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JeremyAnsel.DirectX-Samples

JeremyAnsel.DirectX-Samples contains samples for JeremyAnsel.DirectX.* APIs.

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DXSDK_Jun10_Direct3D10_DeferredParticles - DeferredParticles
FeatureLevel100
This sample shows a method of rendering deferred particles systems.

DXSDK_Jun10_Direct3D10_FixedFuncEmu - FixedFuncEmu
FeatureLevel100
This sample attempts to emulate certain aspects of the Direct3D 9 fixed function pipeline in a Direct3D 10 environment.

DXSDK_Jun10_Direct3D10_ShadowVolume10 - ShadowVolume10
FeatureLevel100
This sample shows how to use shadow volumes.

DXSDK_Jun10_Direct3D11_AdaptiveTessellationCS40 - AdaptiveTessellationCS40
FeatureLevel100
This sample shows how to use Compute Shader 4.0 to do one simple adaptive tessellation scheme.

DXSDK_Jun10_Direct3D11_BasicCompute11 - BasicCompute11
FeatureLevel110
Demonstrates the basics to get DirectX 11 Compute Shader (aka DirectCompute) up and running by implementing Array A + Array B.

DXSDK_Jun10_Direct3D11_BasicHLSL11 - BasicHLSL11
FeatureLevel92
This sample shows a simple example of the Microsoft Direct3D's High-Level Shader Language (HLSL).

DXSDK_Jun10_Direct3D11_CascadedShadowMaps11 - CascadedShadowMaps11
FeatureLevel100
This sample demonstrates cascaded shadow maps.

DXSDK_Jun10_Direct3D11_ComputeShaderSort11 - ComputeShaderSort11
FeatureLevel110
Demonstrates how to use compute shaders to perform sorting on the GPU with DirectX 11.

DXSDK_Jun10_Direct3D11_ContactHardeningShadows11 - ContactHardeningShadows11
FeatureLevel110
Contact hardening shadows technique which uses sm5.0 instructions.

DXSDK_Jun10_Direct3D11_DDSWithoutD3DX11 - DDSWithoutD3DX11
FeatureLevel92
Illustrates loading a DDS file without using D3DX.

DXSDK_Jun10_Direct3D11_EmptyProject11 - EmptyProject11
FeatureLevel91
Empty starting point for new Direct3D 11 applications.

DXSDK_Jun10_Direct3D11_FluidCS11 - FluidCS11
FeatureLevel100
This sample shows a particle-based fluid simulation.

DXSDK_Jun10_Direct3D11_HDRToneMappingCS11 - HDRToneMappingCS11
FeatureLevel110
This sample demonstrates how to use Compute Shader to do post-processing.

DXSDK_Jun10_Direct3D11_NBodyGravityCS11 - NBodyGravityCS11
FeatureLevel110
Demonstrates how to use Compute Shader to do n-body gravity computation

DXSDK_Jun10_Direct3D11_OIT11 - OIT11
FeatureLevel110
Demonstrates an Order Independent Transparency algorithm in D3D11 using Compute Shaders and scattered writes.

DXSDK_Jun10_Direct3D11_PNTriangles11 - PNTriangles11
FeatureLevel110
This code sample demonstrates the use of DX11 Hull & Domain shaders to implement the PN-Triangles tessellation.

DXSDK_Jun10_Direct3D11_SimpleBezier11 - SimpleBezier11
FeatureLevel110
This sample shows an simple implementation of the DirectX 11 Hardware Tessellator for rendering a Bezier Patch.

DXSDK_Jun10_Direct3D11_SimpleSample11 - SimpleSample11
FeatureLevel91
Starting point for new Direct3D 11 samples. For a more basic starting point, use the EmptyProject11 sample instead.

DXSDK_Jun10_Direct3D11_SubD11 - SubD11
FeatureLevel110
This sample shows an implementation of Charles Loop's and Scott Schaefer's Approximate Catmull-Clark subdvision.

DXSDK_Jun10_Direct3D11_Tutorials - Tutorial01
FeatureLevel91
This application demonstrates creating a Direct3D 11 device.

DXSDK_Jun10_Direct3D11_Tutorials - Tutorial02
FeatureLevel91
This application displays a triangle using Direct3D 11.

DXSDK_Jun10_Direct3D11_Tutorials - Tutorial03
FeatureLevel91
This application displays a triangle using Direct3D 11.

DXSDK_Jun10_Direct3D11_Tutorials - Tutorial04
FeatureLevel91
This application displays a 3D cube using Direct3D 11.

DXSDK_Jun10_Direct3D11_Tutorials - Tutorial05
FeatureLevel91
This application demonstrates animation using matrix transformations.

DXSDK_Jun10_Direct3D11_Tutorials - Tutorial06
FeatureLevel91
This application demonstrates simple lighting in the vertex shader.

DXSDK_Jun10_Direct3D11_Tutorials - Tutorial07
FeatureLevel91
This application demonstrates texturing.

DXSDK_Jun10_Direct3D11_VarianceShadows11 - VarianceShadows11
FeatureLevel100
This sample demonstrates variance shadow maps.

DXSDK_Jun10_Misc_Collision - Collision
FeatureLevel91
This sample demonstrates collisions using the DXMath Collision API.

GameWindowSamples - Direct2DAndDWrite
FeatureLevel91
This sample shows how to use Direct2D and DirectWrite.

GameWindowSamples - GPUProfiler
FeatureLevel91
This sample shows how to measure a DirectX app.

GameWindowSamples - WpfHost
FeatureLevel91
This sample shows how to host a DirectX window in a WPF app.

WindowsSamples - Lesson1.Basics
FeatureLevel91
This tutorial sample sets up DirectX resources.

WindowsSamples - Lesson2.Triangles
FeatureLevel91
This tutorial sample creates a 3D cube from a mesh using a vertex shader.

WindowsSamples - Lesson3.Cubes
FeatureLevel91
This tutorial sample applies basic vertex lighting and coloring to the cube primitive created in Lesson 2.

WindowsSamples - Lesson4.Textures
FeatureLevel91
This tutorial sample loads DDS textures and applies them to a 3D primitive by using the cube created in Lesson 3. It also introduces a simple dot-product lighting model.

WindowsSamples - Lesson5.Components
FeatureLevel91
This tutorial sample takes the concepts from the previous four lessons and demonstrates how to separate them into separate code objects for reuse.

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Samples for JeremyAnsel.DirectX.* APIs.

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