SE TTIN G UP DIFFER ENT CA MERA MODE S IN YOUR 3 D WORLD in Office Word

Making Data Matrix in Office Word SE TTIN G UP DIFFER ENT CA MERA MODE S IN YOUR 3 D WORLD

CHAPTER 2 SE TTIN G UP DIFFER ENT CA MERA MODE S IN YOUR 3 D WORLD
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Vector3 Vector3 Vector3 Vector3 Vector3 Vector3 Vector3 Vector3
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forwardBottomLeft = new Vector3(-1, -1, -1); forwardBottomRight = new Vector3(1, -1, -1); forwardUpperLeft = new Vector3(-1, 1, -1); forwardUpperRight = new Vector3(1, 1, -1); backBottomLeft = new Vector3(-1, -1, 1); backBottomRight = new Vector3(1, -1, 1); backUpperLeft = new Vector3(-1, 1, 1); backUpperRight = new Vector3(1, 1, 1);
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Next, you ll actually define the triangles, using the Vector3s defined earlier. The cube has six faces, which are defined by two triangles each, so you ll need to define 6*2*3 = 36 vertices. After defining all vertices, you send them to the memory on the graphics card by putting them in a VertexBuffer, as described in recipe 5-4: VertexPosition[] vertices = new VertexPosition[36]; int i = 0; //face in front vertices[i++] = vertices[i++] = vertices[i++] = of the camera new VertexPosition(forwardBottomLeft); new VertexPosition(forwardUpperLeft); new VertexPosition(forwardUpperRight);
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vertices[i++] = new VertexPosition(forwardBottomLeft); vertices[i++] = new VertexPosition(forwardUpperRight); vertices[i++] = new VertexPosition(forwardBottomRight); //face to the vertices[i++] vertices[i++] vertices[i++] right = new = new = new of the camera VertexPosition(forwardBottomRight); VertexPosition(forwardUpperRight); VertexPosition(backUpperRight);
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vertices[i++] = new VertexPosition(forwardBottomRight); vertices[i++] = new VertexPosition(backUpperRight); vertices[i++] = new VertexPosition(backBottomRight); //face behind vertices[i++] vertices[i++] vertices[i++] the camera = new VertexPosition(backBottomLeft); = new VertexPosition(backUpperRight); = new VertexPosition(backUpperLeft);
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vertices[i++] = new VertexPosition(backBottomLeft); vertices[i++] = new VertexPosition(backBottomRight); vertices[i++] = new VertexPosition(backUpperRight); //face to the vertices[i++] vertices[i++] vertices[i++] left of the camera = new VertexPosition(backBottomLeft); = new VertexPosition(backUpperLeft); = new VertexPosition(forwardUpperLeft);
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vertices[i++] = new VertexPosition(backBottomLeft); vertices[i++] = new VertexPosition(forwardUpperLeft); vertices[i++] = new VertexPosition(forwardBottomLeft); //face above the camera vertices[i++] = new VertexPosition(forwardUpperLeft); vertices[i++] = new VertexPosition(backUpperLeft); vertices[i++] = new VertexPosition(backUpperRight); vertices[i++] = new VertexPosition(forwardUpperLeft); vertices[i++] = new VertexPosition(backUpperRight); vertices[i++] = new VertexPosition(forwardUpperRight); //face under the camera vertices[i++] = new VertexPosition(forwardBottomLeft); vertices[i++] = new VertexPosition(backBottomRight); vertices[i++] = new VertexPosition(backBottomLeft); vertices[i++] = new VertexPosition(forwardBottomLeft); vertices[i++] = new VertexPosition(forwardBottomRight); vertices[i++] = new VertexPosition(backBottomRight); skyboxVertexBuffer = new VertexBuffer(device, vertices.Length * VertexPosition.SizeInBytes, BufferUsage.WriteOnly); skyboxVertexBuffer.SetData<VertexPosition>(vertices);
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With your vertices defined, you re ready to move on to the HLSL part of this recipe. Since a TextureCube is nothing more than a 2D texture, you can use the normal texture and sampler definition: Texture xCubeTexture; sampler CubeTextureSampler = sampler_state { texture = <xCubeTexture>; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = clamp; AddressV = clamp; }; This texture will be sampled by the texCUBE intrinsic in the pixel shader in a moment, which takes two arguments. The first argument is the texture sampler it needs to sample the color from. The second argument specifies where to sample the texture. Instead of requiring the usual 2D texture coordinates, the texCUBE intrinsic takes the direction from the center of the cube to the 3D position on the cube where the color is needed. The texCUBE intrinsic then calculates the corresponding texture coordinates for you.
CHAPTER 2 SE TTIN G UP DIFFER ENT CA MERA MODE S IN YOUR 3 D WORLD
This has some advantages. Because your camera will always be in the center of the cube, this direction is nothing more than the 3D position of the pixel for which color is wanted! Also, because you re dealing with a direction, there s no need to scale this argument, because, for example, the (1,3,-2) direction is the same as the (10,30,-20) direction. So, for each vertex of the cube, the vertex shader needs to pass its 3D position to the pixel shader (next to the 2D screen position, which it should calculate in all cases): //------- Technique: Skybox -------struct SkyBoxVertexToPixel { float4 Position : POSITION; float3 Pos3D : TEXCOORD0; }; SkyBoxVertexToPixel SkyBoxVS( float4 inPos : POSITION) { SkyBoxVertexToPixel Output = (SkyBoxVertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.Pos3D = inPos; return Output; } You can see that the vertex shader requires only the position of each vertex, which is provided by the vertices you defined in your XNA code. By multiplying this 3D position with the combination of the World, View, and Projection matrices, this position is mapped to its 2D screen position. The original position of the vertex is passed to the pixel shader in the Output.Pos3D member, because it is required by the texCUBE intrinsic.
Note Unlike in most cases when you need the original 3D position available in the pixel shader, this time
the 3D position is not multiplied with the World matrix, because you need the direction from the center of the cube to the vertex, which equals vertex position minus center position. Because of the way you defined the vertices of your cube, in the original space (called model space), the position of the center is (0,0,0), so the direction simply becomes the vertex position!
Next in line is the pixel shader, which receives only this direction. It needs to find the corresponding color, which needs to be sent to the frame buffer: struct SkyBoxPixelToFrame { float4 Color : COLOR0; };
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