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// Material // ------------------------------------------------float3 diffuseColor; float3 specularColor; float specularPower; // Light // ------------------------------------------------float3 ambientLightColor; float3 light1Position; float3 light1Color; float3 light2Position; float3 light2Color; You need these for the usual 3D-to-2D transformations and lighting calculations. More important, and specific to this chapter s focus, is this uniform variable: #define SHADER20 MAX BONES 58 float4x4 matBones[SHADER20 MAX BONES]; This means your XNA program should define an array of matrices. Needless to say, in this chapter, this will be the bone matrices of the current model. In shader model 2.0, a single array can contain a maximum of 58 matrices. Finally, add the texture variables and samplers: // Textures // ------------------------------------------------float2 uv0Tile; texture diffuseTexture1 : Diffuse; sampler2D diffuse1Sampler = sampler state { texture = <diffuseTexture1>; MagFilter = Linear; MinFilter = Linear; MipFilter = Linear; }; You ll need only a single texture in this effect: your model s texture.

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@Aspect public class TimesheetSecurityAdvice { @Pointcut("args(account,..)") private void accountParameterOperation(UserAccount account) {} @Pointcut("execution(com.apress.timesheets.entity.Timesheet *(..))") private void timesheetReturningOperation() {} @Pointcut("execution(* com.apress.timesheets.service.TimesheetService.*(..))") private void accountServiceOperation() {} @Pointcut("accountServiceOperation() && timesheetReturningOperation()") private void findTimesheetOperation() {} @Pointcut("accountServiceOperation() && accountParameterOperation(account)") private void accountTimesheetOperation(UserAccount account) {} @Before("accountTimesheetOperation(account)") public void list(final UserAccount account) { validateCurrentUser(); if (usersMatch(account) || isAdministrator()) { return; }

Each vertex that your vertex shader receives is expected to carry the vertex position, normal, texture coordinate, and bone index and weight. Each vertex has four indices of bones that influence it, as well as the weight of these influences. If a vertex is attached to only a single bone, three of the four weights will be zero. The vertex s indices and weight attributes are processed by the default XNA model processor, the ModelProcessor class.

final UserAccount currentUser = PrincipalHelper.getUser(); throw new TimesheetSecurityException( "Access violation while attempting to list resources", currentUser); } @AfterReturning(pointcut="findTimesheetOperation()",returning = "timesheet") public void findTimesheet(final Timesheet timesheet) { validateCurrentUser(); final UserAccount account = timesheet.getConsultant(); if (usersMatch(account) || isAdministrator()) { return; } final UserAccount currentUser = PrincipalHelper.getUser(); throw new TimesheetSecurityException( "Access violation while attempting to list resources", currentUser); } private boolean usersMatch(final UserAccount target) throws TimesheetSecurityException { final UserAccount currentUser = PrincipalHelper.getUser(); return target.getId().equals(currentUser.getId()); } private void validateCurrentUser() throws TimesheetSecurityException { final UserAccount currentUser = PrincipalHelper.getUser(); if (currentUser == null) { throw new TimesheetSecurityException("No user logged in", null); } } private boolean isAdministrator() { final UserAccount currentUser = PrincipalHelper.getUser(); for (final UserRole role : currentUser.getRoles()) { if (UserRole.ROLE_ADMINISTRATOR.equals(role.getRoleName())) { return true; } } return false; } }

struct a2v { float4 float3 float2 float4 float4 };

The first method, accountParameterOperation, defines a pointcut that will apply to any method in any class that takes at least one parameter The type of parameter is defined by the parameter list of the annotated method as being a UserAccount reference The name of the parameter in the pointcut annotation must correspond to the name of the parameter in the method definition, and can be made available to advice logic by using this same name The second method, timesheetReturningOperation, defines a pointcut that will apply to any method in any class that returns a Timesheet reference The third method, accountServiceOperation, defines a pointcut that will apply to any method that implements the TimesheetService interface In order to apply our two advice methods, we need to combine these pointcuts to form more-restrictive pointcuts.

position : POSITION; normal : NORMAL; uv0 : TEXCOORD0; boneIndex : BLENDINDICES0; boneWeight : BLENDWEIGHT0;

We can do this by using the names of the methods defining the pointcuts combined with the && operator (equivalent to the and keyword in Listing 5-22) The last two private methods therefore define combinations of the first three operations The method findTimesheetOperation therefore defines a pointcut that will apply to any method of a TimesheetService-implementing class that returns a Timesheet reference Given the methods available in the interface, this means that the pointcut will apply to the findTimesheet implementation The method accountTimesheetOperation defines a pointcut that will apply to any method of a TimesheetService-implementing class that takes a UserAccount reference as its first parameter This will mean that the pointcut applies to the listTimesheets implementation The advice definitions are applied by using the @Before and @AfterReturning annotations.

The output of the vertex shader contains the vertex s final position, the topic of interest of this chapter. Besides the final position, it will contain the normal, the texture coordinates, view vector, and two lighting vectors. struct v2f { float4 float2 float3 float3 float3 float3 };

hposition : POSITION; uv0 : TEXCOORD0; normal : TEXCOORD1; lightVec1 : TEXCOORD2; lightVec2 : TEXCOORD3; eyeVec : TEXCOORD4;

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