GETTING THE MOST OUT OF VE RTICES in Office Word

Creation DataMatrix in Office Word GETTING THE MOST OUT OF VE RTICES

CHAPTER 5 GETTING THE MOST OUT OF VE RTICES
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{ this.Position = Position; this.TexCoords = TexCoords; this.Normal = Normal; this.Tangent = Tangent; } public static readonly VertexElement[] VertexElements = { new VertexElement(0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, new VertexElement(0, sizeof(float)*3, VertexElementFormat.Vector2, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 0), new VertexElement(0, sizeof(float)*(3+2), VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Normal, 0), new VertexElement(0, sizeof(float)*(3+2+3), VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Tangent, 0), }; public static readonly int SizeInBytes = sizeof(float) * (3 + } Each vertex needs to store a Vector3 for the Position, a Vector2 for the texture coordinates, and two more Vector3s for the normal and the tangent. This gives a total of 11 floats to be stored and transferred to the graphics card for each vertex. The binormals will be calculated in the vertex shader.
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Defining the Normal and Tangent of Each Vertex
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In this example, you will define some triangles to create a tower (a cylindric wall). The normal data will be generated using the code explained in recipe 5-7. As explained earlier, the tangent direction needs to be perpendicular to the normal and should touch the tower, not intersect. In this case you re defining a vertical tower, so you know the Up direction is nowhere intersecting the tower, yet it is perpendicular to all normals of the tower, making it an ideal tangent direction. This code generates vertices for a cylinder. For each generated vertex, the 3D position is calculated, and the (0,1,0) Up direction is stored as the tangent direction. private void InitVertices() { List<VertPosTexNormTan> verticesList = new List<VertPosTexNormTan>(); int detail = 20;
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CHAPTER 5 GETTING THE MOST OUT OF VERTICES
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float radius = 2; float height = 8; for (int i = 0; i < detail + 1; i++) { float angle = MathHelper.Pi * 2.0f / (float)detail * (float)i; Vector3 baseVector = Vector3.Transform(Vector3.Forward, Matrix.CreateRotationY(angle)); Vector3 posLow = baseVector * radius; posLow.Y = -height / 2.0f; Vector3 posHigh = posLow; posHigh.Y += height; Vector2 texCoordLow = new Vector2(angle / (MathHelper.Pi * 2.0f), 1); Vector2 texCoordHigh = new Vector2(angle / (MathHelper.Pi * 2.0f), 0); verticesList.Add(new VertPosTexNormTan(posLow, texCoordLow, Vector3.Zero, new Vector3(0, 1, 0))); verticesList.Add(new VertPosTexNormTan(posHigh, texCoordHigh, Vector3.Zero, new Vector3(0, 1, 0))); } vertices = verticesList.ToArray(); } Next, some indices are generated that render the triangles based on the vertices. All of this code is explained in recipe 5-7: vertices = InitVertices(); indices = InitIndices(vertices); vertices = GenerateNormalsForTriangleList(vertices, indices); With your vertices and indices set up, you re ready to move to your .fx file.
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As with all 3D shaders, you ll need to pass the World, View, and Projection matrices. Because bump mapping is useless without light, you can set the direction of the light. Finally, the xTexStretch variable allows you to define how many times the brick texture should be shrunk before it s put on the cylinder. You ll need a usual texture to sample the color of the bricks from. Next, you ll also need the bump map containing the deviated normals defined in tangent space coordinates for all the pixels. As always, your vertex shader should transform the 3D position of each vertex to 2D screen coordinates, and the texture coordinate should be passed on to the pixel shader. To allow your pixel shader to transform a normal from tangent space to world space, the vertex shader will calculate a Tangent-to-World matrix, which should also be passed to the pixel shader.
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CHAPTER 5 GETTING THE MOST OUT OF VE RTICES
float4x4 xWorld; float4x4 xView; float4x4 xProjection; float3 xLightDirection; float xTexStretch; 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 BMVertexToPixel { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; float3x3 TTW : TEXCOORD1; }; struct BMPixelToFrame { float4 Color : COLOR0; };
Note This code passes a 3 3 matrix using a single intrinsic, TEXCOORD1. This will compile, but in the
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