mipmap过滤器是被用来控制Direct3D使用mipmaps的。设置mipmap过滤器,你可以这样写:
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, Filter);
在Filter处你能用下面三个选项中的一个:
D3DTEXF_NONE——不使用mipmap。
D3DTEXF_POINT——通过使用这个过滤器,Direct3D将选择与屏幕三角形大小最接近的mipmap等级。一旦等级选定了,Direct3D就将按照指定的过滤器进行缩小和放大过滤。
D3DTEXF_LINEAR——通过使用这个过滤器,Direct3D将选择两个最接近的mipmap等级,缩小和放大过滤每个等级,然后线性联合计算它们两个等级来得到最终的颜色值。
以前,我们规定纹理坐标必须指定在[0,1]之间。从技术上来说这是不正确的;他们能够超出这个范围。纹理坐标也可以在[0,1]的范围之外,它通过Direct3D的寻址模式来定义。这里有四种寻址模式:环绕纹理寻址模式、边框颜色纹理寻址模式、截取纹理寻址模式、镜像纹理寻址模式,这里分别给出了它们的示意图6.5,6.6,6.7,6.8。
在这些图片中,纹理坐标通过(0,0)(0,3)(3,0)(3,3)顶点来定义。在u轴和v轴上方块又被分成子块放进3×3的矩阵中。假如,你想让纹理按5×5的方格来平铺,你就应该指定环绕纹理寻址模式并且纹理坐标应该设置为(0,0)(0,5)(5,0)(5,5)。
Sampler states define texture sampling operations such as texture addressing and texture filtering. Some sampler states set-up vertex processing, and some set-up pixel processing. Sampler states can be saved and restored using stateblocks (see State Blocks Save and Restore State (Direct3D 9)).
typedef enum D3DSAMPLERSTATETYPE
{
D3DSAMP_ADDRESSU = 1,
D3DSAMP_ADDRESSV = 2,
D3DSAMP_ADDRESSW = 3,
D3DSAMP_BORDERCOLOR = 4,
D3DSAMP_MAGFILTER = 5,
D3DSAMP_MINFILTER = 6,
D3DSAMP_MIPFILTER = 7,
D3DSAMP_MIPMAPLODBIAS = 8,
D3DSAMP_MAXMIPLEVEL = 9,
D3DSAMP_MAXANISOTROPY = 10,
D3DSAMP_SRGBTEXTURE = 11,
D3DSAMP_ELEMENTINDEX = 12,
D3DSAMP_DMAPOFFSET = 13,
D3DSAMP_FORCE_DWORD = 0x7fffffff,
} D3DSAMPLERSTATETYPE, *LPD3DSAMPLERSTATETYPE;
下面的代码片段列举的是怎样设置这四种寻址模式:
// set wrap address mode
if( ::GetAsyncKeyState('W') & 0x8000f )
{
Device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
}
// set border color address mode
if( ::GetAsyncKeyState('B') & 0x8000f )
{
Device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
Device->SetSamplerState(0, D3DSAMP_BORDERCOLOR, 0x000000ff);
}
// set clamp address mode
if( ::GetAsyncKeyState('C') & 0x8000f )
{
Device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
}
// set mirror address mode
if( ::GetAsyncKeyState('M') & 0x8000f )
{
Device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_MIRROR);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_MIRROR);
}