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Using multitexturing, you can apply different layers of textures over the terrain, such as sand, grass, rocks, snow, and so on. Then, you can generate the terrain s texture by combining all these textures. For example, some parts of the terrain could have grass, others rocks, and some parts sand and grass, or snow and rocks, and so on. Figure 10-8 shows how some textures are combined to form a new texture.



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We will explore more details on how to actually build the forms and form templates in Part 3 of this book. Remember that, like all XmlDocuments, both FormUrls and FormTemplates are inherited, but once a content type has been used, changes to the parent XmlDocument will not be automatically propagated.

In the terrain effect you re going to create, you ll combine the terrain textures based on a separate texture, named alpha map, which defines the intensity of each texture over the terrain. In this case, the alpha map is an RGBA texture, with 8 bits per channel, and you re using each texture channel to store the intensity of a different texture layer.

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We need to attach the event receiver to our content type. This is a bit more complex than it needs to be, and I will take a short detour to explain why.

Using the the normal mapping technique, you can add small-scale details to the terrain s mesh without needing to modify or increase the complexity of its mesh. You can also use other more precise and complex techniques to highly increase the mesh details, such as relief mapping, parallax occlusion mapping, and cone step mapping. In normal mapping, you modify the surface normals based on a map of normals, named normal map. Then you do the surface lighting using the modified normals, allowing small details to be simulated on the surface, as shown in Figure 10-9.

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The normal map used by the normal mapping technique is an RGB texture, where each component of the texture represents the X, Y, and Z components of the new surface normal. Notice that the normal X, Y, and Z axes aren t on the world coordinates. Instead, they re placed in the tangent base coordinates. In that way, the normal map is independent of the surface and could be applied to any type of object. Also, that is why you need to calculate the tangent, binormal, and normal vectors for each vertex. One of the weaknesses of the normal mapping technique is that when the surface is visualized from grazing angles (the angle between the surface normal and a viewer close to 90 degrees), the surface will seem flat.

Yes, I said detour. Back into the forest we go, but no monsters this time. When you want to attach an event receiver to a list, you can do so using a feature. Start with the basic feature as explained in 3. In the elements file, make sure you have the Elements root element in place, and then add a child element called Receiver. As you will notice, Receiver is indeed a supported child element, as evident in the IntelliSense support. Now, in the newly create Receivers element, add an attribute. If you get IntelliSense, you will see that there are two legal attributes, called ListTemplateId and ListTemplateOwner. So, to add a receiver to a list template, simply set the value of the ListTemplateId attribute to the list template ID of your list template.

The effect you re going to create for terrain rendering will support two omnidirectional light sources, multitexturing with four diffuse textures, and normal mapping. In total, the terrain effect will use six textures: four textures for the diffuse color, one alpha map, and a normal map. The alpha map defines how the diffuse textures will be combined to form the final terrain color. Let s begin constructing the effect through its vertex shader. The vertex shader receives a structure containing the vertex position, texture coordinate, and tangent base (tangent, binormal, and normal vectors):

struct a2v { float4 float2 float3 float3 float3 };

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