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XNA Tutorial using C# and HLSL Series 4 – Overview

-- This second part of this series is brand new, so if you encounter any mistake/error, be so kind to report it in the forum. Thanks, riemer --



Welcome to this 4th instalment of my XNA Tutorials for C#. In the first series, we’ve seen how to create a terrain. This Series we’ll go over that again – only this time using a totally different approach. Since we’ve learned (a bit beyond) the basics of HLSL in Series 3, let’s put that knowledge to good use.

How excellent your latest idea for a new game might be, you’ll hardly impress anyone if you can only move some self-drawn crosses or dots over a 2D board. In this Series, we’ll be creating a terrain that you can use immediately as a start for your game. As this series relies heavily on HLSL, you will like to go through Series 3 before you start reading on this one.


Because a terrain looks a lot nicer fullscreen that it does in a window, you can have a look at this fullscreenshot or at this one. And yes, the water moves and the clouds change shape ;)
So, in a nutshell, what will be covered in this series?

  • First-person mouse camera
  • Multitexturing with high resolution textures close to the camera
  • Realistic, moving water with reflections-refractions
  • Bump mapping
  • Specular reflections
  • Perlin noise
  • Shape-changing clouds
  • HLSL cylindrical billboarding
  • Region growing


    During this series you will need to download the following resources:
  • Starting code: Series4Effects.fx
  • Starting code: heightmap.bmp
  • Textured terrain: grass.dds
  • Multitexturing: sand.dds
  • Multitexturing: rocks.dds
  • Multitexturing: snow.dds
  • Skydome: dome.x
  • Skydome: cloudMap.jpg
  • Ripples: waterbump.dds
  • Billboarding: bbEffect.fx
  • Billboarding: tree.dds
  • Region growing: treeMap.jpg



    Before you move on to the first chapter, you can find a few more screenshots below.













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    - Website design & XNA + DirectX code : Riemer Grootjans -
    ©2003 - 2008 Riemer Grootjans
  • Translations

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    Microsoft MVP Award



    2007 - 2009 MVP Award
    DirectX - XNA

    Contents

    News
    Home
    Forum
    XNA 2.0 Recipes Book (8)
    Chapter 1
    Chapter 2
    Chapter 3
    Chapter 4
    Chapter 5
    Chapter 6
    Chapter 7
    Chapter 8
    XNA 3.0 Recipes Book (8)
    Chapter 1
    Chapter 2
    Chapter 3
    Chapter 4
    Chapter 5
    Chapter 6
    Chapter 7
    Chapter 8
    Downloads
    Extra Reading (3)
    Matrices: geometrical
    Matrix Mathematics
    Homogenous matrices
    Community Projects (1)
    Team Project (1)
    News
    Tutorials (160)
    XNA 3.0 using C# (89)
    2D Series: Shooters! (22)
    Starting a project
    Drawing fullscreen images
    Positioning images
    SpriteBatch.Draw()
    Rotation
    Keyboard input
    Writing text
    Angle to Direction
    Direction to Angle
    Smoke trail
    Manual texture creation
    Random terrain
    Texture to Colors
    Coll Detection Overview
    Coll Detection Matrices
    Putting CD into practice
    Particles
    Additive alpha blending
    Particle engine
    Adding craters
    Sound in XNA
    Resolution independency
    3D Series 1: Terrain (13)
    Starting a project
    The effect file
    The first triangle
    World space
    Rotation - translation
    Indices
    Terrain basics
    Terrain from file
    Keyboard
    Adding colors
    Lighting basics
    Terrain lighting
    VertexBuffer & IndexBuffer
    3D Series 2: Flightsim (14)
    Starting point
    Textures
    Loading the floorplan
    Creating the 3D city
    Loading a Model
    Ambient and diffuse
    Quaternion camera
    Flight kinematics
    Collision detection
    Adding targets
    Point sprites
    Alpha blending
    Skybox
    Camera delay
    3D Series 3: HLSL (18)
    Starting point
    HLSL introduction
    Vertex format
    Vertex shader
    Pixel shader
    Per-pixel colors
    Textured triangle
    Triangle strip
    World transform
    World normals
    Per-pixel lighting
    Shadow map
    Render to texture
    Projective texturing
    Real shadow
    Shaping the light
    2D screen processing
    Preshaders
    3D Series 4: Adv. terrain (19)
    Starting code
    Mouse camera
    Textured terrain
    Multitexturing
    Adding detail
    Skydome
    The water technique
    Refraction map
    Reflection map
    Perfect mirror
    Ripples
    The Fresnel term
    Moving water
    Specular highlights
    Billboarding
    Region growing
    Billboarding renderstates
    Perlin noise
    Gradient skybox
    Short Tuts (3)
    Run XNA on older pcs
    MessageBox in XNA
    Normal generation
    DirectX using C# (54)
    Series 1:Terrain (14)
    Opening a window
    Linking to the Device
    Drawing a triangle
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing bmp files
    Colored vertices
    DirectX Light basics
    Mesh creation
    Mesh lighting
    Series 2: Flightsim (19)
    Starting code
    Textures
    The floorplan
    Creating the 3D City
    Meshloading from file
    Ambient light
    Action
    Flight kinematics
    Collision detection
    Skybox
    Texture filtering
    Adding targets
    Point sprites
    Alpha blending
    DirectSound
    Sounds in 3D
    Playing MP3 files
    Displaying text
    Going fullscreen
    Series 3: HLSL (19)
    Starting point
    HLSL Introduction
    Vertex Shader
    Shaded triangle
    Pixel Shader
    Textured Triangle
    Triangle Strip
    World transform
    Adding normals
    The first light
    Shadow mapping
    Render To Texture
    Projective texturing
    The first shadow
    Shaping the light
    Preshaders
    Multiple lights
    Adjusting Z values
    Finishing touch
    Short Tuts (2)
    Resizing problem
    Checking Device caps
    DirectX using C++ (15)
    Series 1: Terrain (15)
    Opening a window
    Ending the game loop
    Linking to the Device
    Clearing your window
    Drawing a triangle
    Culling
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing .bmp files
    Adding colors
    DirectX Light basics
    DirectX using VB (2)
    Series 1: Intro (2)
    The first triangle
    Rotation - translation
    -- Tree view --


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