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<aop:config> <aop:pointcut id="timesheetServiceOperations" expression="execution(* com.apress.timesheets.service.*Service*.*(..))" /> <aop:advisor advice-ref="txAdvice" pointcut-ref="timesheetServiceOperations"/> </aop:config> The declaration of the transaction manager remains the same and is not shown in Listing 5-10. Although this is more verbose than the annotation-based equivalent, the actual configuration details are comparable. The aop:config section of the configuration file specifies the classes that will be subjected to transactionality (see the following Aspect-Oriented Programming section for the specifics of this configuration). The tx:advice section specifies the methods within these classes that will be made transactional. For this reason, the properties of the tx:method element explained in Table 5-2 correspond almost exactly with the parameters of the @Transaction annotation.

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All values generated by the vertex shader are interpolated by the rasterizer, a process that can change the length of the vectors passed from the vertex shader to the pixel shader. Therefore, the first thing you need to do in the pixel shader is normalize all the vectors, making sure their length becomes exactly 1.0 again. Remember that this needs to be done to yield correct lighting.

eyeVec = normalize(IN.eyeVec); lightVec1 = normalize(IN.lightVec1); lightVec2 = normalize(IN.lightVec2); halfwayVec1 = normalize(lightVec1 + eyeVec); halfwayVec2 = normalize(lightVec2 + eyeVec); normal = normalize(IN.normal);

The name of the method to be made transactional. Wildcards can be used. The isolation level to apply during the transaction. Legal values are DEFAULT, READ_COMMITTED, READ_UNCOMMITTED, REPEATABLE_READ, or SERIALIZABLE. DEFAULT uses the default isolation of the underlying data store. The fully qualified names of unchecked exceptions that will not cause rollbacks to occur. The transaction propagation type, which defines the circumstances under which a new transaction should be created if one does not already exist as the method is invoked. Legal values are MANDATORY, NESTED, NEVER, NOT_SUPPORTED, REQUIRED, REQUIRES_NEW, or SUPPORTS. The default of REQUIRED specifies that a transaction will be created if one does not already exist. A transactional method that does not complete after the specified number of seconds will be rolled back automatically. A value of 1 represents no time-out. When true, this indicates that the transaction is to be opened in read-only mode, which will sometimes allow for some performance benefits. Legal values are true and false. The fully qualified names of checked exceptions that will cause rollbacks to occur.

At this point, you have all the vectors necessary for the lighting calculation. You ll do the lighting calculation using the Phong equation, which is implemented in the phongShading method. This method takes into account the light color, the halfway vector, and the angle between the normal and the light direction. As a result, it returns how much the object should be lit in the diffuseColor output and how much more shiny the object should be in the specularColor output. Put this method immediately after your vertex shader: void phongShading(in float3 normal, in float3 lightVec, in float3 halfwayVec, in float3 lightColor, out float3 diffuseColor, out float3 specularColor) { float diffuseInt = saturate(dot(normal, lightVec)); diffuseColor = diffuseInt * lightColor; float specularInt = saturate(dot(normal, halfwayVec)); specularInt = pow(specularInt, specularPower); specularColor = specularInt * lightColor; } Use the method in your pixel shader to calculate the diffuse and specular lighting contributions of both lights in your scene: // 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); Now you know how much the pixel should be lit, but you still need to know the color of the pixel. You calculate this color by sampling and combining the four diffuse textures that are applied to the terrain according to the values in the alpha map texture. Each component of the alpha map stores a value used to linearly interpolate between the colors of the diffuse textures: float3 float3 float3 float3 float4 color1 = tex2D(diffuseSampler1, IN.uv1 2.xy); color2 = tex2D(diffuseSampler2, IN.uv1 2.zw); color3 = tex2D(diffuseSampler3, IN.uv3 4.xy); color4 = tex2D(diffuseSampler4, IN.uv3 4.zw); alpha = tex2D(alphaSampler, IN.uv5 6.zw);

Regardless of the method used XML based or annotation based the underlying implementation of this behavior is applied by using Spring s support for aspect-oriented programming combined with its support for XML schema extensions.

// Combine using the alpha map float3 combinedColor = lerp(color1, color2, alpha.x); combinedColor = lerp(combinedColor , color3, alpha.y); combinedColor = lerp(combinedColor , color4, alpha.z);

Aspect-Oriented Programming (AOP)

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