Download e-book for kindle: 3D Graphics with XNA Game Studio 4.0 by Sean James

By Sean James

ISBN-10: 1849690049

ISBN-13: 9781849690041

This e-book is designed as a step by step instructional that may be learn via from commencing to finish, with each one bankruptcy construction at the final. every one part, despite the fact that, can be used as a reference for imposing a number of digicam versions, lighting tricks, and so on. The chapters are jam-packed with illustrations, screenshots, and instance code, and every bankruptcy relies round the production of 1 or extra instance initiatives. through the tip of the 1st bankruptcy you could have created the framework that's used and more advantageous upon for the remainder of the e-book, and by means of the top of the publication you've carried out dozens of lighting tricks, digicam varieties, lights versions and extra utilizing that framework. This ebook is principally written in the event you are conversant in item orientated programming and C# and who're drawn to taking 3D photographs in their XNA video games to the following point. This publication should be important as studying fabric in the event you are new to pics and in case you want to extend their toolset. additionally, it may be utilized by video game builders searching for an implementation advisor or reference for results or thoughts they're already acquainted with.

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The first thing we need to do is to actually calculate a view frustum. We can do this very simply once we know our view and projection matrices. Let's go back to our abstract Camera class and add a BoundingFrustum. The BoundingFrustum class has a function to check if a BoundingSphere is in view. public BoundingFrustum Frustum { get; private set; } The view and projection matrices can change frequently, so we need to update the frustum whenever they change. We will do this by calling the generateFrustum() function that we will write shortly in the View and Projection properties' set accessors: Matrix view; Matrix projection; public Matrix Projection { get { return projection; } protected set { projection = value; generateFrustum(); } } public Matrix View { get { return view; } protected set { view = value; generateFrustum(); [ 29 ] Getting Started with 3D } } private void generateFrustum() { Matrix viewProjection = View * Projection; Frustum = new BoundingFrustum(viewProjection); } Finally, we will make things a little easier on ourselves by adding some shortcuts to check if bounding boxes and bounding spheres are visible.

In this case, the input and output are very simple: just the position of the vertex before and after it has been transformed using the world, view, and projection matrices: struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; }; You may note that the members of these structs are a little different from the properties of a class in C#—in that they must also include what are called semantics. microsoft. aspx): A semantic is a string attached to a shader input or output that conveys information about the intended use of a parameter.

Note that once again we use the normalize function, this time to ensure that the user-given light vector's components fall within the -1 to 1 range. The dot product of the vertex's normal and the light direction is multiplied by the light color and added to the total amount of light. Normal); // Add lambertian lighting lighting += saturate(dot(lightDir, normal)) * LightColor; // Calculate final color float3 output = saturate(lighting) * color; return float4(output, 1); } [ 59 ] Introduction to HLSL This produces the effect of a light falling diagonally across the model, and highlights its edges well: Phong specular highlights Our object is now looking very defined, but it is still missing one thing: specular highlights.

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3D Graphics with XNA Game Studio 4.0 by Sean James


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