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The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
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----------------------------------------------- DirectXTK - the DirectX Tool Kit for DirectX 11 ----------------------------------------------- Copyright (c) Microsoft Corporation. All rights reserved. November 16, 2018 This package contains the "DirectX Tool Kit", a collection of helper classes for writing Direct3D 11 C++ code for Universal Windows Platform (UWP) apps for Windows 10, Windows Store apps, Windows phone 8.1 applications, Xbox One, Windows 8.x Win32 desktop applications, Windows 7 Service Pack 1 applications, and Windows Vista Service Pack 2 Direct3D 11.0 applications. This code is designed to build with Visual Studio 2015 Update 3 or Visual Studio 2017. It is recommended that you make use of VS 2015 Update 3, Windows Tools 1.4.1, and the Windows 10 Anniversary Update SDK (14393) -or- VS 2017 (15.9 update) with the Windows 10 October 2018 Update SDK (17763). These components are designed to work without requiring any content from the DirectX SDK. For details, see "Where is the DirectX SDK?" <http://msdn.microsoft.com/en-us/library/ee663275.aspx>. Inc\ Public Header Files (in the DirectX C++ namespace): Audio.h - low-level audio API using XAudio2 (DirectXTK for Audio public header) CommonStates.h - factory providing commonly used D3D state objects DDSTextureLoader.h - light-weight DDS file texture loader DirectXHelpers.h - misc C++ helpers for D3D programming Effects.h - set of built-in shaders for common rendering tasks GamePad.h - gamepad controller helper using XInput GeometricPrimitive.h - draws basic shapes such as cubes and spheres GraphicsMemory.h - helper for managing dynamic graphics memory allocation Keyboard.h - keyboard state tracking helper Model.h - draws meshes loaded from .CMO, .SDKMESH, or .VBO files Mouse.h - mouse helper PostProcess.h - set of built-in shaders for common post-processing operations PrimitiveBatch.h - simple and efficient way to draw user primitives ScreenGrab.h - light-weight screen shot saver SimpleMath.h - simplified C++ wrapper for DirectXMath SpriteBatch.h - simple & efficient 2D sprite rendering SpriteFont.h - bitmap based text rendering VertexTypes.h - structures for commonly used vertex data formats WICTextureLoader.h - WIC-based image file texture loader XboxDDSTextureLoader.h - Xbox One exclusive apps variant of DDSTextureLoader Src\ DirectXTK source files and internal implementation headers Audio\ DirectXTK for Audio source files and internal implementation headers MakeSpriteFont\ Command line tool used to generate binary resources for use with SpriteFont XWBTool\ Command line tool for building XACT-style wave banks for use with DirectXTK for Audio's WaveBank class All content and source code for this package are subject to the terms of the MIT License. <http://opensource.org/licenses/MIT>. Documentation is available at <https://github.com/Microsoft/DirectXTK/wiki>. For the latest version of DirectX Tool Kit, bug reports, etc. please visit the project site. <http://go.microsoft.com/fwlink/?LinkId=248929> This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments. https://opensource.microsoft.com/codeofconduct/ -------- XBOX ONE -------- * Developers using the Xbox One XDK need to generate the Src\Shaders\Compiled\XboxOne*.inc files to build the library as they are not included in the distribution package. They are built by running the script in Src\Shaders - "CompileShaders xbox" from the "Xbox One XDK Command Prompt". They are XDK version-specific. While they will continue to work if outdated, a mismatch will cause runtime compilation overhead that would otherwise be avoided. ------------- RELEASE NOTES ------------- * The VS 2017 projects make use of /permissive- for improved C++ standard conformance. Use of a Windows 10 SDK prior to the Fall Creators Update (16299) or an Xbox One XDK prior to June 2017 QFE 4 may result in failures due to problems with the system headers. You can work around these by disabling this switch in the project files which is found in the <ConformanceMode> elements. * The VS 2017 projects require the 15.5 update or later. For UWP and Win32 classic desktop projects with the 15.5 - 15.7 updates, you need to install the standalone Windows 10 SDK (17763) which is otherwise included in the 15.8.6 or later update. Older VS 2017 updates will fail to load the projects due to use of the <ConformanceMode> element. If using the 15.5 or 15.6 updates, you will see "warning D9002: ignoring unknown option '/Zc:__cplusplus'" because this switch isn't supported until 15.7. It is safe to ignore this warning, or you can edit the project files <AdditionalOptions> elements. * The UWP projects include configurations for the ARM64 platform. These require VS 2017 (15.9 update) to build. --------------- RELEASE HISTORY --------------- November 16, 2018 VS 2017 updated for Windows 10 October 2018 Update SDK (17763) ARM64 platform configurations added to UWP projects Minor code review October 31, 2018 Model loader for SDKMESH now attempts to use legacy DE3CN compressed normals - This is an approximation only and emits a warning in debug builds October 25, 2018 Use UTF-8 instead of ANSI for narrow strings Minor code review August 17, 2018 Improved validation for 16k textures and other large resources Improved debug output for failed texture loads and screengrabs Updated for VS 2017 15.8 Code cleanup July 3, 2018 ModelMeshPart DrawInstanced method added Code and project cleanup May 31, 2018 VS 2017 updated for Windows 10 April 2018 Update SDK (17134) Regenerated shaders using Windows 10 April 2018 Update SDK (17134) May 14, 2018 Updated for VS 2017 15.7 update warnings Code and project cleanup Retired VS 2013 projects April 23, 2018 AlignUp, AlignDown template functions in DirectXHelpers.h Mouse support for cursor visibility SimpleMath and VertexTypes updated with default copy and move ctors SimpleMath updates to use constexpr EffectFactory updated with GetDevice method PostProcess updated with 'big triangle' optimization Fix for CMO handling of skinning vertex data Code and project file cleanup xwbtool: Fixed Windows 7 compatibility issue February 7, 2018 Mouse fix for cursor behavior when using Remote Desktop for Win32 Updated for a few more VS 2017 warnings Code cleanup December 13, 2017 PBREffect and DebugEffect added NormalMapEffect no longer requires or uses explicit vertex tangents *breaking change* NormalMapEffect::SetBiasedVertexNormalsAndTangents renamed to SetBiasedVertexNormals PBREffect, DebugEffect, & NormalMapEffect all require Direct3D hardware feature level 10.0 or better VertexType typedef added to GeometricPrimitive as alias for VertexPositionNormalTexture Updated for VS 2017 15.5 update warnings Code cleanup November 1, 2017 VS 2017 updated for Windows 10 Fall Creators Update SDK (16299) Regenerated shaders using Windows 10 Fall Creators Update SDK (16299) September 22, 2017 Updated for VS 2017 15.3 update /permissive- changes ScreenGrab updated to use non-sRGB metadata for PNG Mouse use of WM_INPUT updated for Remote Desktop scenarios Fix for CMO load issue when no materials are defined xwbtool: added -flist option July 28, 2017 Fix for WIC writer when codec target format requires a palette Code cleanup June 21, 2017 Post-processing support SDKMESH loader fix when loading legacy files with all zero materials DirectXTK for Audio: Minor fixes for environmental audio Minor code cleanup April 24, 2017 VS 2017 project updates Regenerated shaders using Windows 10 Creators Update SDK (15063) Fixed NormalMapEffect shader selection for specular texture usage Fixed AudioEngine enumeration when using Single Threaded Apartment (STA) Fixed bug with GamePad (Windows.Gaming.Input) when no user bound April 7, 2017 VS 2017 updated for Windows Creators Update SDK (15063) XboxDDSTextureLoader updates February 10, 2017 GamePad now supports special value of -1 for 'most recently connected controller' WIC format 40bppCMYKAlpha should be converted to RGBA8 rather than RGBA16 DDS support for L8A8 with bitcount 8 rather than 16 Minor code cleanup December 5, 2016 Mouse and Keyboard classes updated with IsConnected method Windows10 project /ZW switch removed to support use in C++/WinRT projection apps VS 2017 RC projects added Minor code cleanup October 6, 2016 SDKMESH loader and BasicEffects support for compressed vertex normals with biasing WICTextureLoader Ex bool forceSRGB parameter is now a WIC_LOADER flag Minor code cleanup September 15, 2016 Minor code cleanup xwbtool: added wildcard support for input filename and optional -r switch for recursive search September 1, 2016 Added forceSRGB optional parameter to SpriteFont ctor EffectFactory method EnableForceSRGB added DGSLEffect now defaults to diffuse/alpha of 1 Removed problematic ABI::Windows::Foundation::Rect interop for SimpleMath Minor code cleanup August 4, 2016 Regenerated shaders using Windows 10 Anniversary Update SDK (14393) August 2, 2016 Updated for VS 2015 Update 3 and Windows 10 SDK (14393) August 1, 2016 GamePad capabilities information updated for Universal Windows and Xbox One platforms Specular falloff lighting computation fix in shaders July 18, 2016 NormalMapEffect for normal-map with optional specular map rendering EnvironmentMapEffect now supports per-pixel lighting Effects updated with SetMatrices and SetColorAndAlpha methods SimpleMath: improved interop with DirectXMath constants Minor code cleanup June 30, 2016 MeasureDrawString added to SpriteFont; bad fix to MeasureString reverted GamePad tracker updated to track emulated buttons (i.e. leftStickUp) EffectFactory SetDirectory now checks current working directory (CWD) as well *breaking change* must include <d3d11.h> before including <SimpleMath.h> Code refactor for sharing some files with DirectX 12 version Minor code cleanup May 31, 2016 Added VertexPosition and VertexPositionDualTexture to VertexTypes Xbox One platform fix for PrimitiveBatch CompileShader script updated to build external pdbs Code cleanup April 26, 2016 Added Rectangle class to SimpleMath Fix for SDKMESH loader when loading models with 'extra' texture coordinate sets Made SimpleMath's Viewport ComputeTitleSafeArea less conservative Added view/menu alises to GamePad::ButtonStateTracker for Xbox One Controller naming Retired Windows phone 8.0 projects and obsolete adapter code Minor code and project file cleanup February 23, 2016 Fixed width computation bug in SpriteFont::MeasureString Fix to clean up partial or zero-length image files on failed write Fix to WaveBankReader for UWP platform Retired VS 2012 projects Xbox One platform updates Minor code and project file cleanup January 5, 2016 Xbox One platform updates *breaking change* Need to add use of GraphicsMemory class to Xbox One titles Minor code cleanup November 30, 2015 SimpleMath improvements including Viewport class Fixed bug with Keyboard for OpenBracket and later VK codes Fixed bug with Mouse that reset the scrollwheel on app activate MakeSpriteFont updated with /FastPack and /FeatureLevel switches Updated for VS 2015 Update 1 and Windows 10 SDK (10586) October 30, 2015 DirectXTK for Audio 3D updates *breaking change* emitters/listeners now use RH coordinates by default GeometricPrimitive support for custom geometry SimpleMath Matrix class improvements DDS support for legacy bumpmap formats (V8U8, Q8W8V8U8, V16U16) Mouse fix for WinRT implementation with multiple buttons pressed Wireframe CommonStates no longer does backface culling Xbox One platform updates Minor code cleanup August 18, 2015 Xbox One platform updates July 29, 2015 - Added CreateBox method to GeometricPrimitive - Added 'invertn' optional parameter to CreateSphere - Updates for Keyboard, Mouse class - Fixed bug when loading older SDKMESH models - Updated for VS 2015 and Windows 10 SDK RTM - Retired VS 2010 and Windows Store 8.0 projects July 1, 2015 - Added Keyboard, Mouse class - Support for loading pre-lit models with SDKMESH - GamePad implemented using Windows.Gaming.Input for Windows 10 - DirectXTK for Audio updates for xWMA support with XAudio 2.9 - Added FindGlyph and GetSpriteSheet methods to SpriteFont March 27, 2015 Added projects for Windows apps Technical Preview - GamePad temporarily uses 'null' device for universal Windows applicaton platform February 25, 2015 DirectXTK for Audio updates - *breaking change* pitch now defined as -1 to 1 with 0 as the default - One-shot Play method with volume, pitch, and pan - GetMasterVolume/SetMasterVolume method for AudioEngine - Fix for compact wavebank validation - Improved voice cleanup and shutdown Minor code cleanup and C++11 =default/=delete usage January 26, 2015 GamePad class: emulate XInputEnable behavior for XInput 9.1.0 DirectXTK for Audio fix for Stop followed by Play doing a proper restart DirectXTK for Audio fix when using XAudio 2.7 on a system with no audio device Updates for Xbox One platform support Minor code cleanup and C99 printf string conformance November 24, 2014 SimpleMath fix for Matrix operator != DirectXTK for Audio workaround for XAudio 2.7 on Windows 7 problem Updates for Windows phone 8.1 platform support Updates for Visual Studio 2015 Technical Preview Minor code cleanup October 28, 2014 Model support for loading from VBO files Model render now sets samplers on slots 0,1 by default for dual-texture effects Updates for Xbox One platform support Minor code cleanup September 5, 2014 GamePad class: gamepad controller helper using XInput on Windows, IGamepad for Xbox One SimpleMath updates; Matrix billboard methods; *breaking change*: Matrix::Identity() -> Matrix::Identity SpriteBatch new optional SetViewport method SpriteFont fix for white-space character rendering optimization DDSTextureLoader fix for auto-gen mipmaps for volume textures Explicit calling-convention annotation for public headers Updates for Xbox One platform support Minor code and project cleanup July 15, 2014 DirectXTK for Audio and XWBTool fixes Updates to Xbox One platform support April 3, 2014 Windows phone 8.1 platform support February 24, 2014 DirectXHelper: new utility header with MapGuard and public version of SetDebugObjectName template DDSTextureLoader: Optional support for auto-gen mipmaps DDSTextureLoader/ScreenGrab: support for Direct3D 11 video formats including legacy "YUY2" DDS files GeometricPrimtive: Handedness fix for tetrahedron, octahedron, dodecahedron, and icosahedron SpriteBatch::SetRotation(DXGI_MODE_ROTATION_UNSPECIFIED) to disable viewport matrix XboxDDSTextureLoader: optional forceSRGB parameter January 24, 2014 DirectXTK for Audio updated with voice management and optional mastering volume limiter Added orientation rotation support to SpriteBatch Fixed a resource leak with GetDefaultTexture() used by some Effects Code cleanup (removed DXGI_1_2_FORMATS control define; d2d1.h workaround not needed; ScopedObject typedef removed) December 24, 2013 DirectXTK for Audio Xbox One platform support MakeSpriteFont tool updated with more progress feedback when capturing large fonts Minor updates for .SDKMESH Model loader Fixed bug in .CMO Model loader when handling multiple textures Improved debugging output October 28, 2013 Updated for Visual Studio 2013 and Windows 8.1 SDK RTM Added DGSLEffect, DGSLEffectFactory, VertexPositionNormalTangentColorTexture, and VertexPositionNormalTangentColorTextureSkinning Model loading and effect factories support loading skinned models MakeSpriteFont now has a smooth vs. sharp antialiasing option: /sharp Model loading from CMOs now handles UV transforms for texture coordinates A number of small fixes for EffectFactory Minor code and project cleanup Added NO_D3D11_DEBUG_NAME compilation define to control population of Direct3D debug layer names for debug builds July 1, 2013 VS 2013 Preview projects added and updates for DirectXMath 3.05 __vectorcall Added use of sRGB WIC metadata for JPEG, PNG, and TIFF SaveToWIC functions updated with new optional setCustomProps parameter and error check with optional targetFormat May 30, 2013 Added more GeometricPrimitives: Cone, Tetrahedron, Octahedron, Dodecahedron, Icosahedron Updated to support loading new metadata from DDS files (if present) Fixed bug with loading of WIC 32bpp RGBE format images Fixed bug when skipping mipmaps in a 1D or 2D array texture DDS file February 22, 2013 Added SimpleMath header Fixed bug that prevented properly overriding EffectFactory::CreateTexture Fixed forceSRGB logic in DDSTextureLoader and WICTextureLoader Break circular reference chains when using SpriteBatch with a setCustomShaders lambda Updated projects with /fp:fast for all configs, /arch:SSE2 for Win32 configs Sensibly named .pdb output files Added WIC_USE_FACTORY_PROXY build option (uses WindowsCodecs.dll entrypoint rather than CoCreateInstance) January 25, 2013 GeometricPrimitive support for left-handed coordinates and drawing with custom effects Model, ModelMesh, and ModelMeshPart added with loading of rigid non-animating models from .CMO and .SDKMESH files EffectFactory helper class added December 11, 2012 Ex versions of DDSTextureLoader and WICTextureLoader Removed use of ATL's CComPtr in favor of WRL's ComPtr for all platforms to support VS Express editions Updated VS 2010 project for official 'property sheet' integration for Windows 8.0 SDK Minor fix to CommonStates for Feature Level 9.1 Tweaked AlphaTestEffect.cpp to work around ARM NEON compiler codegen bug Added dxguid.lib as a default library for Debug builds to resolve GUID link issues November 15, 2012 Added support for WIC2 when available on Windows 8 and Windows 7 with KB 2670838 Cleaned up warning level 4 warnings October 30, 2012 Added project files for Windows phone 8 October 12, 2012 Added PrimitiveBatch for drawing user primitives Debug object names for all D3D resources (for PIX and debug layer leak reporting) October 2, 2012 Added ScreenGrab module Added CreateGeoSphere for drawing a geodesic sphere Put DDSTextureLoader and WICTextureLoader into the DirectX C++ namespace September 7, 2012 Renamed project files for better naming consistency Updated WICTextureLoader for Windows 8 96bpp floating-point formats Win32 desktop projects updated to use Windows Vista (0x0600) rather than Windows 7 (0x0601) APIs Tweaked SpriteBatch.cpp to workaround ARM NEON compiler codegen bug May 31, 2012 Updated Windows Store project for Visual Studio 2012 Release Candidate changes Cleaned up x64 Debug configuration warnings and switched to use "_DEBUG" instead of "DEBUG" Minor fix for DDSTextureLoader's retry fallback that can happen with 10level9 feature levels May 2, 2012 Added SpriteFont implementation and the MakeSpriteFont utility March 29, 2012 WICTextureLoader updated with Windows 8 WIC native pixel formats March 6, 2012 Fix for too much temp memory used by WICTextureLoader Add separate Visual Studio 11 projects for Desktop vs. Windows Store builds March 5, 2012 Bug fix for SpriteBatch with batches > 2048 February 24, 2012 Original release
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The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
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