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d7samurai revised this gist
Oct 13, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,4 +1,4 @@ # Minimal D3D11 part 3 An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5d132c51e8b0a78699cbaa1e4), adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data. As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering reference implementation, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. [View on YouTube](https://youtu.be/Oj_umRjZ7NU) -
d7samurai revised this gist
Mar 22, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -3,4 +3,4 @@ An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5 As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering reference implementation, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. [View on YouTube](https://youtu.be/Oj_umRjZ7NU) [](https://gist.github.com/d7samurai/abab8a580d0298cb2f34a44eec41d39d) -
d7samurai revised this gist
Jul 14, 2023 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -81,7 +81,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&framebufferTexture)); D3D11_RENDER_TARGET_VIEW_DESC framebufferDesc = {}; framebufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; // ... so do this to get _SRGB swapchain (rendertarget view) framebufferDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; ID3D11RenderTargetView* framebufferRTV; -
d7samurai revised this gist
Jan 29, 2023 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -235,7 +235,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine device->CreatePixelShader(framebufferPSBlob->GetBufferPointer(), framebufferPSBlob->GetBufferSize(), nullptr, &framebufferPS); /////////////////////////////////////////////////////////////////////////////////////////////// ID3DBlob* shadowmapVSBlob; -
d7samurai revised this gist
Jan 25, 2023 . 1 changed file with 0 additions and 2 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -4,5 +4,3 @@ An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5 As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering reference implementation, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. [View on YouTube](https://youtu.be/Oj_umRjZ7NU)  -
d7samurai revised this gist
Jan 25, 2023 . 1 changed file with 1 addition and 3 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -3,8 +3,6 @@ An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5 As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering reference implementation, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. [View on YouTube](https://youtu.be/Oj_umRjZ7NU)  https://user-images.githubusercontent.com/5618797/214469662-81007dd2-2bc8-4401-a919-48c10b6b502d.mp4 -
d7samurai revised this gist
Jan 25, 2023 . 1 changed file with 2 additions and 0 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -3,6 +3,8 @@ An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5 As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering reference implementation, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. [View on YouTube](https://youtu.be/Oj_umRjZ7NU) https://user-images.githubusercontent.com/5618797/214469662-81007dd2-2bc8-4401-a919-48c10b6b502d.mp4  <!------> -
d7samurai renamed this gist
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d7samurai revised this gist
Dec 19, 2022 . 1 changed file with 5 additions and 5 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -3,11 +3,11 @@ cbuffer constants : register(b0) { row_major float4x4 cameraprojection; row_major float4x4 lightprojection; float3 lightrotation; float3 modelrotation; float4 modeltranslation; float2 shadowmapsize; } /////////////////////////////////////////////////////////////////////////////////////////////////// -
d7samurai revised this gist
Dec 19, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -75,7 +75,7 @@ output framebuffer_vs(uint vertexid : SV_VERTEXID, uint instanceid : SV_INSTANCE float4 framebuffer_ps(output myinput) : SV_TARGET { float3 color = myinput.color.rgb * ((uint(myinput.texcoord.x * 2) ^ uint(myinput.texcoord.y * 2)) & 1 ? 0.25f : 1.0f); // procedural checkerboard pattern float light = myinput.color.a; if (light > 0.0f && shadowmap[myinput.lightpos.xy] < myinput.lightpos.z) light *= 0.2; -
d7samurai revised this gist
Dec 19, 2022 . 1 changed file with 1 addition and 4 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -78,10 +78,7 @@ float4 framebuffer_ps(output myinput) : SV_TARGET float3 color = myinput.color.rgb * ((uint(myinput.texcoord.x * 2) ^ uint(myinput.texcoord.y * 2)) & 1 ? 0.25f : 1.0f); float light = myinput.color.a; if (light > 0.0f && shadowmap[myinput.lightpos.xy] < myinput.lightpos.z) light *= 0.2; return float4(color * (light * 0.8f + 0.2f), 1); } -
d7samurai revised this gist
Dec 19, 2022 . 1 changed file with 4 additions and 4 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -20,10 +20,10 @@ struct input struct output { float4 position : SV_POSITION; float4 lightpos : LPS; float2 texcoord : TEX; nointerpolation float4 color : COL; }; /////////////////////////////////////////////////////////////////////////////////////////////////// -
d7samurai revised this gist
Dec 19, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -23,7 +23,7 @@ struct output float4 position : SV_POSITION; float4 lightpos : LPS; float2 texcoord : TEX; nointerpolation float4 color : COL; }; /////////////////////////////////////////////////////////////////////////////////////////////////// -
d7samurai revised this gist
Dec 19, 2022 . 1 changed file with 3 additions and 5 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -17,13 +17,11 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { WNDCLASSA wndClass = { 0, DefWindowProcA, 0, 0, 0, 0, 0, 0, 0, TITLE }; RegisterClassA(&wndClass); HWND window = CreateWindowExA(0, TITLE, TITLE, WS_POPUP | WS_MAXIMIZE | WS_VISIBLE, 0, 0, 0, 0, nullptr, nullptr, nullptr, nullptr); /////////////////////////////////////////////////////////////////////////////////////////////// -
d7samurai revised this gist
Dec 15, 2022 . 1 changed file with 2 additions and 2 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -14,8 +14,8 @@ cbuffer constants : register(b0) struct input { float3 position; float2 texcoord; }; struct output -
d7samurai revised this gist
Dec 13, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -173,7 +173,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; vertexBufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; // using regular shader resource as vertex buffer for manual vertex fetch vertexBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; vertexBufferDesc.StructureByteStride = 5 * sizeof(float); // 5 floats per vertex (float3 position, float2 texcoord) D3D11_SUBRESOURCE_DATA vertexBufferData = { vertexData }; -
d7samurai revised this gist
Dec 13, 2022 . 1 changed file with 2 additions and 2 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -166,7 +166,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine /////////////////////////////////////////////////////////////////////////////////////////////// float vertexData[] = { -1, 1, -1, 0, 0, 1, 1, -1, 9.5f, 0, -0.58f, 0.58f, -1, 2, 2, 0.58f, 0.58f, -1, 7.5f, 2, -0.58f, 0.58f, -1, 0, 0, 0.58f, 0.58f, -1, 0, 0, -0.58f, 0.58f, -0.58f, 0, 0, 0.58f, 0.58f, -0.58f, 0, 0 }; // pos.x, pos.y, pos.z, tex.u, tex.v, ... D3D11_BUFFER_DESC vertexBufferDesc = {}; vertexBufferDesc.ByteWidth = sizeof(vertexData); @@ -184,7 +184,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine D3D11_SHADER_RESOURCE_VIEW_DESC vertexBufferSRVdesc = {}; vertexBufferSRVdesc.Format = DXGI_FORMAT_UNKNOWN; vertexBufferSRVdesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; vertexBufferSRVdesc.Buffer.NumElements = vertexBufferDesc.ByteWidth / vertexBufferDesc.StructureByteStride; ID3D11ShaderResourceView* vertexBufferSRV; -
d7samurai revised this gist
Nov 16, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,7 +1,7 @@ # Minimal D3D11 pt3 An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5d132c51e8b0a78699cbaa1e4), adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data. As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering reference implementation, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. [View on YouTube](https://youtu.be/Oj_umRjZ7NU)  -
d7samurai revised this gist
Nov 16, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,7 +1,7 @@ # Minimal D3D11 pt3 An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5d132c51e8b0a78699cbaa1e4), adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data. As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering implementation for reference, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. [View on YouTube](https://youtu.be/Oj_umRjZ7NU)  -
d7samurai revised this gist
Oct 24, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,7 +1,7 @@ # Minimal D3D11 pt3 An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5d132c51e8b0a78699cbaa1e4), adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data. As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering implementation _for reference_, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. [View on YouTube](https://youtu.be/Oj_umRjZ7NU)  -
d7samurai revised this gist
Oct 24, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,7 +1,7 @@ # Minimal D3D11 pt3 An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5d132c51e8b0a78699cbaa1e4), adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data. As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering implementation _for reference_, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft. ~190 LOC. [View on YouTube](https://youtu.be/Oj_umRjZ7NU)  -
d7samurai revised this gist
Oct 24, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,7 +1,7 @@ # Minimal D3D11 pt3 An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5d132c51e8b0a78699cbaa1e4), adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data. As before, this is intended to be an an "API familiarizer" - an **uncluttered** Direct3D 11 setup & basic rendering implementation _for reference_, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft. [View on YouTube](https://youtu.be/Oj_umRjZ7NU)  -
d7samurai revised this gist
Oct 24, 2022 . 1 changed file with 3 additions and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,5 +1,7 @@ # Minimal D3D11 pt3 An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5d132c51e8b0a78699cbaa1e4), adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data. As before, this is intended to be an an "API familiarizer" - an uncluttered Direct3D 11 setup & basic rendering implementation _for reference_, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft. [View on YouTube](https://youtu.be/Oj_umRjZ7NU)  -
d7samurai revised this gist
Oct 24, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,5 +1,5 @@ # Minimal D3D11 pt3 An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5d132c51e8b0a78699cbaa1e4), adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data. As before, this is intended to be an an "API familiarizer" - an uncluttered Direct3D 11 setup & basic rendering implementation _for reference_, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft. [View on YouTube](https://youtu.be/Oj_umRjZ7NU)  -
d7samurai revised this gist
Oct 24, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -155,7 +155,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine }; D3D11_BUFFER_DESC constantBufferDesc = {}; constantBufferDesc.ByteWidth = sizeof(Constants) + 0xf & 0xfffffff0; // ensure constant buffer size is multiple of 16 bytes constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC; constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; -
d7samurai revised this gist
Oct 24, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -155,7 +155,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine }; D3D11_BUFFER_DESC constantBufferDesc = {}; constantBufferDesc.ByteWidth = sizeof(Constants) + 0xf & 0xfffffff0; // ensure constant buffer size is multiple of 16 constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC; constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; -
d7samurai revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -94,7 +94,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine D3D11_TEXTURE2D_DESC framebufferDepthDesc; framebufferTexture->GetDesc(&framebufferDepthDesc); // copy from framebuffer properties framebufferDepthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; framebufferDepthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; -
d7samurai revised this gist
Oct 23, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -3,4 +3,4 @@ An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5  <!------> -
d7samurai revised this gist
Oct 23, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -3,4 +3,4 @@ An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5  //  -
d7samurai revised this gist
Oct 23, 2022 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,5 +1,5 @@ # Minimal D3D11 pt3 An elaboration on [Minimal D3D11 pt2](https://gist.github.com/d7samurai/aee35fd5d132c51e8b0a78699cbaa1e4), adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data. As before, this is intended to be an uncluttered Direct3D 11 setup & basic rendering primer / API familiarizer, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft. [View on YouTube](https://youtu.be/Oj_umRjZ7NU) 
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