E-Book, Englisch, 1048 Seiten
ISBN: 978-1-135-50107-5
Verlag: Taylor & Francis
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Discussions address:
- 2D and 3D graphics programming for Windows and DOS
- Device-independent graphics
- Mathematics for computer graphics
- Graphics algorithms and procedural operations
- PC video systems architecture, including its history and development
- High-end graphics systems and coprocessors
- Artificial life
- Virtual reality
- Animation techniques for simulations and video games
- VGA, SuperVGA, and VESA
- Device drivers
- Graphics and animation primitives
The authors cover the spectrum of PC graphics programming, including theoretical and practical topics - creating a singularly comprehensive resource for programmers.
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Part I - Graphics Fundamentals
PC GRAPHICS OVERVIEW
History and Evolution
Short History of PC Video
PS/2 Video Systems
SuperVGA
Graphics Coprocessors and Accelerators
Graphics Applications
State-of-the-Art in PC Graphics
3D Application Programming Interfaces
POLYGONAL MODELING
Vector and Raster Data
Coordinate Systems
Modeling with Polygons
IMAGE TRANSFORMATIONS
Matrix-based Representations
Matrix Arithmetic
3D Transformations
PROGRAMMING MATRIX TRANSFORMATIONS
Numeric Data in Matrix Form
Array Processing
PROJECTIONS AND RENDERING
Perspective
The Rendering Pipeline
LIGHTING AND SHADING
Lighting
Shading
Other Rendering Algorithms
Part II - Dos Graphics
VGA FUNDAMENTALS
The VGA Standard
VGA Components
VGA Registers
The Digital-to-Analog Converter (DAC)
VGA DEVICE DRIVERS
Levels of VGA Programming
Developing the VGA Device Drivers
Color Manipulations
VGA CORE PRIMITIVES
Classification of VGA Primitives
VGA Primitives for Set-up, Control, and Query
VGA Text Display Primitives
Bit-Block and Fill Primitives
Primitive Routines in the VGA1 and VGA2 Modules
VGA GEOMETRICAL PRIMITIVES
Geometrical Graphics Objects
Plotting a Straight Line
Plotting Conic Curves
Geometrical Operations
Region Fills
Primitive Routines in the VGA3 Module
XGA AND 8514/A ADAPTER INTERFACE
8514/A and XGA 221
Adapter Interface Software 225
Communicating with the AI 233
AI Concepts 243
Details of AI Programming 247
XGA HARDWARE PROGRAMMING
XGA Hardware Programming
XGA Features and Architecture
Initializing the XGA System
Processor Access to XGA Video Memory
Programming the XGA Graphics Coprocessor
The XGA Sprite
Using the XGA Library
SUPERVGA PROGRAMMING
Introducing the SuperVGA Chipsets
The VESA SuperVGA Standard
The VESA BIOS
Programming the SuperVGA System
Using the SuperVGA Library
DOS ANIMATION
Graphics and Animation
Interactive Animation
Image Animation
Imaging Techniques
BIT-MAPPED GRAPHICS
Image File Encoding
The Graphics Interchange Format (GIF)
The Tag Image File Format (TIFF)
The Hewlett-Packard Bitmapped Fonts
PART III - WINDOWS API GRAPHICS
GRAPHICS PROGRAMMING IN WINDOWS
Windows at the API Level
Elements of a Windows Program
The Window Procedure
The WinHello Program
WinHello Program Listing
TEXT GRAPHICS
Text in Windows
Device and Display Contexts
Mapping Modes
Programming Text Operations
Text Graphics
KEYBOARD AND MOUSE PROGRAMMING
Keyboard Input
The Caret
Mouse Programming
Mouse and Cursor Demonstration Program
CHILD WINDOWS AND CONTROLS
Window Styles
Menus
Dialog Boxes
Common Controls
PIXELS, LINES, AND CURVES
Drawing in a Window
Graphics Device Interface
Graphic Objects and GDI Attributes
Pixels, Lines, and Curves
DRAWING FIGURES, REGIONS, AND PATHS
Closed Figures
Drawing Closed Figures
Operations on Rectangles
Regions
Clipping Operations
Paths
Filled Figures Demo Program
BIT-MAPPED GRAPHICS
Raster and Vector Graphics
Bitmap Constructs
Bitmap Programming Fundamentals
Bitmap Manipulations
Bitmap Transformations
Bitmap Demonstration Program
PART IV - DIRECTX GRAPHICS
INTRODUCING DIRECTX
Why DirectX?
DirectX 8.1 Components
New Features in DirectX 8
Testing the Installation
DIRECTX AND COM
Object Orientation and C++ Indirection
COM in DirectX Programming
Creating and Accessing the COM Object
INTRODUCING DIRECTDRAW
Graphics and DirectDraw
Basic Concepts for DirectDraw Graphics
DirectDraw Architecture
DirectDraw Programming Essentials
SETTING UP DIRECTDRAW
Set-up Operations
Creating the DirectDraw Object
The DD Info Project
DIRECTDRAW EXCLUSIVE MODE
WinMain() for DirectDraw
DirectDraw Initialization
The DD Exclusive Mode Template
ACCESS TO VIDEO MEMORY
Direct Access Programming
In-Line Assembly Language
Multi-Language Programming
Direct Access Primitives
Raster Operations
Direct Access Project
BLITTING
Surface Programming
The Blit
Blit-Time Transformations
Blit-Rendering Operations
DD Bitmap Blit Project
DIRECTDRAW BITMAP RENDERING
Bitmap Manipulations
Developing a Windowed Application
Rendering in Windowed Mode
DIRECTDRAW ANIMATION
Animating in Real-Time
Timed Pulse Animation
Sprites
Page Flipping
Animation Programming
Fine-Tuning the Animation
Measuring Performance
DIRECT3D FUNDAMENTALS
3D Graphics in DirectX
Direct3D Rendering
Retained Mode Programming
Direct3D File Formats
DIRECT3D PROGRAMMING
Initializing the Software Interface
Building the Objects
Master Scene Concepts
Master Scene Components
Rendering Operations 967
Sample Project 3DRM InWin Demo1 970
APPENDICES
BIBLIOGRAPHY
INDEX