Repository files navigation

DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10. We also have a YouTube channel! Visit us here: https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation

API Samples

In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.

Visual Studio Templates

In the Templates directory you will find copies of the projects that are available for creation in Visual Studio's "New Project" wizard.

MiniEngine: A DirectX 12 Engine Starter Kit

In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine

  • High-quality anti-aliased text rendering
  • Real-time CPU and GPU profiling
  • User-controlled variables
  • Game controller, mouse, and keyboard input
  • A friendly DirectXMath wrapper
  • Perspective camera supporting traditional and reversed Z matrices
  • Asynchronous DDS texture loading and ZLib decompression
  • Large library of shaders
  • Easy shader embedding via a compile-to-header system
  • Easy render target, depth target, and unordered access view creation
  • A thread-safe GPU command context system (WIP)
  • Easy-to-use dynamic constant buffers and descriptor tables

Requirements

Contributing

We're always looking for your help to fix bugs and improve the samples. File those pull requests and we'll be happy to take a look.

Find more information on DirectX 12 on our blog: http://blogs.msdn.com/b/directx/

Troubleshooting information for this repository can be found in the site Wiki.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

About

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10. We also have a YouTube channel! Visit us here: https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation

API Samples

In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.

Visual Studio Templates

In the Templates directory you will find copies of the projects that are available for creation in Visual Studio's "New Project" wizard.

MiniEngine: A DirectX 12 Engine Starter Kit

In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine

  • High-quality anti-aliased text rendering
  • Real-time CPU and GPU profiling
  • User-controlled variables
  • Game controller, mouse, and keyboard input
  • A friendly DirectXMath wrapper
  • Perspective camera supporting traditional and reversed Z matrices
  • Asynchronous DDS texture loading and ZLib decompression
  • Large library of shaders
  • Easy shader embedding via a compile-to-header system
  • Easy render target, depth target, and unordered access view creation
  • A thread-safe GPU command context system (WIP)
  • Easy-to-use dynamic constant buffers and descriptor tables

Requirements

Contributing

We're always looking for your help to fix bugs and improve the samples. File those pull requests and we'll be happy to take a look.

Find more information on DirectX 12 on our blog: http://blogs.msdn.com/b/directx/

Troubleshooting information for this repository can be found in the site Wiki.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

About

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

Resources

Stars

0 stars

Watchers

0 watching

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Packages

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10. We also have a YouTube channel! Visit us here: https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation

API Samples

In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.

Visual Studio Templates

In the Templates directory you will find copies of the projects that are available for creation in Visual Studio's "New Project" wizard.

MiniEngine: A DirectX 12 Engine Starter Kit

In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine

  • High-quality anti-aliased text rendering
  • Real-time CPU and GPU profiling
  • User-controlled variables
  • Game controller, mouse, and keyboard input
  • A friendly DirectXMath wrapper
  • Perspective camera supporting traditional and reversed Z matrices
  • Asynchronous DDS texture loading and ZLib decompression
  • Large library of shaders
  • Easy shader embedding via a compile-to-header system
  • Easy render target, depth target, and unordered access view creation
  • A thread-safe GPU command context system (WIP)
  • Easy-to-use dynamic constant buffers and descriptor tables

Requirements

Contributing

We're always looking for your help to fix bugs and improve the samples. File those pull requests and we'll be happy to take a look.

Find more information on DirectX 12 on our blog: http://blogs.msdn.com/b/directx/

Troubleshooting information for this repository can be found in the site Wiki.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

About

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10. We also have a YouTube channel! Visit us here: https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation

API Samples

In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.

Visual Studio Templates

In the Templates directory you will find copies of the projects that are available for creation in Visual Studio's "New Project" wizard.

MiniEngine: A DirectX 12 Engine Starter Kit

In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine

  • High-quality anti-aliased text rendering
  • Real-time CPU and GPU profiling
  • User-controlled variables
  • Game controller, mouse, and keyboard input
  • A friendly DirectXMath wrapper
  • Perspective camera supporting traditional and reversed Z matrices
  • Asynchronous DDS texture loading and ZLib decompression
  • Large library of shaders
  • Easy shader embedding via a compile-to-header system
  • Easy render target, depth target, and unordered access view creation
  • A thread-safe GPU command context system (WIP)
  • Easy-to-use dynamic constant buffers and descriptor tables

Requirements

Contributing

We're always looking for your help to fix bugs and improve the samples. File those pull requests and we'll be happy to take a look.

Find more information on DirectX 12 on our blog: http://blogs.msdn.com/b/directx/

Troubleshooting information for this repository can be found in the site Wiki.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

About

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10. We also have a YouTube channel! Visit us here: https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation

API Samples

In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.

Visual Studio Templates

In the Templates directory you will find copies of the projects that are available for creation in Visual Studio's "New Project" wizard.

MiniEngine: A DirectX 12 Engine Starter Kit

In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine

  • High-quality anti-aliased text rendering
  • Real-time CPU and GPU profiling
  • User-controlled variables
  • Game controller, mouse, and keyboard input
  • A friendly DirectXMath wrapper
  • Perspective camera supporting traditional and reversed Z matrices
  • Asynchronous DDS texture loading and ZLib decompression
  • Large library of shaders
  • Easy shader embedding via a compile-to-header system
  • Easy render target, depth target, and unordered access view creation
  • A thread-safe GPU command context system (WIP)
  • Easy-to-use dynamic constant buffers and descriptor tables

Requirements

Contributing

We're always looking for your help to fix bugs and improve the samples. File those pull requests and we'll be happy to take a look.

Find more information on DirectX 12 on our blog: http://blogs.msdn.com/b/directx/

Troubleshooting information for this repository can be found in the site Wiki.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

About

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10. We also have a YouTube channel! Visit us here: https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation

API Samples

In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.

Visual Studio Templates

In the Templates directory you will find copies of the projects that are available for creation in Visual Studio's "New Project" wizard.

MiniEngine: A DirectX 12 Engine Starter Kit

In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine

  • High-quality anti-aliased text rendering
  • Real-time CPU and GPU profiling
  • User-controlled variables
  • Game controller, mouse, and keyboard input
  • A friendly DirectXMath wrapper
  • Perspective camera supporting traditional and reversed Z matrices
  • Asynchronous DDS texture loading and ZLib decompression
  • Large library of shaders
  • Easy shader embedding via a compile-to-header system
  • Easy render target, depth target, and unordered access view creation
  • A thread-safe GPU command context system (WIP)
  • Easy-to-use dynamic constant buffers and descriptor tables

Requirements

Contributing

We're always looking for your help to fix bugs and improve the samples. File those pull requests and we'll be happy to take a look.

Find more information on DirectX 12 on our blog: http://blogs.msdn.com/b/directx/

Troubleshooting information for this repository can be found in the site Wiki.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

About

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10. We also have a YouTube channel! Visit us here: https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation

API Samples

In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.

Visual Studio Templates

In the Templates directory you will find copies of the projects that are available for creation in Visual Studio's "New Project" wizard.

MiniEngine: A DirectX 12 Engine Starter Kit

In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine

  • High-quality anti-aliased text rendering
  • Real-time CPU and GPU profiling
  • User-controlled variables
  • Game controller, mouse, and keyboard input
  • A friendly DirectXMath wrapper
  • Perspective camera supporting traditional and reversed Z matrices
  • Asynchronous DDS texture loading and ZLib decompression
  • Large library of shaders
  • Easy shader embedding via a compile-to-header system
  • Easy render target, depth target, and unordered access view creation
  • A thread-safe GPU command context system (WIP)
  • Easy-to-use dynamic constant buffers and descriptor tables

Requirements

Contributing

We're always looking for your help to fix bugs and improve the samples. File those pull requests and we'll be happy to take a look.

Find more information on DirectX 12 on our blog: http://blogs.msdn.com/b/directx/

Troubleshooting information for this repository can be found in the site Wiki.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

About

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10. We also have a YouTube channel! Visit us here: https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation

API Samples

In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.

Visual Studio Templates

In the Templates directory you will find copies of the projects that are available for creation in Visual Studio's "New Project" wizard.

MiniEngine: A DirectX 12 Engine Starter Kit

In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine

  • High-quality anti-aliased text rendering
  • Real-time CPU and GPU profiling
  • User-controlled variables
  • Game controller, mouse, and keyboard input
  • A friendly DirectXMath wrapper
  • Perspective camera supporting traditional and reversed Z matrices
  • Asynchronous DDS texture loading and ZLib decompression
  • Large library of shaders
  • Easy shader embedding via a compile-to-header system
  • Easy render target, depth target, and unordered access view creation
  • A thread-safe GPU command context system (WIP)
  • Easy-to-use dynamic constant buffers and descriptor tables

Requirements

Contributing

We're always looking for your help to fix bugs and improve the samples. File those pull requests and we'll be happy to take a look.

Find more information on DirectX 12 on our blog: http://blogs.msdn.com/b/directx/

Troubleshooting information for this repository can be found in the site Wiki.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

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This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

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