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CHAPTER 8 3D GAME PROGRAMMING BASICS
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Additionally, a mesh has a collection of effects, so it can render different parts of the mesh with different effects a useful thing for complex meshes. Because you might have many effects for a single mesh, you need to have a second loop, running through all effects of each mesh, to be certain you ll apply the same effect in all mesh parts. In a simple model such as your cube, you have only one mesh and only one effect on this mesh. Nonetheless, you ll create generic code that allows you to use the same program for more complex models. The final code with the effect creation and use follows. Place it in the LoadContent method: // Calculate the aspect ratio for the model float aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; // Configure basic lighting and do a simple rotation for the model // (so it can be seen onscreen) foreach (ModelMesh mesh in myModel.Meshes) foreach (BasicEffect effect in mesh.Effects) { // Rotate and make the model a little smaller (50%) effect.World = Matrix.CreateScale(0.5f) * Matrix.CreateRotationX(MathHelper.ToRadians(45.0f)) * Matrix.CreateRotationY(MathHelper.ToRadians(45.0f)); // Set the projection matrix for the model effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10.0f); effect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 3.0f), Vector3.Zero, Vector3.Up); effect.EnableDefaultLighting(); } Figure 8-18 presents the result of running the program with the newly created effect.
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Note You don t need to bother to load textures if your model uses them. Model files already include information about the textures they use. Because this information includes the path where the texture files should be located, you just need to know this path and then copy the texture files to the corresponding path. You can find out the texture paths by examining the model files (in a text editor, for example) or by including the model in the project and compiling it. XNA Game Studio presents the Content Pipeline path errors stating where the model looked for the textures.
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CHAPTER 8 3D GAME PROGRAMMING BASICS
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Figure 8-18. The rotated, scaled, and lightened cube
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In this chapter, you learned the basics of 3D graphics programming. Although XNA provides you with many built-in classes and methods that reduce the program s complexity, there are still a lot of concepts to understand. Be sure you understand the following concepts before you go on to the next chapter: What vertices are and what type of information can be used when defining them What a vertex buffer is and how to use it Why matrices are important, and how to use them to perform transformations in 3D objects What the projection matrix is, which types of projections XNA supports, and how to use them What the view matrix is and how you create it in XNA What the world matrix is, and how to use it to perform operations in all 3D scenes What models and meshes are, and how to load and render them in XNA
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CHAPTER 8 3D GAME PROGRAMMING BASICS
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In the next chapters, you ll create a complete 3D game, so you ll be able to better exercise and explore these concepts.
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Rendering Pipeline, Shaders, and Effects
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n this chapter, you ll learn some of the concepts related to the rendering pipeline, shaders, and effects. The rendering pipeline is responsible for rendering a 3D scene into a 2D image, which can then be drawn on the screen. You can use shaders to program some stages of the rendering pipeline, and use effects to describe a combination of shaders and configurations for the fixed stages of the rendering pipeline. This flexibility allows you to create custom visual effects, improving the visual aspect of the final image.
Rendering Pipeline
To visualize a 3D scene on the screen, the scene must be transformed into a 2D image. The process that transforms a 3D scene into an image is called rendering. Figure 9-1 shows a highlevel diagram of the rendering pipeline used by XNA.
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