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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 material and lighting


The most important properties for a mesh, other than the vertices themselves, are material and lighting. With the ability to specify the texture, color, and the way the surface behaves with lighting, we can generate much more realistic scenes.

In the previous recipe, we have already added two of the three input vectors needed for calculating the lighting:

  • View direction (calculated from the camera's location)

  • Surface normal

The final input vector is light direction. For this sample, we are going to create a simple directional light, that is, a light that has a constant direction anywhere in the scene (like the sun). We will define this light with a color and direction.

We also introduce the following material properties:

  • Ambient light color: The ambient reflection is a constant ambient-lighting value. This is a simple, approximate representation of light that has bounced around a room and is lighting the back of the object, providing the indirect light. This value...

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