Requirements :
Visual Studio 2010 or a more recent version.
Compilaton instructions :
Download and install the June 2010 DirectX SDK http://www.microsoft.com/en-us/download/details.aspx?id=6812
Download and install Windows Software Development Kit (SDK) for Windows 8 http://msdn.microsoft.com/en-us/library/windows/desktop/hh852363.aspx
(note : skip this step if you use VS2012 since this library is already provided by the installation).
Open AEngine.sln and launch the compilation. Note that is you are not using Windows 8, you will need to configure the Windows version symbols correctly. Please refer to Using the Windows Headers to see how to do so.
Running the samples :
Place the folders 'datafiles' and 'Data' from 'Deployment.7z' into the same folder as the executables. Then, depending on the configuration of the build (Debug or Release), copy the DLLs from Deployment/Debug(/Release) in the relevent folder. That's all !
Folder AEngine
Contains helper methods and base classes.
Folder AED3D11RenderingEngine
Implementation of the D3D11 based rendering engine. Depends on AEngine.
Folder AED3D11RenderingEngine/Shaders
Contains the HLSL code and associated precompiled bytecode generated by fxc.exe.
Folder AED3D11RenderingEngine/Effects11
Nice helper methods and classes to load FX files in D3D11, the same way as in D3D1N with the ID3D10XEffect interface. Unfortunately it does not scale well with multithreading so we do not use it anymore.
Contains helper methods and base classes.
Folder Dependencies
AEngine uses the following 3rd party libraries : TBB for multithreading algorithms and synchronization, CEGUI for the GUI, Assimp to load meshes from files and OIS as the input system.
Folder Common
Contains all the source code used in all the trajectory rendering demos.
fxc.exe
Tool to compile offline HLSL code. It is best to use offline compilation for shaders but for testing purpose we compile the shaders during the execution of the program. The only exception is for FXAA.hlsl, which is precompiled.