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With your vertices defined, you re ready to start coding on your .fx file.
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As with all 3D effects, you will need to pass in your World, View, and Projection matrices so your vertex shader can transform the 3D positions of your vertices to 2D screen coordinates. To show the effect of bump mapping, you should also be capable of changing the lighting direction. Furthermore, as mentioned in the introduction to this recipe, you will need to pass two textures to your graphics card: one to sample the usual colors from and a second one to look up how much the default normal should be deviated in each pixel. float4x4 xWorld; float4x4 xView; float4x4 xProjection; float3 xLightDirection; Texture xTexture; sampler TextureSampler = sampler_state { texture = <xTexture> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = wrap; AddressV = wrap;}; Texture xBumpMap; sampler BumpMapSampler = sampler_state { texture = <xBumpMap> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = wrap; AddressV = wrap;}; struct SBMVertexToPixel { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct SBMPixelToFrame { float4 Color : COLOR0; }; The vertex shader will output the 2D screen position of each vertex (as always) together with the texture coordinate. The pixel shader has to calculate the final color.
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The vertex shader is very easy, because all it has to do is transform the 3D coordinate to 2D screen space and pass the texture coordinate to the pixel shader: SBMVertexToPixel SBMVertexShader(float4 inPos: POSITION0, float2 inTexCoord: TEXCOORD0) { SBMVertexToPixel Output = (SBMVertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection);
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Output.TexCoord = inTexCoord; return Output; } As required, the 3D position is transformed by the combination of the World, View, and Projection matrices to obtain the 2D screen coordinate. The texture coordinate is simply routed to the pixel shader.
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For each pixel in each triangle, the pixel shader will look up the usual color from the color texture. This time, the pixel shader will also sample the bump map, to look up in which direction the default normal should be deviated for that specific pixel. A normal vector is a 3D vector, defined by three coordinates. For more information on normals, see recipe 5-7. To see why a normal influences the lighting, see recipe 6-1. For each pixel of the bump map, the three coordinates of the distorted normal are stored in the three color components. However, the three coordinates should be capable of ranging from 1 to 1 (a direction can be along the positive or negative x-, y-, or z-axis), while a color component can be specified only within the [0,1] range (1 indicates full intensity, 0 indicates no intensity). So, you will need to map the value from the [0,1] range into the [ 1,1] range, which can, for example, be accomplished by subtracting 0.5 from the value (mapping the value into the [ 0.5, 0.5] range) and by multiplying the result by 2 (mapping it into the [ 1,1] range). This is done during the second and third lines of your pixel shader: SBMPixelToFrame SBMPixelShader(SBMVertexToPixel PSIn) : COLOR0 { SBMPixelToFrame Output = (SBMPixelToFrame)0; float3 bumpMapColor = tex2D(BumpMapSampler, PSIn.TexCoord).rbg; float3 normalFromBumpMap = (bumpMapColor - 0.5f)*2.0f; float lightFactor = dot(-normalize(normalFromBumpMap), normalize(xLightDirection)); float4 texColor = tex2D(TextureSampler, PSIn.TexCoord); Output.Color = lightFactor*texColor; return Output; } In a bump map, the three color channels indicate into which direction the default normal in that pixel should be deviated. Pixels where the default normal should not be deviated are bluish (R=0.5, G=0.5, B=1). So, in this specific example of two triangles defined in the XZ plane, such a pixel should get a normal vector pointing upward, in the (0,1,0) direction. Pixels in the bump map with a color that is different from (R=0.5, G=0.5, B=1) indicate the normal should be deviated from this (0,1,0) direction. In this case, you want the normal to be deviated into the X or Z direction for such pixels. See the next recipe for a general approach.
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