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 – the vertex shader


  1. 1. Modify the default code for the VertexShaderFunction function to include setting texture coordinates:

    VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
    {
        VertexShaderOutput output;
    
        float4 worldPosition = mul(input.Position, World);
        float4 viewPosition = mul(worldPosition, View);
        output.Position = mul(viewPosition, Projection);
    
    output.TextureCoordinate = input.TextureCoordinate;
    
        return output;
    }

What just happened?

Similar to a C# function, an HLSL function declaration begins with a return type, followed by the function name and the parameters it takes inside the parenthesis. The first line of the function declares a variable to hold the output value that will be returned at the end of the function.

The next three lines use the World, View, and Projection matrices to transform the input position of the vertex to position them properly for display on the screen. As we can see, the first step is to multiply the position...