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// Lights // ------------------------------------------------float3 ambientLightColor; float3 light1Position; float3 light1Color; float3 light2Position; float3 light2Color; // UV tiles: 0-4 diffuse textures float2 uv1Tile; float2 uv2Tile; float2 uv3Tile; float2 uv4Tile; float2 uvNormalTile; These are the uniform variables needed for the entire effect, including both multitexturing and normal mapping The world matrix is needed to take into account all transformations set on the terrain, such as a relocation, scaling, and rotation of the entire terrain The ViewInverse matrix is required, as it contains the position of the camera in the 3D world The WorldViewProjection matrix is needed to transform all 3D coordinates to 2D screen coordinates For the terrain material, you need to know the color and shininess of each of your two lights You also need to know the position and color for each light, as well as how much ambient light there is present in the scene.

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<bean id="txManager" class="org.springframework.orm.hibernate3.HibernateTransactionManager"> <property name="sessionFactory" ref="sessionFactory"/> </bean> Having selected and configured a suitable transaction manager bean, all you need to do to take advantage of the transactional annotations is to add the declaration shown in Listing 5-8 to your configuration file.

Finally, the tiling variables allow you to stretch and shrink the textures over the terrain from within XNA After the uniform variables, you should define the textures that your effect needs In total, the terrain effect will use six textures: four regular textures for the diffuse color, an alpha map, and a normal map As explained in the previous section, the alpha map defines how the diffuse textures will be combined to form the final terrain color Add the textures to your Terrainfx file, as follows: // Textures // ------------------------------------------------texture diffuseTexture1; texture diffuseTexture2; texture diffuseTexture3; texture diffuseTexture4; texture alphaTexture; texture normalTexture; This concludes the list of all variables that can be set from within your XNA application For each texture, you also need a texture sampler, so add these samplers to your Terrain.

fx file: sampler2D diffuseSampler1 = sampler state { Texture = <diffuseTexture1>; MagFilter = Linear; MinFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; };.

Listing 5-8. Configuring Annotation-Based Transactions <tx:annotation-driven transaction-manager="txManager"/>

After including the image in the game solution, select the image name in the Solution Explorer window and press F4. This brings up (if it s not already visible) the Properties window for the recently included image, as shown in Figure 2-4.

This uses XML namespaces and the Spring 2 support for XML schemas as a shorthand for the configuration of beans that generate and substitute a proxy class for your service implementation as it is injected into dependent classes such as the controller. Figure 5-2 shows where this proxy fits into the hierarchy of configured beans.

Figure 2-4. The image properties The Properties window presents information such as the content importer and the content processor used for this content (also called asset), which were introduced in the previous chapter The Asset Name property defines how your code will refer to this content.

Calls to the generated proxy implementation of the service will create the transaction through the transaction manager before invoking the service method. If the method completes without error, the proxy commits the transaction. If a runtime exception is thrown, the proxy rolls back the transaction (both through the transaction manager). It thus provides the functionality illustrated in Figure 5-3.

Once you have an image, the next step is including the code for drawing it on the screen. To do this, you ll need a SpriteBatch (an XNA class that draws sprites on the screen) and the texture that will be used as the sprite image (in this case, you ll load this texture into your clsSprite class). Usually, there is more than one way to code a particular task. In this case, you can read the texture from the clsSprite class and draw it in the Draw method of the Game1 class, or you can extend your clsSprite class to create a Draw method that will draw the sprite. Let s go with the former option, by including this new method in the clsSprite class: public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } The Draw method has many overloads, which allow you to draw only part of the original texture, to scale or rotate the image, and so on. Here, you are using the simplest one, which receives only three arguments: the texture to draw, the position in screen coordinates (both are already properties of clsSprite class), and a color channel modulation used to tint the image.

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