Download 3D Graphics with XNA Game Studio 4.0 by Sean James PDF

By Sean James

This booklet is designed as a step by step educational that may be learn via from starting to finish, with each one bankruptcy development at the final. every one part, even if, is also used as a reference for imposing a number of digital camera versions, lighting tricks, and so forth. The chapters are packed with illustrations, screenshots, and instance code, and every bankruptcy relies round the production of 1 or extra instance initiatives. via the top of the 1st bankruptcy you may have created the framework that's used and greater upon for the remainder of the ebook, and by means of the tip of the booklet you might have carried out dozens of lighting tricks, digicam forms, lights versions and extra utilizing that framework. This ebook is especially written in the event you are conversant in item orientated programming and C# and who're attracted to taking 3D pix in their XNA video games to the subsequent point. This publication should be important as studying fabric in the event you are new to photos and if you happen to want to extend their toolset. additionally, it may be utilized by video game builders trying to find an implementation advisor or reference for results or suggestions they're already accustomed to.

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This way, when we access the Position value in the pixel shader for a pixel that sits between two vertices, we will get the actual position of that location instead of the position of one of the two vertices. 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.

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.

The object should now look darker, as this light is mainly meant to fill in darker areas as though light were being bounced onto the object from its surroundings. Lambertian directional lighting Our next lighting type, directional lighting, is meant to provide some definition to our objects. The formula used for this lighting type is called Lambertian lighting, and is very simple: kdiff = max(l • n, 0) This equation simply means that the lighting amount on a given face is the dot product of the light vector and the face's normal.

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