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In the previous sections, we have used a declarative approach to the management of our pointcuts and advice objects. In this last section, you will take a look at how advice objects can be created in code, and how pointcut objects can be defined that result in their invocation. The use of explicit implementations to manage these processes gives us complete control over the criteria by which our advice methods are applied, but we will still rely greatly upon the Spring Framework libraries to make the necessary configuration and invocations, so the additional effort necessary to create these implementations is actually quite small. Using the ProxyBeanFactory The first technique you will look at is the use of the ProxyBeanFactory object to apply an interceptor implementation. The ProxyBeanFactory generates a proxy in place of the specified classes. When a method is invoked on the proxy, it will create a MethodInvocation object representing the parameters of the method call. This is then passed to a configured Advice class. The Advice class carries out any processing necessary before the method call, and can use try/catch/finally notation to determine the actions to take during the life cycle of the method call, and indeed can omit the call entirely if this is deemed necessary. Listing 5-29 shows the Advice class that we will provide to the ProxyBeanFactory. This checks the parameters of the method being called, applies the before advice to its parameter if appropriate, makes the method call, and then applies the after advice to its return value if appropriate.

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float4 finalColor; finalColor.a = 1.0f; finalColor.rgb = materialColor * ( (diffuseColor1+diffuseColor2) * diffuseColor + ambientLightColor) + (specularColor1 + specularColor2) * specularColor ; The code for the phongShading function is shown in 11. The final pixel shader code follows: float4 animatedModelPS(v2f IN): COLOR0 { // 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 halfwayVec1 = normalize(lightVec1 + eyeVec); float3 halfwayVec2 = normalize(lightVec2 + eyeVec); // 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); // Read texture diffuse color float4 materialColor = tex2D(diffuse1Sampler, IN.uv0); // Phong lighting result float4 finalColor; finalColor.a = 1.0f; finalColor.rgb = materialColor * ( (diffuseColor1+diffuseColor2) * diffuseColor + ambientLightColor) + (specularColor1+specularColor2) * specularColor ; return finalColor; } Now, all that remains to do is to define a technique that uses the vertex and pixel shaders created in the previous sections:

public class TimesheetInterceptor implements MethodInterceptor { private final TimesheetSecurityAdvice advice = new TimesheetSecurityAdvice(); public Object invoke(final MethodInvocation invocation) throws Throwable { final Object[] args = invocation.getArguments(); if( (args.length >= 1) && (args[0] instanceof UserAccount)) { advice.list((UserAccount)args[0]); } final Object retVal = invocation.proceed(); if( retVal instanceof Timesheet ) { advice.findTimesheet((Timesheet)retVal); } return retVal; } } The implementation in Listing 5-29 is straightforward. Its complexity lies in the proxy factory bean s implementation, but this is a library class, so all you have to do is configure it. Listing 5-30 shows how we configure it to apply the advice of Listing 5-29 to the TimesheetService bean implementation.

technique AnimatedModel { pass p0 { VertexShader = compile vs 2 0 animatedModelVS(); PixelShader = compile ps 2 a animatedModelPS(); } }

<bean id="timesheetService" class="org.springframework.aop.framework.ProxyFactoryBean"> <property name="proxyInterfaces"> <value> com.apress.timesheets.service.TimesheetService </value> </property> <property name="interceptorNames"> <list> <value>timesheetInterceptor</value> </list> </property> <property name="target" ref="timesheetServiceRaw"/> </bean>

You need to use the effect that you created in the preceding section to render the model. XNA s model processor has the ConvertMaterial method, which is called whenever the material of a model s mesh is found. You will override this method in the custom Content Pipeline project of your solution. The ConvertMaterial method receives as a parameter a MaterialContent object that stores the material content used by the mesh. When a model is exported without an effect, it has only some basic material configuration, such as the color and texture. In this case, the generated MaterialContent is an instance of the BasicMaterialContent class. If the model has already been exported along with an effect, then the received material is an instance of the EffectMaterialContent class. To change the materials used in the model, you need to override the ConvertMaterial method, and convert the BasicMaterialContent received to an EffectMaterialContent, integrating in the effect that you ve created for the animated model. The following code shows the ConvertMaterial method, which you should add to the model processor class. protected override MaterialContent ConvertMaterial( MaterialContent material, ContentProcessorContext context) { BasicMaterialContent basicMaterial = material as BasicMaterialContent; if (basicMaterial == null) context.Logger.LogImportantMessage( "This mesh doesn't have a valid basic material."); // Only process meshes with basic material // Otherwise the mesh must use the correct effect (AnimatedModel.fx) if (basicMaterial != null) { EffectMaterialContent effectMaterial = new EffectMaterialContent(); effectMaterial.Effect = new ExternalReference<EffectContent>( SHADERS PATH + SHADER FILENAME);

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