目前,天空绘制主要有三种方法:矩形天空、天空盒和球形天空。
(1)矩形天空使用一个与地面垂直或呈一定夹角的矩形表示天空,用接近于天空的颜色或云彩纹理贴于矩形上。这种方法简单易行,但需要不断调整视角或观察点来改变场景可视域,还会对运行效率造成一定影响。
(2)天空盒是构建一个包含场景的方盒来表示天空,然后在方盒四周和顶部贴上云彩纹理。但这种方法当视角对准两个面的边界时,能够明显看到交接痕迹。
(3)球形天空通常使用半球形网格模型来表示天空,并在半球形网格上贴上一幅云彩纹理,可以使半球形网格模型绕Y轴旋转来模拟动态效果。
半球形天空类的头文件:
#pragma once #include <d3d9.h> #include <d3dx9.h> #ifndef SAFE_DELETE #define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } } #endif #ifndef SAFE_RELEASE #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } #endif //-------------------------------------------------------------------------------------- // Name: class CSkybox // Desc: 球形地形 //-------------------------------------------------------------------------------------- class CSkybox { private: LPDIRECT3DDEVICE9 m_pd3dDevice; LPDIRECT3DTEXTURE9 m_pTexture; LPDIRECT3DINDEXBUFFER9 m_pIndexBuf; LPDIRECT3DVERTEXBUFFER9 m_pVertexBuf; INT m_nNumLatitudes; INT m_nNumLongitudes; INT m_nVertsPerLati; INT m_nVertsPerLongi; INT m_nNumVertices; // 顶点数 FLOAT m_fSkyboxRadius; // 半径 struct SKYBOXVERTEX { FLOAT _x, _y, _z; FLOAT _u, _v; SKYBOXVERTEX(FLOAT x, FLOAT y, FLOAT z, FLOAT u, FLOAT v) : _x(x), _y(y), _z(z), _u(u), _v(v) {} static const DWORD FVF = D3DFVF_XYZ | D3DFVF_TEX1; }; public: CSkybox(IDirect3DDevice9 *pd3dDevice); virtual ~CSkybox(void); public: BOOL LoadSkybox(LPCSTR pTextureFile); BOOL InitSkybox(INT nAlpha, INT nBeta, FLOAT nRadius); BOOL DrawSkybox(D3DXMATRIX *pMatWorld, bool bDrawFrame=0); };
半球形天空类的实现文件:
#pragma once #include <d3d9.h> #include <d3dx9.h> #ifndef SAFE_DELETE #define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } } #endif #ifndef SAFE_RELEASE #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } #endif //-------------------------------------------------------------------------------------- // Name: class CSkybox // Desc: 球形地形 //-------------------------------------------------------------------------------------- class CSkybox { private: LPDIRECT3DDEVICE9 m_pd3dDevice; LPDIRECT3DTEXTURE9 m_pTexture; LPDIRECT3DINDEXBUFFER9 m_pIndexBuf; LPDIRECT3DVERTEXBUFFER9 m_pVertexBuf; INT m_nNumLatitudes; INT m_nNumLongitudes; INT m_nVertsPerLati; INT m_nVertsPerLongi; INT m_nNumVertices; // 顶点数 FLOAT m_fSkyboxRadius; // 半径 struct SKYBOXVERTEX { FLOAT _x, _y, _z; FLOAT _u, _v; SKYBOXVERTEX(FLOAT x, FLOAT y, FLOAT z, FLOAT u, FLOAT v) : _x(x), _y(y), _z(z), _u(u), _v(v) {} static const DWORD FVF = D3DFVF_XYZ | D3DFVF_TEX1; }; public: CSkybox(IDirect3DDevice9 *pd3dDevice); virtual ~CSkybox(void); public: BOOL LoadSkybox(LPCSTR pTextureFile); BOOL InitSkybox(INT nAlpha, INT nBeta, FLOAT nRadius); BOOL DrawSkybox(D3DXMATRIX *pMatWorld, bool bDrawFrame=0); };
#include "Skybox.h" CSkybox::CSkybox(IDirect3DDevice9 *pd3dDevice) { m_pd3dDevice = pd3dDevice; m_pTexture = NULL; m_pIndexBuf = NULL; m_pVertexBuf = NULL; m_nNumVertices = 0; m_nNumLatitudes = 0; m_nNumLongitudes = 0; m_nVertsPerLongi = 0; m_nVertsPerLati = 0; m_fSkyboxRadius = 0; } CSkybox::~CSkybox(void) { SAFE_RELEASE(m_pTexture); SAFE_RELEASE(m_pIndexBuf); SAFE_RELEASE(m_pVertexBuf); } BOOL CSkybox::LoadSkybox(LPCSTR pTextureFile) { // 加载天空纹理 if (FAILED(D3DXCreateTextureFromFile(m_pd3dDevice, pTextureFile, &m_pTexture))) return FALSE; return TRUE; } BOOL CSkybox::InitSkybox(INT nAlpha, INT nBeta, FLOAT fRadius) { m_fSkyboxRadius = fRadius; // 半球体的半径 m_nNumLatitudes = 360 / nAlpha; // 维度线的条数 m_nNumLongitudes = 90 / nBeta; // 经度线的条数 m_nVertsPerLongi = m_nNumLatitudes + 1; // 每条经度线上的顶点数 m_nVertsPerLati = m_nNumLongitudes + 1; // 每条维度线上的顶点数 m_nNumVertices = m_nVertsPerLati * m_nVertsPerLongi; // 计算天空的灵活顶点 if (FAILED(m_pd3dDevice->CreateVertexBuffer(m_nNumVertices * sizeof(SKYBOXVERTEX), D3DUSAGE_WRITEONLY, SKYBOXVERTEX::FVF, D3DPOOL_MANAGED, &m_pVertexBuf, 0))) return FALSE; SKYBOXVERTEX *pVertices = NULL; m_pVertexBuf->Lock(0, 0, (void**)&pVertices, 0); int nIndex = 0; FLOAT fAlpha = 2.0f * D3DX_PI * nAlpha / 360.0f; // 经度角转换为弧度表示 FLOAT fBeta = 2.0f * D3DX_PI * nBeta / 360.0f; // 维度角转换为弧度表示 for (int row = 0; row < m_nNumLongitudes+1; row++) { for (int col = 0; col < m_nNumLatitudes+1; col++) { // 计算顶点的坐标 pVertices[nIndex]._x = fRadius * cosf(row * fBeta) * cosf(col * fAlpha); pVertices[nIndex]._y = fRadius * sinf(row * fBeta); pVertices[nIndex]._z = fRadius * cosf(row * fBeta) * sinf(col * fAlpha); // 计算顶点的纹理坐标 pVertices[nIndex]._u = col * fAlpha / (2.0f * D3DX_PI); pVertices[nIndex]._v = row * fBeta / (D3DX_PI / 2.0f); nIndex++; } } m_pVertexBuf->Unlock(); // 计算天空的顶点索引 if (FAILED(m_pd3dDevice->CreateIndexBuffer(m_nNumVertices * 6 *sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_pIndexBuf, 0))) return FALSE; WORD* pIndices = NULL; m_pIndexBuf->Lock(0, 0, (void**)&pIndices, 0); nIndex = 0; for (int row = 0; row < m_nNumLongitudes; row++) { for (int col = 0; col < m_nNumLatitudes; col++) { pIndices[nIndex+0] = row * m_nVertsPerLongi + col; pIndices[nIndex+1] = (row+1) * m_nVertsPerLongi + col; pIndices[nIndex+2] = (row+1) * m_nVertsPerLongi + col + 1; pIndices[nIndex+3] = row * m_nVertsPerLongi + col; pIndices[nIndex+4] = (row+1) * m_nVertsPerLongi + col + 1; pIndices[nIndex+5] = row * m_nVertsPerLongi + col + 1; nIndex += 6; } } m_pIndexBuf->Unlock(); return TRUE; } BOOL CSkybox::DrawSkybox(D3DXMATRIX *pMatWorld, bool bDrawFrame) { //纹理模式渲染 m_pd3dDevice->SetStreamSource(0, m_pVertexBuf, 0, sizeof(SKYBOXVERTEX)); m_pd3dDevice->SetFVF(SKYBOXVERTEX::FVF); m_pd3dDevice->SetIndices(m_pIndexBuf); m_pd3dDevice->SetTexture(0, m_pTexture); m_pd3dDevice->SetTransform(D3DTS_WORLD, pMatWorld); m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW); m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, m_nNumVertices, 0, m_nNumVertices * 2); m_pd3dDevice->SetTexture(0, 0); m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE); m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); //网格模式渲染 if (bDrawFrame) { m_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, m_nNumVertices, 0, m_nNumVertices * 2); m_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); } return TRUE; }
半形天空体的演示C#实现代码如下:
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.DirectX; using Microsoft.DirectX.Direct3D; using Microsoft.DirectX.DirectInput; namespace TerrainVIS { class DomeSky { public IndexBuffer m_pIB; private int[] indices; //索引缓冲区的大小为。三角形总数:(Columns)X(Rows)X2,每个三角形需要3个顶点索引值。 public VertexBuffer m_pVB; public Texture m_pTex; public float m_Radius=1f; //定义球形天空的半径 int MaxLatitude = 90; //int MaxLatitude = 180; int MinLatitude = 0; int MaxLongitude = 360; int MinLongitude = 0; int LaInterval = 6; int LongInterval =6; int Rows = 1;//划分的格网行数,代表高度。//真正的顶点的行数和列数比网格的行数和列数均大1。 int Columns = 1;//划分的格网列数,代表宽度。 int TotalVertexes=1; public int GetTotalVertexes() { this.Columns = (this.MaxLongitude - this.MinLongitude) / this.LongInterval;//在经度上分割得到格网的列数 this.Rows = (this.MaxLatitude - this.MinLatitude) / this.LaInterval;//在纬度上分割得到格网的行数 return (this.Rows + 1) * (this.Columns + 1);//真正的顶点的行数和列数比网格的行数和列数均大1。 } /// <summary> /// 构造函数应该完成成员变量初始化和内存空间申请的任务 /// </summary> /// <param name="pDevice"></param> /// <param name="L"></param> public DomeSky(Microsoft.DirectX.Direct3D.Device pDevice,float L) { this.m_pTex = null; this.m_Radius = L; this.LaInterval = 6; this.LongInterval = 6; this.TotalVertexes=GetTotalVertexes();//为了完成首尾对接需要申请 this.m_pVB = new VertexBuffer(typeof(CustomVertex.PositionTextured), this.TotalVertexes, pDevice, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default); this.m_pIB = new IndexBuffer(typeof(int), (this.Columns ) * (this.Rows ) * 6, pDevice, Usage.WriteOnly, Pool.Default); this.indices = new int[(this.Columns ) * (this.Rows ) * 6];//申请指定大小的索引缓冲区 } public void Create(Microsoft.DirectX.Direct3D.Device pDevice) { #region 定义顶点数组 CustomVertex.PositionTextured[] verts = new CustomVertex.PositionTextured[this.TotalVertexes]; int i = 0, j=0, index=0; for (int a = 0; a <= this.MaxLongitude; a += this.LongInterval)//经度 { i = a / this.LongInterval;//用来遍历列 for (int b = 0; b <= this.MaxLatitude; b += this.LaInterval)//纬度 { //把球面坐标转化成空间直角坐标,设置球半径为2,竖直角从天顶到天底为0~90度,水平角0~360度 j = b / this.LaInterval;//用来遍历行 index = i * this.Rows + j; verts[index] = new CustomVertex.PositionTextured(); verts[index].X = Convert.ToSingle(this.m_Radius * Math.Sin((float)b / 180.0 * Math.PI) * Math.Cos((float)a / 180.0 * Math.PI)); verts[index].Y = Convert.ToSingle(this.m_Radius * Math.Sin((float)b / 180.0 * Math.PI) * Math.Sin((float)a / 180.0 * Math.PI)); verts[index].Z = Convert.ToSingle(this.m_Radius * Math.Cos((float)b / 180.0 * Math.PI)); //计算纹理坐标的方法一 //verts[index].Tu = (float)(a / this.LongInterval) / this.Columns; //verts[index].Tv = (float)(b / this.LaInterval) / this.Rows; //计算纹理坐标的方法一 verts[index].Tu = (float)a / this.MaxLongitude;//单位用度或者弧度做比值结果都一样 verts[index].Tv = (float)b / this.MaxLatitude; if (i <= this.Columns - 1 && j <= this.Rows - 1)//从最后一行或者一列格网的前一个顶点即可索引下一个顶点,故次数限定范围。 { this.indices[index * 6 + 0] = i * this.Rows + j; this.indices[index * 6 + 1] = (i + 1) * this.Rows + j; this.indices[index * 6 + 2] = i * this.Rows + (j + 1); this.indices[index * 6 + 3] = i * this.Rows + (j + 1); this.indices[index * 6 + 4] = (i + 1) * this.Rows + j; this.indices[index * 6 + 5] = (i + 1) * this.Rows + (j + 1); } } } #endregion m_pVB.SetData(verts, 0, LockFlags.None);//设置顶点缓冲区的顶点数据为上面申请的顶点的数组中包含的数据 m_pTex = TextureLoader.FromFile(pDevice, "DomeSky.jpg"); m_pIB.SetData(this.indices, 0, LockFlags.None); } public void Render(Microsoft.DirectX.Direct3D.Device pDevice) { pDevice.VertexFormat = CustomVertex.PositionTextured.Format; pDevice.SetStreamSource(0, m_pVB, 0); pDevice.Indices = m_pIB; pDevice.SetTexture(0, m_pTex); //绘制半透明状态 pDevice.SetRenderState(RenderStates.AlphaBlendEnable, true); pDevice.SetRenderState(RenderStates.BlendOperation, true); pDevice.SetRenderState(RenderStates.SourceBlend, Blend.SourceAlpha.GetHashCode()); pDevice.SetRenderState(RenderStates.DestinationBlend, Blend.InvSourceAlpha.GetHashCode()); //下面的代码用于多层纹理映射。在此不起作用。 //pDevice.SetTextureStageState(0, TextureStageStates.AlphaOperation, TextureOperation.Modulate.GetHashCode()); //pDevice.SetTextureStageState(0, TextureStageStates.ColorArgument1, TextureArgument.Diffuse.GetHashCode()); pDevice.SetTextureStageState(0, TextureStageStates.AlphaOperation, TextureOperation.SelectArg1.GetHashCode()); pDevice.SetTextureStageState(0, TextureStageStates.AlphaArgument1, TextureArgument.TextureColor.GetHashCode()); pDevice.SetRenderState(RenderStates.MultisampleAntiAlias, true);//启用多重采样,反锯齿。 //需要调用带索引的图元绘制函数 pDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, (this.Rows + 1) * (this.Columns + 1), 0, indices.Length / 3); //绘制完毕应将及时关闭Alpha混合状态 //pDevice.SetRenderState(RenderStates.AlphaBlendEnable, false); } public void Destroy() { if (m_pVB != null) { m_pVB.Dispose(); } for (int i = 0; i < 5; i++) { if (m_pTex!= null) { m_pTex.Dispose(); } } } } }