Getting Started with DirectX Computational Graphics

Welcome to the introductory guide for leveraging DirectX for computational graphics. This tutorial will walk you through the fundamental steps and concepts required to begin developing visually rich and performant applications using DirectX.

Prerequisites

Before you start, ensure you have the following installed:

Step 1: Setting Up Your Development Environment

The first step is to create a new project in Visual Studio and configure it for DirectX.

1

Open Visual Studio and create a new project. Select "Blank Project" under the C++ templates.

2

In your project properties, navigate to Configuration Properties > C/C++ > General > Additional Include Directories and add the path to your Windows SDK's DirectX headers (e.g., $(WindowsSDKDir)\Include\um).

3

Next, go to Configuration Properties > Linker > General > Additional Library Directories and add the path to your Windows SDK's DirectX libraries (e.g., $(WindowsSDKDir)\Lib\um\x64).

4

Finally, in Configuration Properties > Linker > Input > Additional Dependencies, add the necessary DirectX libraries like d3d11.lib, d3dx11.lib (if using D3DX helper library), and dxgi.lib.

Step 2: Understanding the DirectX Graphics Pipeline

DirectX uses a programmable pipeline to render graphics. Understanding its stages is crucial:

Step 3: Initializing DirectX

The initialization process involves creating the DirectX device, device context, and the swap chain.

Note: This example uses DirectX 11. For newer features, consider DirectX 12.

// Example Snippet (Conceptual) #include <d3d11.h> #include <dxgi.h> // ... later in your code ... ID3D11Device* pDevice = nullptr; ID3D11DeviceContext* pDeviceContext = nullptr; IDXGISwapChain* pSwapChain = nullptr; D3D_FEATURE_LEVEL featureLevel; DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = ... // Your window handle sd.SampleDesc.Count = 1; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Windowed = TRUE; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D11CreateDeviceAndSwapChain( nullptr, // default adapter D3D_DRIVER_TYPE_HARDWARE, nullptr, // no software rasterizer createDeviceFlags, nullptr, // feature levels 0, // num feature levels D3D11_SDK_VERSION, &sd, // swap chain description &pSwapChain, &pDevice, &featureLevel, &pDeviceContext ); // ... handle errors and create render target view ...

Step 4: Rendering Your First Triangle

Once initialized, you can draw simple geometry. This involves setting up vertex data, shaders, and rendering the primitive.

Vertex Data

Define the vertices of your triangle:

struct SimpleVertex { float posX, posY, posZ, posW; float r, g, b, a; }; SimpleVertex vertices[] = { { -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }, { 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f } };

Shaders

You'll need basic Vertex and Pixel shaders. These are often written in HLSL (High-Level Shading Language).

// Vertex Shader (HLSL) struct VS_INPUT { float4 Pos : POSITION; float4 Color : COLOR; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR; }; PS_INPUT VS(VS_INPUT input) { PS_INPUT output = (PS_INPUT)0; output.Pos = input.Pos; output.Color = input.Color; return output; } // Pixel Shader (HLSL) float4 PS(PS_INPUT input) : SV_Target { return input.Color; }

These shaders need to be compiled into bytecode and then loaded into the device context.

Next Steps

This is just the beginning. From here, you can explore:

Continue to the Advanced Topics section for more in-depth guides.