高级纹理映射技术(8)

高级纹理映射技术(8)

三维场景中的物体不仅受光照影响,而且受周围环境的影响,可以映射出周围环境的图像,环境映射就是模拟物体光滑表面映射周围环境的一种技术。实际上,就是将一幅包含物体周围环境场景的纹理贴到物体表面上,这样就可以在一定程度上模拟出物体对周围环境的映射,而无须使用像光线跟踪算法这种复杂的计算技术。

在图形工业中有多种环境映射,下面介绍两种最常用的环境映射:立方体环境映射和球形环境映射。

 

立方体环境映射

立方体环境映射图有时又称为立方体映射图,是一组包含物体周围环境图像的纹理贴图,好像物体在立方体的中心。立方体环境图的每个面覆盖水平和垂直方向上各90度视角区域,一共6个面,各面的方向如下图所示:

高级纹理映射技术(8)_第1张图片

立方体环境映射图的6个面布局如下图所示:

高级纹理映射技术(8)_第2张图片

 

球形环境映射

球形环境映射图(或称为球形映射图)和立方体环境映射图类似,也是一幅包含周围场景图像的特殊纹理。和立方体环境映射图不同的是,球形环境映射图不直接代表物体周围的环境。球形映射图就好像通过鱼眼(fish-eye)凸透镜观察到的景象一样,是一个物体周围环境360度全方位视域的三维表现。

首先使用一张球形的背景图作为环境映射纹理,如下所示:

高级纹理映射技术(8)_第3张图片

接着在回调函数OnCreateDevice()中加载纹理和网格模型:

V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L"spheremap.bmp", &g_env_texture));
ID3DXBuffer* material_buffer;
V_RETURN(D3DXLoadMeshFromXW(L"teapot.x", D3DXMESH_MANAGED, pd3dDevice, NULL, &material_buffer, NULL, 
&g_num_materials, &g_mesh));
D3DXMATERIAL* xmaterials = (D3DXMATERIAL*) material_buffer->GetBufferPointer();
g_mesh_materials = new D3DMATERIAL9[g_num_materials];
for(DWORD i = 0; i < g_num_materials; i++)
{
g_mesh_materials[i] = xmaterials[i].MatD3D;
	// .x file do not save ambient data, so set it here.
g_mesh_materials[i].Ambient = g_mesh_materials[i].Diffuse;
}
material_buffer->Release();

该网格模型的视觉效果如下所示:

高级纹理映射技术(8)_第4张图片

接着在回调函数OnResetDevice()中自动生成纹理坐标,并设置纹理阶段颜色混合方法:

// set texture color blend method, disalbe alpha blend.

pd3dDevice->SetTexture(0, g_env_texture);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_SPHEREMAP);
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);

最后在回调函数OnFrameRender()中渲染茶壶:

// Clear the render target and the zbuffer 
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0) );
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
for(DWORD i = 0; i < g_num_materials; i++)
{
pd3dDevice->SetMaterial(&g_mesh_materials[i]);
g_mesh->DrawSubset(i);
}
	RenderText();
	V(g_button_dlg.OnRender(fElapsedTime));
    V( pd3dDevice->EndScene() );
}

运行效果图:

高级纹理映射技术(8)_第5张图片

球形环境纹理映射的实现比较简单,和普通纹理映射基本相同,唯一的区别是使用自动生成的球形纹理坐标。

 

主程序:

#include  " dxstdafx.h "
#include 
" resource.h "

#pragma warning(disable : 
4127   4995   4996 )

#define  release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

#define  IDC_TOGGLE_FULLSCREEN        1
#define  IDC_TOGGLE_REF                2
#define  IDC_CHANGE_DEVICE            3

const  D3DXCOLOR FONT_COLOR( 1.0f 0.5f 0.25f 1.0f );

ID3DXFont
*                     g_font;
ID3DXSprite
*                 g_text_sprite;
bool                         g_show_help;

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

ID3DXMesh
*                     g_mesh;
D3DMATERIAL9
*                 g_mesh_materials;
DWORD                        g_num_materials;
IDirect3DTexture9
*             g_env_texture;

// --------------------------------------------------------------------------------------
//  Rejects any devices that aren't acceptable by returning false
// --------------------------------------------------------------------------------------
bool  CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool  bWindowed,  void *  pUserContext )
{
    
//  Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
*  pD3D  =  DXUTGetD3DObject(); 

    
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return   false ;

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Before a device is created, modify the device settings as needed.
// --------------------------------------------------------------------------------------
bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings,  const  D3DCAPS9 *  pCaps,  void *  pUserContext )
{
    
//  If video card does not support hardware vertex processing, then uses sofaware vertex processing.
     if ((pCaps -> DevCaps  &  D3DDEVCAPS_HWTRANSFORMANDLIGHT)  ==   0 )
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
static   bool  is_first_time  =   true ;

    
if (is_first_time)
    {
        is_first_time 
=   false ;

        
//  if using reference device, then pop a warning message box.
         if (pDeviceSettings -> DeviceType  ==  D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_MANAGED resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 *  pd3dDevice, 
                                 
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                 
void *  pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
18 0 , FW_BOLD,  1 , FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
|  FF_DONTCARE, L " Arial " & g_font);

    V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L
" spheremap.bmp " & g_env_texture));
    
    ID3DXBuffer
*  material_buffer;

    V_RETURN(D3DXLoadMeshFromXW(L
" teapot.x " , D3DXMESH_MANAGED, pd3dDevice, NULL,  & material_buffer, NULL, 
                                
& g_num_materials,  & g_mesh));

    D3DXMATERIAL
*  xmaterials  =  (D3DXMATERIAL * ) material_buffer -> GetBufferPointer();
    g_mesh_materials 
=   new  D3DMATERIAL9[g_num_materials];

    
for (DWORD i  =   0 ; i  <  g_num_materials; i ++ )
    {
        g_mesh_materials[i] 
=  xmaterials[i].MatD3D;

        
//  .x file do not save ambient data, so set it here.
        g_mesh_materials[i].Ambient  =  g_mesh_materials[i].Diffuse; 
    }

    material_buffer
-> Release();

    
return  S_OK;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_DEFAULT resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
-> OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
& g_text_sprite));

    
//  set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
-> Width  -   170 0 );
    g_button_dlg.SetSize(
170 170 );

    
//  setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f 300.0f 220.0f );
    D3DXVECTOR3  at(
0.0f 0.0f ,   50.0f );
    D3DXVECTOR3  up(
0.0f 0.0f ,   1.0f );

    D3DXMatrixLookAtLH(
& mat_view,  & eye,  & at,  & up);
    pd3dDevice
-> SetTransform(D3DTS_VIEW,  & mat_view);

    
//  set projection matrix
    D3DXMATRIX mat_proj;
    
float  aspect  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH(
& mat_proj, D3DX_PI / 4 , aspect,  1.0f 1000.0f );
    pd3dDevice
-> SetTransform(D3DTS_PROJECTION,  & mat_proj);

    
//  setup material

    D3DMATERIAL9 material;
    ZeroMemory(
& material,  sizeof (D3DMATERIAL9));

    material.Diffuse.r 
=  material.Ambient.r  =   1.0f ;
    material.Diffuse.g 
=  material.Ambient.g  =   1.0f ;
    material.Diffuse.b 
=  material.Ambient.b  =   1.0f ;
    material.Diffuse.a 
=  material.Ambient.a  =   1.0f ;

    pd3dDevice
-> SetMaterial( & material);

    
//  setup light

    D3DLIGHT9 light;
    ZeroMemory(
& light,  sizeof (D3DLIGHT9));

    light.Type       
=  D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  
=   1.0f ;
    light.Diffuse.g  
=   1.0f ;
    light.Diffuse.b  
=   1.0f ;
    light.Range      
=   1000.0f ;

    D3DXVECTOR3 light_dir(
10.0f - 10.0f - 10.0f );        
    D3DXVec3Normalize((D3DXVECTOR3
* & light.Direction,  & light_dir);
    
    pd3dDevice
-> SetLight( 0 & light);
    pd3dDevice
-> LightEnable( 0 , TRUE);  

    pd3dDevice
-> SetRenderState(D3DRS_AMBIENT,  0x00FF8080 );

    
//  set texture color blend method, disalbe alpha blend.

    pd3dDevice
-> SetTexture( 0 , g_env_texture);    
    pd3dDevice
-> SetTextureStageState( 0 , D3DTSS_COLORARG1,        D3DTA_TEXTURE);    
    pd3dDevice
-> SetTextureStageState( 0 , D3DTSS_COLORARG2,        D3DTA_DIFFUSE);    
    pd3dDevice
-> SetTextureStageState( 0 , D3DTSS_COLOROP,            D3DTOP_MODULATE);    
    pd3dDevice
-> SetTextureStageState( 0 , D3DTSS_ALPHAOP,            D3DTOP_DISABLE);
    
    pd3dDevice
-> SetTextureStageState( 0 , D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_SPHEREMAP);    
    pd3dDevice
-> SetTextureStageState( 0 , D3DTSS_TEXTURETRANSFORMFLAGS,    D3DTTFF_COUNT2);

    
return  S_OK;
}

// --------------------------------------------------------------------------------------
//  Release resources created in the OnResetDevice callback here 
// --------------------------------------------------------------------------------------
void  CALLBACK OnLostDevice(  void *  pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
-> OnLostDevice();

    release_com(g_text_sprite);
}


// --------------------------------------------------------------------------------------
//  Release resources created in the OnCreateDevice callback here
// --------------------------------------------------------------------------------------
void  CALLBACK OnDestroyDevice(  void *  pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();    

    delete[] g_mesh_materials;
    g_mesh_materials 
=  NULL;

    release_com(g_font);
    release_com(g_mesh);
    release_com(g_env_texture);
}

// --------------------------------------------------------------------------------------
//  Handle updates to the scene
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
}

// --------------------------------------------------------------------------------------
//  Render the helper information
// --------------------------------------------------------------------------------------
void  RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20 );
    
    text_helper.Begin();

    
//  show frame and device states
    text_helper.SetInsertionPos( 5 5 );
    text_helper.SetForegroundColor(FONT_COLOR);
    text_helper.DrawTextLine( DXUTGetFrameStats(
true ) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
//  show helper information
    
    
const  D3DSURFACE_DESC *  surface_desc  =  DXUTGetBackBufferSurfaceDesc();

    
if (g_show_help)
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   18   *   5 );
        text_helper.SetForegroundColor(FONT_COLOR);
        text_helper.DrawTextLine(L
" Controls (F1 to hide): " );
        
        text_helper.SetInsertionPos(
40 , surface_desc -> Height  -   18   *   4 );
        text_helper.DrawTextLine(L
" Quit: ESC " );
    }
    
else
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   4 );
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 1.0f 1.0f 1.0f ) );
        text_helper.DrawTextLine(L
" Press F1 for help " );
    }

    text_helper.End();
}

// --------------------------------------------------------------------------------------
//  Render the scene 
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
    HRESULT hr;

    
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return ;
    }

    
float  time  =  timeGetTime()  /   1000.0f ;

    D3DXMATRIX mat_world;    
    D3DXMatrixRotationYawPitchRoll(
& mat_world, time, time, time);
    pd3dDevice
-> SetTransform(D3DTS_WORLD,  & mat_world);

    
//  Clear the render target and the zbuffer 
    V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET  |  D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0 0 0 0 ),  1.0f 0 ) );

    
//  Render the scene
     if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
    {
        
for (DWORD i  =   0 ; i  <  g_num_materials; i ++ )
        {
            pd3dDevice
-> SetMaterial( & g_mesh_materials[i]);
            g_mesh
-> DrawSubset(i);
        }

        RenderText();

        V(g_button_dlg.OnRender(fElapsedTime));

        V( pd3dDevice
-> EndScene() );
    }
}


// --------------------------------------------------------------------------------------
//  Handle messages to the application 
// --------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool *  pbNoFurtherProcessing,  void *  pUserContext )
{
    
* pbNoFurtherProcessing  =  g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if ( * pbNoFurtherProcessing)
        
return   0 ;

    
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return   0 ;
    }

    
* pbNoFurtherProcessing  =  g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if ( * pbNoFurtherProcessing)
        
return   0 ;

    
return   0 ;
}


// --------------------------------------------------------------------------------------
//  Handle keybaord event
// --------------------------------------------------------------------------------------
void  CALLBACK OnKeyboardProc(UINT charater,  bool  is_key_down,  bool  is_alt_down,  void *  user_context)
{
    
if (is_key_down)
    {
        
switch (charater)
        {
        
case  VK_F1:
            g_show_help 
=   ! g_show_help;
            
break ;
        }
    }
}

// --------------------------------------------------------------------------------------
//  Handle events for controls
// --------------------------------------------------------------------------------------
void  CALLBACK OnGUIEvent(UINT  event int  control_id, CDXUTControl *  control,  void *  user_context)
{
    
switch (control_id)
    {
    
case  IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break ;

    
case  IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break ;

    
case  IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true );
        
break ;
    }
}

// --------------------------------------------------------------------------------------
//  Initialize dialogs
// --------------------------------------------------------------------------------------
void  InitDialogs()
{
    g_settings_dlg.Init(
& g_dlg_resource_manager);
    g_button_dlg.Init(
& g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int  x  =   35 , y  =   10 , width  =   125 , height  =   22 ;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
" Toggle full screen " , x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
" Toggle REF (F3) " ,     x, y  +=   24 , width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
" Change device (F2) " , x, y  +=   24 , width, height, VK_F2);    
}

// --------------------------------------------------------------------------------------
//  Initialize everything and go into a render loop
// --------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,  int  )
{
    
//  Enable run-time memory check for debug builds.
#if  defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
|  _CRTDBG_LEAK_CHECK_DF );
#endif

    
//  Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
//  TODO: Perform any application-level initialization here
    InitDialogs();

    
//  Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit(  true true true  );  //  Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings(  true true  );  //  Show the cursor and clip it when in full screen
    DXUTCreateWindow( L " Spherical Environment Mapping "  );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true 640 480 , IsDeviceAcceptable, ModifyDeviceSettings );

    
//  Start the render loop
    DXUTMainLoop();

    
//  TODO: Perform any application-level cleanup here

    
return  DXUTGetExitCode();
}

 

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