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Finally, you combine the lighting conditions with the base color of the pixel by multiplying them: float4 finalColor; finalColor.a = 1.0f; finalColor.rgb = combinedColor * ( (diffuseColor1 + diffuseColor2) * materialDiffuseColor + ambientLightColor) + (specularColor1 + specularColor2) * materialSpecularColor; The complete pixel shader code follows: float4 TerrainPS(v2f IN) : COLOR0 { float3 eyeVec = normalize(IN.eyeVec); float3 lightVec1 = normalize(IN.lightVec1); float3 lightVec2 = normalize(IN.lightVec2); float3 halfwayVec1 = normalize(lightVec1 + eyeVec); float3 halfwayVec2 = normalize(lightVec2 + eyeVec); float3 normal = normalize(IN.normal); float3 float3 float3 float3 float4 color1 = tex2D(diffuseSampler1, IN.uv1 2.xy); color2 = tex2D(diffuseSampler2, IN.uv1 2.zw); color3 = tex2D(diffuseSampler3, IN.uv3 4.xy); color4 = tex2D(diffuseSampler4, IN.uv3 4.zw); alpha = tex2D(alphaSampler, IN.uv5 6.xy);

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Aspect-oriented programming (AOP) is a technique that allows for implementation of generic behavior that does not fit well into the object-oriented model Managing transactions is a good example of this sort of problem; we could build a set of classes to integrate into our object model to manage transactions, but the resulting implementation would be specific to our system Logging, auditing, and security can also present problems of this sort For example, an auditing system may need to keep track of the users invoking certain methods on the data access objects However, the user information may not be directly available at these points in the implementation, and altering the application so that the credentials are passed around the system appropriately will tie the application inextricably to the auditing implementation and complicate the design.

float3 combinedColor = lerp(color1, color2, alpha.x); combinedColor = lerp(combinedColor , color3, alpha.y); combinedColor = lerp(combinedColor , color4, alpha.z); // Calculate diffuse and specular color for each light float3 diffuseColor1, diffuseColor2; float3 specularColor1, specularColor2; phongShading(normal, lightVec1, halfwayVec1, light1Color, diffuseColor1, specularColor1); phongShading(normal, lightVec2, halfwayVec2, light2Color, diffuseColor2, specularColor2); // Phong lighting result float4 finalColor; finalColor.a = 1.0f; finalColor.rgb = combinedColor * ( (diffuseColor1 + diffuseColor2) * diffuseColor + ambientLightColor) + (specularColor1 + specularColor2) * specularColor; return finalColor; }

Problems of this type that cut across various parts of the object model are described as cross-cutting concerns Databases have the notion of triggers to allow related functionality to be invoked when particular events occur in the relational model Similarly, aspects allow related functionality to be invoked when particular events occur in the object model AOP comes with a substantial body of terminology This chapter does not attempt to explore AOP in full detail, but I will briefly cover the terminology related to the examples you will look at: Cross-cutting concern: A problem that applies to parts of the object model that are not conveniently related, or that are not related in an object-oriented manner For example, a problem that applies to method return values in general, rather than to the methods of a single class, is not an object-oriented problem as such.

To finish your effect, you need to define a technique that combines the vertex shader and pixel shader you just defined. Use this code to finalize your Terrain.fx file: technique TerrainMultiTextured { pass p0 { VertexShader = compile vs 2 0 TerrainVS(); PixelShader = compile ps 2 0 TerrainPS(); } } In the technique definition, you indicate the technique is rendered in a single pass, which vertex and pixel shader to use, and that both your vertex and pixel shaders can be compiled for shader version 2.0.

So far, so good, for your HLSL code. To manage the terrain effect in your XNA application, you ll create the TerrainEffect class, which will query and store all of the parameters for the effect. The helper classes help you modify and manage the effect parameters, as explained in 9. TerrainEffect will be fairly complex, so you ll also create the TerrainMaterial class, to help you configure the terrain effect. (For brevity, we won t show the code for the TerrainEffect class here, but it is available with the rest of the downloadable code for this book.) The TerrainMaterial class stores the surface material as an attribute of type LightMaterial and the surface textures as attributes of type TextureMaterial. Following is the code for the TerrainMaterial class: public class TerrainMaterial { // Surface material LightMaterial lightMaterial; // Diffuse textures TextureMaterial diffuseTexture1; TextureMaterial diffuseTexture2; TextureMaterial diffuseTexture3; TextureMaterial diffuseTexture4; // Alpha map TextureMaterial alphaMapTexture; // Normal map TextureMaterial normalMapTexture;

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