README.md
DirectX Tool Kit for DirectX 11
http://go.microsoft.com/fwlink/?LinkId=248929
Copyright (c) Microsoft Corporation.
March 24, 2022
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 11, Windows 10, Xbox One, and Win32 desktop applications for Windows 7 Service Pack 1 or later.
This code is designed to build with Visual Studio 2017 (15.9), Visual Studio 2019, Visual Studio 2022, or clang for Windows v11 or later. Use of the Windows 10 May 2020 Update SDK (19041) or later is required.
These components are designed to work without requiring any content from the legacy DirectX SDK. For details, see Where is the DirectX SDK?.
Directory Layout
-
Inc\
-
Public Header Files (in the DirectX C++ namespace):
- Audio.h - low-level audio API using XAudio2 (DirectXTK for Audio public header)
- BufferHelpers.h - C++ helpers for creating D3D resources from CPU data
- 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
Documentation
Documentation is available on the GitHub wiki.
Notices
All content and source code for this package are subject to the terms of the MIT License.
For the latest version of DirectXTK, bug reports, etc. please visit the project site on GitHub.
Release Notes
-
As of the March 2022 release, legacy Xbox One XDK support requires the XDK April 2018 release or later.
-
As of the October 2021 release, the DGSLEffect no longer directly supports skinning. Instead, make use of SkinnedDGSLEffect which is derived from DGSLEffect.
-
As of the August 2021 release, MakeSpriteFont requires the .NET version 4.7.2 targeting pack to be installed to build. For VS 2017, this is an optional individual component .NET Framework 4.7.2 development tools (
Microsoft.Net.Component.4.7.2.TargetingPack
). -
Starting with the June 2020 release, this library makes use of typed enum bitmask flags per the recommendation of the C++ Standard section 17.5.2.1.3 Bitmask types. This may have breaking change impacts to client code:
-
You cannot pass the
0
literal as your flags value. Instead you must make use of the appropriate default enum value:AudioEngine_Default
,SoundEffectInstance_Default
,ModelLoader_Clockwise
, orWIC_LOADER_DEFAULT
. -
Use the enum type instead of
DWORD
if building up flags values locally with bitmask operations. For example,WIC_LOADER_FLAGS flags = WIC_LOADER_DEFAULT; if (...) flags |= WIC_LOADER_FORCE_SRGB;
-
-
The UWP projects and the Win10 classic desktop project include configurations for the ARM64 platform. These require VS 2017 (15.9 update) or later to build, with the ARM64 toolset installed.
-
The
CompileShaders.cmd
script must have Windows-style (CRLF) line-endings. If it is changed to Linux-style (LF) line-endings, it can fail to build all the required shaders.
Support
For questions, consider using Stack Overflow with the directxtk tag, or the DirectX Discord Server in the dx9-dx11-developers channel.
For bug reports and feature requests, please use GitHub issues for this project.
Contributing
This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. For details, visit https://cla.opensource.microsoft.com.
When you submit a pull request, a CLA bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately (e.g., status check, comment). Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.
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.
Trademarks
This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow Microsoft's Trademark & Brand Guidelines. Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.
Credits
The DirectX Tool Kit is the work of Shawn Hargreaves and Chuck Walbourn, with contributions from Aaron Rodriguez Hernandez, and Dani Roman.
Thanks to Shanon Drone for the SDKMESH file format.
Thanks to Adrian Tsai for the geodesic sphere implementation.
Thanks to Garrett Serack for his help in creating the NuGet packages for DirectX Tool Kit.
Thanks to Roberto Sonnino for his help with the CMO
, DGSL rendering, and the VS Starter Kit animation.
Thanks to Pete Lewis and Justin Saunders for the normal-mapped and PBR shaders implementation.