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The advice annotations have become almost as unwieldy as the explicit example of Listing 5-26. Unless you need to apply the pointcuts to invoke multiple advice implementations, or unless the advice implementations are extremely complicated, you will probably find it easiest to include the pointcut and advice annotations in the same class.

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Last, you calculate the view vector and the two lighting vectors. These will be used in the pixel shader to calculate the lighting: // Calculate light and eye vectors float4 worldPosition = mul(position, matW); OUT.eyeVec = mul(matVI[3].xyz - worldPosition, matV); OUT.lightVec1 = mul(light1Position - worldPosition, matV); OUT.lightVec2 = mul(light2Position - worldPosition, matV); OUT.uv0 = IN.uv0; Here is the completed vertex processing code: v2f animatedModelVS(a2v IN) { v2f OUT; // Calculate the final bone transformation matrix float4x4 matTransform = matBones[IN.boneIndex.x] * IN.boneWeight.x; matTransform += matBones[IN.boneIndex.y] * IN.boneWeight.y; matTransform += matBones[IN.boneIndex.z] * IN.boneWeight.z; float finalWeight = 1.0f - (IN.boneWeight.x + IN.boneWeight.y + IN.boneWeight.z); matTransform += matBones[IN.boneIndex.w] * finalWeight;

// Transform vertex and normal float4 position = mul(IN.position, matTransform); float3 normal = mul(IN.normal, matTransform); OUT.hposition = mul(position, matWVP); OUT.normal = mul(normal, matWV); // Calculate light and eye vectors float4 worldPosition = mul(position, matW); OUT.eyeVec = mul(matVI[3].xyz - worldPosition, matV); OUT.lightVec1 = mul(light1Position - worldPosition, matV); OUT.lightVec2 = mul(light2Position - worldPosition, matV); OUT.uv0 = IN.uv0; return OUT; }

The AspectJ annotations originate in the AspectJ library, created independently of the Spring project. AspectJ itself provides a preprocessing tool, allowing aspect information to be created by using extra keywords in the source code, and retained in the class files at compile time. This information can then be used with an AspectJ library, using a technique referred to as code weaving, to generate suitable proxy classes from the extra metadata. Spring supports a subset of the features offered by AspectJ itself, but it is possible to use the AspectJ libraries in conjunction with AspectJ-generated code to take advantage of the full AspectJ feature set. The use of AspectJ in this manner lies outside the scope of this book, but you can find additional information on this subject on the Spring website, and on the AspectJ page of the Eclipse project website: http://www.eclipse.org/aspectj/.

All the data for a pixel handled by the pixel shader is interpolated between the three vertices of the triangle to which the pixel belongs. Therefore, the first thing you do in the pixel shader is normalize all the vectors so that you can perform the lighting calculation correctly, making sure their length is exactly 1: // Normalize all input vectors float3 normal = normalize(IN.normal); float3 eyeVec = normalize(IN.eyeVec); float3 lightVec1 = normalize(IN.lightVec1); float3 lightVec2 = normalize(IN.lightVec2); float3 halfVec1 = normalize(lightVec1 + eyeVec); float3 halfVec2 = normalize(lightVec2 + eyeVec); At this point, you have all the necessary vectors for the lighting calculation. Now, you ll do the lighting calculation using the Phong equation, as discussed in the previous chapter: // Calculate diffuse and specular color for each light float3 diffuseColor1, diffuseColor2; float3 specularColor1, specularColor2; phongShading(normal, lightVec1, halfwayVec1, light1Color, diffuseColor1, specularColor1); phongShading(normal, lightVec2, halfwayVec2, light2Color, diffuseColor2, specularColor2); After this, the pixel color is read from its texture: float4 materialColor = tex2D(diffuse1Sampler, IN.uv0); Finally, you calculate the final color of each pixel, combining its color with the diffuse and specular components from the light sources:

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