Figure 6-3. Two triangles sharing one edge in Office Word

Draw DataMatrix in Office Word Figure 6-3. Two triangles sharing one edge

Figure 6-3. Two triangles sharing one edge
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In this recipe, you ll define the two triangles using two approaches. First, you ll render the two triangles so all vertices of the same triangle have the same normal, which will result in equal shading for all pixels inside one triangle. Next, you ll make sure the normals in the shared vertices are the same so you ll get smooth shading across the border of the triangle.
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Each Triangle Its Normal
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This approach comes down to finding the direction perpendicular to the triangle and storing this direction in each of its vertices, as done in recipe 6-1. The following code defines the six vertices shown on the left side of Figure 6-3. All three vertices of each triangle have the same normal direction, perpendicular to the triangle. The left triangle is positioned vertically, so its normal points to the left. The second triangle is positioned horizontally, so its vertices point up.
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CHAPTER 6 ADDIN G LIGHT TO Y OUR SCE NE IN XNA 2.0
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private void InitVertices() { vertices = new VertexPositionNormalTexture[6]; vertices[0] = new VertexPositionNormalTexture(new Vector3(0, -1, 0), new Vector3(-1, 0, 0), new Vector2(0,1)); vertices[1] = new VertexPositionNormalTexture(new Vector3(0, 0, -1), new Vector3(-1, 0, 0), new Vector2(0.5f, 0)); vertices[2] = new VertexPositionNormalTexture(new Vector3(0, 0, 0), new Vector3(-1, 0, 0), new Vector2(0.5f, 1)); vertices[3] = new VertexPositionNormalTexture(new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector2(0.5f,1)); vertices[4] = new VertexPositionNormalTexture(new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector2(0.5f,1)); vertices[5] = new VertexPositionNormalTexture(new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector2(1,1)); myVertexDeclaration = new VertexDeclaration(device, VertexPositionNormalTexture.VertexElements); } Next, define a light that is shining mostly to the right but also a bit down. Make sure you normalize the direction so its length becomes exactly 1: Vector3 lightDirection = new Vector3(10, -2, 0); lightDirection.Normalize(); basicEffect.DirectionalLight0.Direction = lightDirection; Next, render both triangles using the code from the previous chapter: basicEffect.Begin(); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); device.VertexDeclaration = myVertexDeclaration; device.DrawUserPrimitives<VertexPositionNormalTexture> (PrimitiveType.TriangleList, vertices, 0, 2); pass.End(); } basicEffect.End(); Read the section Normalize Your Normals in recipe 6-1 to understand why you need to normalize the light direction. You should see two triangles, both of which have a solid color, as shown on the left side of Figure 6-4. Because of this, you can easily see the border between them, which is definitely not what you want with larger objects.
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CH A PT ER 6 A DD I NG LI GHT T O YOUR SC ENE I N XN A 2.0
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Figure 6-4. Triangle shading (left), shared vertex shading (right)
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Shared Normals
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This time, you re going to give both vertices 1 and 4, as well as vertices 2 and 3, the same normal direction. One question that comes up is which direction you should pick. To obtain the smoothest effect, you ll simply take the average of the usual normals. You can do this with the following code: private void InitVertices() vertices = new VertexPositionNormalTexture[6]; Vector3 normal1 = new Vector3(-1, 0, 0); Vector3 normal2 = new Vector3(0, 1, 0); Vector3 sharedNormal = normal1 + normal2; sharedNormal.Normalize(); vertices[0] = new VertexPositionNormalTexture(new Vector3(0, -1, 0), normal1, new Vector2(0,1)); vertices[1] = new VertexPositionNormalTexture(new Vector3(0, 0, -1), sharedNormal, new Vector2(0.5f, 0)); vertices[2] = new VertexPositionNormalTexture(new Vector3(0, 0, 0), sharedNormal, new Vector2(0.5f, 1)); vertices[3] = new VertexPositionNormalTexture(new Vector3(0, 0, 0), sharedNormal, new Vector2(0.5f,1)); vertices[4] = new VertexPositionNormalTexture(new Vector3(0, 0, -1), sharedNormal, new Vector2(0.5f,1)); vertices[5] = new VertexPositionNormalTexture(new Vector3(1, 0, 0), normal2, new Vector2(1,1)); myVertexDeclaration = new VertexDeclaration(device, VertexPositionNormalTexture.VertexElements); }
CHAPTER 6 ADDIN G LIGHT TO Y OUR SCE NE IN XNA 2.0
First you sum the two normals of the two triangles. Make sure you normalize the result so the length becomes 1 again (see the section Normalize Your Normals in recipe 6-1). The resulting direction will be pointing exactly in the middle between Left and Up. Next, you define the six vertices. The two outer vertices are not shared, so they get their old normal. The shared vertices, however, all get the same normal. Now, when you render the two triangles, the shading inside the triangles will smoothly change from the outer vertex to the shared edge, as shown in the right part of Figure 6-4. This makes it hard to find the edge between the two triangles, so the user will not see the object consists of separate triangles.
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