32. 细节映射

通常会多次要在3D场景中显示大量的细节。例如,混凝土上的裂纹,或粗糙墙面的凸凹不平之处。也许并不总是想在纹理图像自身包含这种细节。通常,一些彩色图纹理虽然从远处看的时候它们很好,但靠近看时,也许会让观察者觉得有些模糊。使用一种名为细节映射的技术有助于解决这些问题,或至少得到改善。

       细节图是一个灰度图,保存小而精确的细节内容。当将其和颜色图一起施加到表面上时,最终的图像看上去原始图像好像有更多的细节。同样,使用细节图时,颜色图在从上靠近看时,看上去不模糊。使用细节图为表面增加细节,给图增加小的裂纹以及线条,这样可以提高表面的真实感。对墙和类似表面更是如此。

       细节映射的演示成名为DetailMapping,它位于本书配套光盘的CHAPTER6文件夹中。它将加载两个纹理图像,对它们实现多纹理映射,并将它们显示在一个正方形表面上。在合并两幅纹理图像时,通过一个有符号操作将细节添加到基图上。纹理图像中有符号值从-128~128,而无符号值从0~255。细节图中较亮的值将会增亮基图,而较黑的值则产生反面的效果。只有0不会对最终的图像产生任何效果,因为是正在添加图像而不是对图像作调制,就像在多纹理演示程序中的做法一样。

#include<d3d9.h>
#include
<d3dx9.h>

#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "Detail Mapping"
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480

// Function Prototypes...
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();


// Direct3D object and device.
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice
= NULL;

// Matrices.
D3DXMATRIX g_projection;
D3DXMATRIX g_ViewMatrix;

// Vertex buffer to hold the geometry.
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;

// Holds a texture image.
LPDIRECT3DTEXTURE9 g_Texture = NULL;
LPDIRECT3DTEXTURE9 g_Texture2
= NULL;

// A structure for our custom vertex type
struct stD3DVertex
{
float x, y, z;
unsigned
long color;
float tu, tv;
float tu2, tv2;
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX2)


LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(
0);
return 0;
break;

case WM_KEYUP:
if(wParam == VK_ESCAPE) PostQuitMessage(0);
break;
}

return DefWindowProc(hWnd, msg, wParam, lParam);
}


int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
WINDOW_CLASS, NULL };
RegisterClassEx(
&wc);

// Create the application's window
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW,
100, 100, WINDOW_WIDTH, WINDOW_HEIGHT,
GetDesktopWindow(), NULL, wc.hInstance, NULL);

// Initialize Direct3D
if(InitializeD3D(hWnd, false))
{
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);

// Enter the message loop
MSG msg;
ZeroMemory(
&msg, sizeof(msg));

while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(
&msg);
DispatchMessage(
&msg);
}
else
RenderScene();
}
}

// Release any and all resources.
Shutdown();

// Unregister our window.
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}


bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;

// Create the D3D object.
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_D3D == NULL) return false;

// Get the desktop display mode.
if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
return false;

// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(
&d3dpp, sizeof(d3dpp));

if(fullscreen)
{
d3dpp.Windowed
= FALSE;
d3dpp.BackBufferWidth
= WINDOW_WIDTH;
d3dpp.BackBufferHeight
= WINDOW_HEIGHT;
}
else
d3dpp.Windowed
= TRUE;
d3dpp.SwapEffect
= D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat
= displayMode.Format;

// Create the D3DDevice
if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_D3DDevice)))
{
return false;
}

// Initialize any objects we will be displaying.
if(!InitializeObjects()) return false;

return true;
}


bool InitializeObjects()
{
// Fill in our structure to draw an object.
// x, y, z, color, texture coords.
stD3DVertex objData[] =
{
{
-1.5f, -0.5f, 0.0f, D3DCOLOR_XRGB(255,255,255), 0.0f, 1.0f, 0.0f, 1.0f},
{
1.5f, -0.5f, 0.0f, D3DCOLOR_XRGB(255,255,255), 1.0f, 1.0f, 1.0f, 1.0f},
{
1.5f, -0.5f, 3.0f, D3DCOLOR_XRGB(255,255,255), 1.0f, 0.0f, 1.0f, 0.0f},

{
1.5f, -0.5f, 3.0f, D3DCOLOR_XRGB(255,255,255), 1.0f, 0.0f, 1.0f, 0.0f},
{
-1.5f, -0.5f, 3.0f, D3DCOLOR_XRGB(255,255,255), 0.0f, 0.0f, 0.0f, 0.0f},
{
-1.5f, -0.5f, 0.0f, D3DCOLOR_XRGB(255,255,255), 0.0f, 1.0f, 0.0f, 1.0f}
};

// Create the vertex buffer.
if(FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,
D3DFVF_VERTEX, D3DPOOL_DEFAULT,
&g_VertexBuffer, NULL))) return false;

// Fill the vertex buffer.
void *ptr;

if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData),
(
void**)&ptr, 0))) return false;

memcpy(ptr, objData,
sizeof(objData));

g_VertexBuffer
->Unlock();


// Load the texture image from file.
if(D3DXCreateTextureFromFile(g_D3DDevice, "ground.bmp",
&g_Texture) != D3D_OK) return false;

if(D3DXCreateTextureFromFile(g_D3DDevice, "detail.tga",
&g_Texture2) != D3D_OK) return false;


// Set default rendering states.
g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_D3DDevice
->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);


// Set the projection matrix.
D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f,
WINDOW_WIDTH
/WINDOW_HEIGHT, 0.1f, 1000.0f);

g_D3DDevice
->SetTransform(D3DTS_PROJECTION, &g_projection);


// Define camera information.
D3DXVECTOR3 cameraPos(0.0f, 0.0f, -1.0f);
D3DXVECTOR3 lookAtPos(
0.0f, 0.0f, 0.0f);
D3DXVECTOR3 upDir(
0.0f, 1.0f, 0.0f);

// Build view matrix.
D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos,
&lookAtPos, &upDir);

return true;
}


void RenderScene()
{
// Clear the backbuffer.
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);

// Begin the scene. Start rendering.
g_D3DDevice->BeginScene();

// Apply the view (camera).
g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);

// Set the texture stages for the first texture unit (image).
g_D3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_D3DDevice
->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

/*
如果要模拟一块粗糙的石灰泥墙壁,可以通过细节映射(detail mapping)来实现。
实现过程是:将基础贴图(也就是第一张纹理)的颜色未经修改便作为第二个纹理操作
阶段中的第二个参数,然后通过D3DTOP_ADDSIGNED将灰色的细节纹理与基础贴图相加。
这个操作本质上是做了一个加法,只是使用了有符号的颜色值来代替平时使用的无符号值。
在对两张纹理的像素颜色进行D3DTOP_ADDSIGNED操作时,它将参数的每个成分相加后再减去
偏移量0.5,从而使有效值域变为-0.5 ~ 0.5。对一些比较旧的显卡,当其不能支持
D3DTOP_ADDSIGNED操作时,可以使用D3DTOP_MODULATE2X代替D3DTOP_ADDSIGNED操作进行模拟。
*/

g_D3DDevice
->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
// 颜色混合方式--使用当前颜色作为第一个texture stage的输出
g_D3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
// 颜色混合的第一个参数的来源--纹理的颜色
g_D3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);

// Set the texture stages for the second texture unit (image).
g_D3DDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_D3DDevice
->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

g_D3DDevice
->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
g_D3DDevice
->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED);
g_D3DDevice
->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_D3DDevice
->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);

// Draw square.
g_D3DDevice->SetTexture(0, g_Texture);
g_D3DDevice
->SetTexture(1, g_Texture2);
g_D3DDevice
->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex));
g_D3DDevice
->SetFVF(D3DFVF_VERTEX);
g_D3DDevice
->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);

// End the scene. Stop rendering.
g_D3DDevice->EndScene();

// Display the scene.
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}


void Shutdown()
{
if(g_D3DDevice != NULL) g_D3DDevice->Release();
g_D3DDevice
= NULL;

if(g_D3D != NULL) g_D3D->Release();
g_D3D
= NULL;

if(g_VertexBuffer != NULL) g_VertexBuffer->Release();
g_VertexBuffer
= NULL;

if(g_Texture != NULL) g_Texture->Release();
g_Texture
= NULL;

if(g_Texture2 != NULL) g_Texture2->Release();
g_Texture2
= NULL;
}

  

原文地址:https://www.cnblogs.com/kex1n/p/2167462.html