Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By : Kurt Jaegers
Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By: Kurt Jaegers

Overview of this book

Move beyond the world of flat 2D-based game development and discover how to create your own exciting 3D games with Microsoft XNA 4.0. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers."XNA 4 3D Game Development by Example: Beginner's Guide" takes you step-by-step through the creation of three different 3D video games with Microsoft XNA 4.0. Learn by doing as you explore the worlds of 3D graphics and game design.This book takes a step-by-step approach to building 3D games with Microsoft XNA, describing each section of code in depth and explaining the topics and concepts covered in detail. From the basics of a 3D camera system to an introduction to writing DirectX shader code, the games in this book cover a wide variety of both 3D graphics and game design topics. Generate random mazes, load and animate 3D models, create particle-based explosions, and combine 2D and 3D techniques to build a user interface."XNA 4 3D Game Development by Example: Beginner's Guide" will give you the knowledge to bring your own 3D game creations to life.
Table of Contents (16 chapters)
XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Time for action – Vertex Shader Input and Output definition


  1. 1. Modify the declaration for the VertexShaderInput struct by adding an entry for a texture coordinate. The new struct should be as follows:

    struct VertexShaderInput
    {
        float4 Position : POSITION0;
        float2 TextureCoordinate : TEXCOORD0;
    };
  2. 2. Similarly, modify the declaration for the VertexShaderOutput function in the same way:

    struct VertexShaderOutput
    {
        float4 Position : POSITION0;
        float2 TextureCoordinate : TEXCOORD0;
    };

What just happened?

The VertexShaderInput structure is passed to our vertex shader function, which we will be modifying in the next section. The return value of the vertex shader is a VertexShaderOutput structure. This is similar to what we would do with C# to define the type of data we are passing into a function and specifying what type of information it returns.

The default shader code already has the Position field, which is declared as a float4. Once again, thinking back to our discussion on matrices...