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Direct3D Rendering Cookbook

You're reading from   Direct3D Rendering Cookbook For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code.

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Product type Paperback
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Length 430 pages
Edition Edition
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Author (1):
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Justin Stenning Justin Stenning
Author Profile Icon Justin Stenning
Justin Stenning
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Table of Contents (19) Chapters Close

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D FREE CHAPTER 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Adding surface detail with normal mapping


Normal mapping allows us to perturb normal vectors so that the light bounces from the surface in the correct direction, making the appearance of additional detail on the surface where otherwise there is not. We have already added support for loading multiple textures for a mesh, both in the MeshRenderer class in the Loading a static mesh from a file recipe in Chapter 3, Rendering Meshes, and within models in the previous recipe Referencing multiple textures in a material with the Visual Studio graphics content pipeline. Now, we need to update our shaders to sample the normal map and calculate the final normal direction.

Here, we will update the vertex structure and shaders to support passing a vertex's tangent vector from the loaded mesh in order to calculate the new normal direction. We also look at the changes necessary to support normal mapping within the tessellation pipeline if that is in use.

Getting ready

In this recipe, we will begin with the...

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