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CHAPTER 8 s RENDERING PIPELINE, SHADERS, AND EFFECTS
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To ease the configuration of the helper effect classes, you re also going to create some material classes. The two basic material classes that you ll create are the LightMaterial class, which stores the surface properties used for lighting (diffuse color, specular color, and specular power), and the TextureMaterial class, which stores a texture map and tile used to apply a texture to a surface. You could use these two basic material classes to create more complex types of materials, such as a multitexturing material. Following is the complete code for the LightMaterial class:
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public class LightMaterial { // Material properties - Diffuse and Specular color Vector3 diffuseColor; Vector3 specularColor; // Specular power (Shininess) float specularPower; // Properties public Vector3 DiffuseColor { get { return diffuseColor; } set { diffuseColor = value; } } public Vector3 SpecularColor { get { return specularColor; } set { specularColor = value; } } public float SpecularPower { get { return specularPower; } set { specularPower = value; } } public LightMaterial (Vector3 diffuseColor, Vector3 specularColor, float specularPower) { this.diffuseColor = diffuseColor; this.specularColor = specularColor; this.specularPower = specularPower; } }
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CHAPTER 8 s RENDERING PIPELINE, SHADERS, AND EFFECTS
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You store the light s diffuse and specular colors as an XNA Vector3 in the diffuseColor and specularColor attributes of the LightMaterial class, respectively. You store the light s specular power (or shininess) as a float value, in the specularPower attribute of the class. Note that the (X, Y, Z) components of the color vector represent a color in the RGB format. You also need to create properties to set and retrieve the light s diffuse color, specular color, and specular power. Following is the complete code for the TextureMaterial class:
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public class TextureMaterial { // Texture Texture2D texture; // Texture UV tile Vector2 uvTile; // Properties public Texture2D Texture { get { return texture; } set { texture = value; } } public Vector2 UVTile { get { return uvTile; } set { uvTile = value; } } public TextureMaterial(Texture2D texture, Vector2 uvTile) { this.texture = texture; this.uvTile = uvTile; } }
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You store the texture as an XNA Texture2D in the texture attribute of the TextureMaterial class, and the texture UV tile as an XNA Vector2 in the uvTile attribute of the class. As in the LightMaterial class, you need to create properties to set and retrieve the texture and its UV tile.
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CHAPTER 8 s RENDERING PIPELINE, SHADERS, AND EFFECTS
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During shader development, you constantly need to modify your shader, adjust its parameters, and test it using different assets (models, textures, and so on). This process can also be slow and tiring if you need to recompile and execute your game every time you change something in one of its shaders. To help you during shader development, you can use a shader authoring tool. One of the best tools available for shader authoring is NVIDIA s FX Composer 2.0. FX Composer 2.0 is a cross-platform integrated development environment (IDE) for shader authoring that programmers and technical artists can use. It supports a few shader languages, including HLSL, and many types of assets, such as COLLADA, FBX, X, 3DS, and OBJ. Using FX Composer, you can also watch the results of your shader in real time while you re developing and modifying it. Figure 8-3 shows the FX Composer 2.0 IDE.
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Figure 8-3. The NVIDIA FX Composer 2.0 IDE. Other features of FX Composer include scene management, shader performance analysis, and many available samples. You can download FX Composer at the NVIDIA developer web site: http://developer.nvidia.com.
CHAPTER 8 s RENDERING PIPELINE, SHADERS, AND EFFECTS
Summary
In this chapter, you learned about the fixed and the programmable rendering pipeline, its stages, and how to use them to process the description of a 3-D scene and output a 2-D image. You also learned how to create shaders to program the programmable stages of the GPU, and how you can encapsulate these shaders in effects. Using effects, you can also configure the fixed stages of the rendering pipeline and specify how the shaders are compiled and combined (linked) for use. Finally, you learned how to load, configure, and use effects with XNA. After the Content Pipeline processes the effects, you can easily load and use them. Now that you ve reviewed some basic concepts of shaders and effects, you can start drawing some 3-D models. In the following chapters, you ll create more complex effects to render 3-D models, where for each effect you ll also create a new helper effect class that will use the created material classes.
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