D 11" The content is similar to msdn A spelling out, even more detailed, will help you understand the usage mechanism of the d3d API, why it is written like this in the dragon book, why this flag is not used, when this flag should be turned on, and if the dx11 dragon book can be completed After reading it all, there are no problems in the code. I highly recommend reading this book next. For Chinese books, I recommend Qianmo’s csdn blog, which has a relatively comprehensive introduction to dx11 programming and has been published. However, the content is basically the same as the above books, but I still recommend the Dragon Book.
There are also two Chinese books, one seems to be called "DirectX 11 Advanced Programming", with a blue and white cover. As unreliable as the name suggests, this book is basically excerpted from some documents from msdn and the Internet, and is highly not recommended.
The other book is called "DirectX 3D HLSL Advanced Programming". This book is a rare book in China that introduces graphics programming. It is a rare book with nutritious content, but it uses Microsoft's effect framework. It is a pity that the whole book is developed using the effect framework of dx9, and only the relevant knowledge of dx11 is briefly introduced in the second half. The large number of samples included in the dx 2010 sdk mentioned by the subject are all written based on the effect framework. If you want To understand the samples in this book, you also need to learn Microsoft's effect framework first.
Finally, recommend these two websites http://www.rastertek.com/index.html http://www.braynzarsoft.net/index.php?p=DX11Lessons Currently The most comprehensive dx11 tutorial on the Internet, from simple to deep, and all developed based on dx11 API, without using any third-party components.
I recently started learning directX 12 and have now transplanted some of the demos from the first reference website to dx12. After a while, I hope to have time to share my learning experience:) ambient lighting:
Currently, Longshu has published the following four books (all four books are available for download as online resources):
1. "Introduction to 3D Game Programming with DirectX 9.0" (with Chinese translation, available for download, no Recommended, too ancient)
2. "Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach" (Introducing the programmable pipeline)
3. "Introduction to 3D Game Programming with DirectX 10.0" (with Chinese translation , available for download)
4. "Introduction to 3D Game Programming with DirectX 11.0" (no Chinese translation, available for download)
5. "Introduction to 3D Game Programming with DirectX 12.0" (expected to be published in May this year)
The difference between the third and fourth books lies in the introduction of calculation shaders and tessellation shaders (the two latest features introduced by DirectX 11). In other respects, the third and fourth books are basically the same, except for chapters. The distribution is slightly different, and the API changes between dx11 and dx10 are not obvious. If the English version of the fourth book cannot be read effectively for the time being, you can read the Chinese version of the third book first, complete the sample in the book, and then read the fourth book. There are four books. If you have no problem with English, it is recommended to read the fourth book directly.
If you can basically understand the fourth book and have accumulated a certain amount of code, it is recommended to read this one:
"Practical Rendering and Computation with Direct3D 11"
The content is similar to msdn A spelling out, even more detailed, will help you understand the usage mechanism of the d3d API, why it is written like this in the dragon book, why this flag is not used, when this flag should be turned on, and if the dx11 dragon book can be completed After reading it all, there are no problems in the code. I highly recommend reading this book next.
For Chinese books, I recommend Qianmo’s csdn blog, which has a relatively comprehensive introduction to dx11 programming and has been published. However, the content is basically the same as the above books, but I still recommend the Dragon Book.
There are also two Chinese books, one seems to be called "DirectX 11 Advanced Programming", with a blue and white cover. As unreliable as the name suggests, this book is basically excerpted from some documents from msdn and the Internet, and is highly not recommended.
The other book is called "DirectX 3D HLSL Advanced Programming". This book is a rare book in China that introduces graphics programming. It is a rare book with nutritious content, but it uses Microsoft's effect framework. It is a pity that the whole book is developed using the effect framework of dx9, and only the relevant knowledge of dx11 is briefly introduced in the second half. The large number of samples included in the dx 2010 sdk mentioned by the subject are all written based on the effect framework. If you want To understand the samples in this book, you also need to learn Microsoft's effect framework first.
Finally, recommend these two websites
http://www.rastertek.com/index.html
http://www.braynzarsoft.net/index.php?p=DX11Lessons
Currently The most comprehensive dx11 tutorial on the Internet, from simple to deep, and all developed based on dx11 API, without using any third-party components.
I recently started learning directX 12 and have now transplanted some of the demos from the first reference website to dx12. After a while, I hope to have time to share my learning experience:)
ambient lighting:
specular lighting: