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:
立方体环境映射图的6个面布局如下图所示:
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:
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:
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:
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 " 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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