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Using the service container, you can get the light manager (LightManager) and obtain the scene lights, which are used by the effect: // Get the light manager LightManager lightManager = Game.Services.GetService( typeof(LightManager)) as LightManager; // Get the first two lights from the light manager PointLight light0 = lightManager[0] as PointLight; PointLight light1 = lightManager[1] as PointLight; // Lights effect.AmbientLightColor = lightManager.AmbientLightColor; effect.Light1Position = light0.Position; effect.Light1Color = light0.Color; effect.Light2Position = light1.Position; effect.Light2Color = light1.Color; Also, by using the service container, you can get the camera manager (CameraManager) and obtain the active camera from it, and you can read the terrain transformation from its transformation attribute of type Transformation: // Get the camera manager cameraManager = Game.Services.GetService( typeof(CameraManager)) as CameraManager; // Set the camera view and projection effect.View = cameraManager.ActiveCamera.View; effect.Projection = cameraManager.ActiveCamera.Projection;

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Revisiting the schema-based declaration of the transactions from Listing 5-10, you can start to see some of the AOP terminology. The first part of the listing declares and configures an advice implementation, as shown in Listing 5-12.

// Set the terrain transformation effect.World = transformation.Matrix; Finally, you configure the terrain material and the textures through the LightMaterial and TextureMaterial attributes of the TerrainMaterial classes. Following is the code for the SetEffectMaterial method: private void SetEffectMaterial() { // Get the light manager LightManager lightManager = Game.Services.GetService( typeof(LightManager)) as LightManager; // Get the first two lights from the light manager PointLight light0 = lightManager[0] as PointLight; PointLight light1 = lightManager[1] as PointLight; // Lights effect.AmbientLightColor = lightManager.AmbientLightColor; effect.Light1Position = light0.Position; effect.Light1Color = light0.Color; effect.Light2Position = light1.Position; effect.Light2Color = light1.Color; // Get the camera manager cameraManager = Game.Services.GetService( typeof(CameraManager)) as CameraManager; // Set the camera view and projection effect.View = cameraManager.ActiveCamera.View; effect.Projection = cameraManager.ActiveCamera.Projection; // Set the terrain transformation effect.World = transformation.Matrix; // Material effect.DiffuseColor = terrainMaterial.LightMaterial.DiffuseColor; effect.SpecularColor = terrainMaterial.LightMaterial.SpecularColor; effect.SpecularPower = terrainMaterial.LightMaterial.SpecularPower; // Textures effect.DiffuseTexture1 = terrainMaterial.DiffuseTexture1.Texture; effect.DiffuseTexture2 = terrainMaterial.DiffuseTexture2.Texture; effect.DiffuseTexture3 = terrainMaterial.DiffuseTexture3.Texture; effect.DiffuseTexture4 = terrainMaterial.DiffuseTexture4.Texture; effect.NormalMapTexture = terrainMaterial.NormalMapTexture.Texture; effect.AlphaMapTexture = terrainMaterial.AlphaMapTexture.Texture;

// Texture UVs effect.TextureUV1Tile = terrainMaterial.DiffuseTexture1.UVTile; effect.TextureUV2Tile = terrainMaterial.DiffuseTexture2.UVTile; effect.TextureUV3Tile = terrainMaterial.DiffuseTexture3.UVTile; effect.TextureUV4Tile = terrainMaterial.DiffuseTexture4.UVTile; effect.TextureUVNormalTile = material.NormalMapTexture.UVTile; }

<tx:advice id="txAdvice" transaction-manager="txManager"> <tx:attributes> <tx:method name="*"/> </tx:attributes> </tx:advice>

At this point, you have stored the vertices that define the position, normal, texture coordinate, and so on. You have defined the indices that connect your vertices to form triangles, which make up the grid of your terrain. And you ve created a custom effect that will be used to render the triangles to the screen, sampling their colors from four textures at the same time. Now you re ready to instruct XNA to actually render the terrain. To draw the terrain, you initially need to call the SetEffectMaterial method, which configures the terrain effect. Then you set the terrain s vertex buffer, the index buffers, and the vertex declaration on the graphics device. You use the vertex declaration to inform the graphics device about the vertex format you re using, so that it can correctly process the vertices: // Set mesh vertex and index buffer GraphicsDevice.Vertices[0].SetSource(vb, 0, VertexPositionNormalTangentBinormal.SizeInBytes); GraphicsDevice.Indices = ib; // Set the vertex declaration GraphicsDevice.VertexDeclaration = this.vertexDeclaration; The next step is to begin the effects and go over all the effects passes, drawing the terrain for each pass. Although your effect has only one pass, it is good practice to loop through all available passes as shown in the following code, so you can easily enhance your effect later. To draw the terrain s mesh, you use the DrawIndexedPrimitives method of XNA s GraphicsDevice. You use this method because you re drawing primitives defined by indices. Following is the complete code for the Draw method from the Terrain class: public override void Draw(GameTime time) { // Configure TerrainEffect SetEffectMaterial();

The attributes are configuring the advice bean that will be created by use of the tx:advice element. Then the configuration details in Listing 5-12 declare a pointcut describing the service classes and their methods and map it to the advice created by the configuration entry of Listing 5-13.

// Set mesh vertex and index buffer GraphicsDevice.Vertices[0].SetSource(vb, 0, VertexPositionNormalTangentBinormal.SizeInBytes); GraphicsDevice.Indices = ib; // Set the vertex declaration GraphicsDevice.VertexDeclaration = this.vertexDeclaration; effect.Begin(); // Loop through all effect passes foreach (EffectPass pass in effect.CurrentTechniquePasses) { pass.Begin(); // Draw the mesh GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, numVertices, 0, numTriangles); pass.End(); } effect.End(); } Running this application should render your terrain, complete with multitexturing and correct lighting.

<aop:config> <aop:pointcut id="timesheetServiceOperations" expression="execution(* com.apress.timesheets.service.*Service*.*(..))" /> <aop:advisor advice-ref="txAdvice" pointcut-ref="timesheetServiceOperations"/> </aop:config> The specific beans created by these configuration entries are hidden from us, but this does not particularly matter because the enhanced XML syntax allows us to express all of our requirements directly through the configuration file.

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