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The Code
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This code creates a 3D Ray describing all points belonging to the pixel indicated by the pointer. This Ray is passed to the ModelRayCollision method of recipe 4-18. Vector3 nearScreenPoint = new Vector3(mouseState.X, mouseState.Y, 0); Vector3 farScreenPoint = new Vector3(mouseState.X, mouseState.Y, 1); Vector3 near3DWorldPoint = device.Viewport.Unproject(nearScreenPoint, fpsCam.ProjectionMatrix, fpsCam.ViewMatrix, Matrix.Identity); Vector3 far3DWorldPoint = device.Viewport.Unproject(farScreenPoint, fpsCam.ProjectionMatrix, fpsCam.ViewMatrix, Matrix.Identity); Vector3 pointerRayDirection = far3DWorldPoint - near3DWorldPoint; pointerRayDirection.Normalize(); Ray pointerRay = new Ray(near3DWorldPoint, pointerRayDirection); selected = ModelRayCollision(myModel, worldMatrix, pointerRay);
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Getting the Most Out of Vertices
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hether you re creating a 3D game or some visualization software, in many cases you ll want to render primitives such as points, lines, or triangles. All of these primitives are defined by vertices, which are the corners of your triangles or the ends of your lines. Vertices contain not only a position; they can contain all kinds of data. They can specify which color the corner of your triangle should be rendered in. Or, if you re using a texture to put over your triangle, the vertices should indicate which point of your texture should be mapped to which corner of your triangle. These are only two examples of an almost endless list of data that can be contained in your vertices. This chapter starts by showing you the basics: how to define vertices and how to render points, lines, or triangles from them. Next in line are texture coordinates and normal data, because most vertices usually store this data. Next, the chapter covers some powerful functionality provided by XNA, including static and dynamic VertexBuffers and IndexBuffers, which let you store your vertices in the memory on the graphics card. This is applied in practice when you create a whole 3D terrain defined solely by vertices. Since a terrain (or a grid in general) is quite commonly used in game programming, this chapter deals with some common challenges such as bilinear height determination as well as surface picking. Using Catmull-Rom interpolation, you can even generate extra vertices to make any terrain as detailed as you like! Since vertices are the data that is sent to your graphics card, this chapter explains why vertex formats are the link between your XNA project, your vertices, and your vertex shader on your graphics card. Using HLSL, you ll learn how to add bump mapping to your object to increase the detail of the pixels in your triangles. In the end, you ll even learn how to add an impressive ocean to your 3D world by letting your graphics card manipulate all of your vertices and pixels. This chapter also provides some advanced content pipeline examples. You ll learn how to serialize and deserialize complex objects, such as arrays and objects that require a link to the device. Furthermore, you ll learn how to define your own content importer and how to load an object from an XML file into your XNA project.
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CHAPTER 5 GETTING THE MOST OUT OF VE RTICES
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Specifically, the recipes in this chapter cover the following: Understanding what vertices are and how to define them. You ll also learn how to render points, lines, or triangles from your vertices and how to cover your triangles with a texture (recipes 5-1 and 5-2). Making the best use of the available memory. You ll remove redundant vertices using indices and store your vertices and indices in the memory of your graphics card by storing them in a VertexBuffer and in an IndexBuffer (recipes 5-3, 5-4, and 5-5). Figuring out why your triangle won t show up! This might be caused because your graphics card thinks your camera is looking at the back of the triangle (recipe 5-6). Storing the correct normal in each of your vertices to allow for correct lighting. You ll also learn how you can calculate all normals at one time (recipe 5-7). Putting everything you ve learned about vertices into practice by creating a textured 3D terrain. You need to be able to calculate the exact height at any point of your terrain, as well as find the point on your terrain that the user s pointer is over (recipes 5-8, 5-9, and 5-10). Creating a TypeWriter and a TypeReader capable of serializing/deserializing complex objects (recipe 5-11). Learning how you can import files of your own format into your XNA project by coding a custom content importer. Alternatively, you can load objects from XML files straight into your XNA project (recipes 5-12 and 5-13). Learning how you can define vertices of your own format, and allowing you to store any data you want in your vertices so you can access this in your vertex shader (recipe 5-14). The vertex format is the glue between your XNA project, your vertices, and your vertex shader on your graphics card. Adding an enormous amount of detail to your objects by bump mapping them (recipes 5-15 and 5-16). Putting everything you ve learned about vertices until now together to create an immersive ocean. Your vertex shader calculates the rolling waves, while the pixel shader adds the required realism (recipe 5-17). Given a list of points, learning how you can calculate any number of points on the curve that passes nicely through your predefined points. You ll use this technique to create a racetrack (recipes 5-18 and 5-19).
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