花了不少時間總算是做出來了,先看看效果:
雖然離D3D SDK里的PRT的Demo尚有一段距離,但是相比經(jīng)典的簡單漫反射著色模型要強(qiáng)了不少。
具體的算法可以參考GPU Gems卷1第17章,我就不多做介紹,貼一點(diǎn)代碼實現(xiàn)供新手們參考,老手們指正~
今天先貼預(yù)處理部分吧,整個算法寫成了一個函數(shù),調(diào)用及其簡單。
不過代碼風(fēng)格不太好,整個算法只寫了兩個函數(shù),十分冗長,閱讀起來可能比較困難,效率也不太高,僅作為一種實現(xiàn)方式參考吧~
算法需要計算的數(shù)據(jù)有兩個,一個是可到達(dá)度,即1-被遮蔽度,另一個是未被遮擋方向的平均方向。
算法中先針對模型的每個面片計算上述兩值,然后加權(quán)到它的三個頂點(diǎn),再由頂點(diǎn)取平均值,
這樣在渲染的時候從頂點(diǎn)讀出數(shù)據(jù)再經(jīng)過插值就得到了各個像素的上述參數(shù)了。
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//-----------------------------------------------------------------
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/**////GenRandRays 用于生成面片朝向半球內(nèi)的隨機(jī)向量
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///pRas:用于接受生成向量的數(shù)組
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///nNum:生成射線的數(shù)量
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///vcNormal:面片的法線向量
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//-----------------------------------------------------------------
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void GenRandRays(D3DXVECTOR3* pRays, int nNum, D3DXVECTOR3 &vcNormal)
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{
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if(pRays ==NULL)
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return;
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int n = 0;
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D3DXVECTOR3 vcRay;
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while(n<nNum)
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{
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vcRay.x = float(rand())/12.34567f;
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vcRay.y = float(rand())/12.34567f;
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vcRay.z = float(rand())/12.34567f; //生成隨機(jī)向量
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vcRay.x -= int(vcRay.x);
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vcRay.y -= int(vcRay.y);
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vcRay.z -= int(vcRay.z); //取小數(shù)部分
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vcRay.x -= 0.5f;
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vcRay.y -= 0.5f;
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vcRay.z -= 0.5f;
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vcRay*=2.0f; //歸一化
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srand(int(rand()+vcRay.x*1000+vcRay.y));
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if(vcRay.x*vcRay.x + vcRay.y*vcRay.y +vcRay.z*vcRay.z >1)
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continue;
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if(D3DXVec3Dot(&vcRay, &vcNormal) < 0)
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continue;//向量指向面片反面的半球
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D3DXVec3Normalize(&pRays[n++], &vcRay);
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}
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}

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//用于存儲頂點(diǎn)遮蔽信息的結(jié)構(gòu)體
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struct VERTEXINFO
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{
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D3DXVECTOR3 vcAvgUnoccluded;
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//未被遮蔽方向的向量
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float fAccessibility;
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//光線可到達(dá)度(即1-遮蔽度)
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int nFaces;
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//頂點(diǎn)所在的面片數(shù),用于計算上述兩項的平均值
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};

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//---------------------------------------------------------------
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/**////GenOccInfo 用于生成模型所有頂點(diǎn)的遮擋信息
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///pMesh:待處理的X格式模型
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///nNumRays:計算未遮蔽方向平均向量時使用的隨機(jī)向量數(shù)目
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///szSave:用于保存遮蔽信息的文件名及路徑
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///pProgressHandler:回調(diào)函數(shù)指針,用于接受和處理進(jìn)度信息,參數(shù)為0-1
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//---------------------------------------------------------------
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bool GenOccInfo(LPD3DXMESH pMesh, int nNumRays, LPCTSTR szSave, void (*pProgressHandler)(float*)=NULL)
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{
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if(pMesh == NULL || szSave == NULL)
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return false;
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LPDIRECT3DINDEXBUFFER9 pIB = NULL;
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LPDIRECT3DVERTEXBUFFER9 pVB = NULL;
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BYTE* pVertices = NULL;
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WORD* pIndices = NULL;
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DWORD dwNumFaces = 0, dwNumVertices = 0, dwBytesPerVert=0;
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pMesh->GetIndexBuffer(&pIB);
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pMesh->GetVertexBuffer(&pVB);
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dwNumFaces = pMesh->GetNumFaces();
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dwBytesPerVert= pMesh->GetNumBytesPerVertex();
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dwNumVertices = pMesh->GetNumVertices();
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pIB->Lock(0, 0, (void**)&pIndices, 0);
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pVB->Lock(0, 0, (void**)&pVertices, 0);
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VERTEXINFO* pVerticesInfo = new VERTEXINFO[dwNumVertices];
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ZeroMemory(pVerticesInfo, sizeof(VERTEXINFO)*dwNumVertices);
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D3DXVECTOR3* pRays = new D3DXVECTOR3[nNumRays];
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D3DXVECTOR3* pVertex[3] =
{NULL, NULL, NULL};
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D3DXVECTOR3* pFaceVert[3] =
{NULL, NULL, NULL};
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D3DXVECTOR3 vcCenter, vcNormal;
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for(DWORD dwFace=0; dwFace<dwNumFaces; dwFace++)
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{//遍歷所有面片,求中點(diǎn)及法線
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pVertex[0] = (D3DXVECTOR3*)(pVertices + pIndices[dwFace*3]*dwBytesPerVert);
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pVertex[1] = (D3DXVECTOR3*)(pVertices + pIndices[dwFace*3+1]*dwBytesPerVert);
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pVertex[2] = (D3DXVECTOR3*)(pVertices + pIndices[dwFace*3+2]*dwBytesPerVert);
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vcCenter = (*pVertex[0]+*pVertex[1]+*pVertex[2])/3;
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D3DXVec3Cross(&vcNormal, &(*(pVertex[0]) - vcCenter), &(*(pVertex[1]) - vcCenter));
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::D3DXVec3Normalize(&vcNormal,&vcNormal);
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//為當(dāng)前面片生成指向正面半球內(nèi)的隨機(jī)射線
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GenRandRays(pRays, nNumRays, vcNormal);
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D3DXVECTOR3 vcAvgUnoccluded(0.0f, 0.0f, 0.0f);
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DWORD dwNumUnocc = 0;
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for(int i=0; i<nNumRays; i++)
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{//為每根射線對模型做碰撞檢測
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bool bOccluded = false;
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for(DWORD k=0; k<dwNumFaces; k++)
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{//與模型的每個面片做碰撞檢測
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if(k==dwFace)
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continue;
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pFaceVert[0] = (D3DXVECTOR3*)(pVertices + pIndices[k*3]*dwBytesPerVert);
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pFaceVert[1] = (D3DXVECTOR3*)(pVertices + pIndices[k*3+1]*dwBytesPerVert);
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pFaceVert[2] = (D3DXVECTOR3*)(pVertices + pIndices[k*3+2]*dwBytesPerVert);
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float x,y,z;
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if(D3DXIntersectTri(pFaceVert[0], pFaceVert[1], pFaceVert[2], &vcCenter, &pRays[i], &x, &y, &z))
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{
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bOccluded = true;
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break;
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}
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}
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if(!bOccluded)
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{//所有碰撞檢測失敗,即射線未被遮擋
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vcAvgUnoccluded += pRays[i];
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dwNumUnocc++;
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}
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}
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//計算當(dāng)前面的平均未遮擋方向及可到達(dá)度
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D3DXVec3Normalize(&vcAvgUnoccluded, &vcAvgUnoccluded);
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float fAccessibility = float(dwNumUnocc)/float(nNumRays);
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for(int j=0; j<3; j++)
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{//累積到當(dāng)前面片的三個頂點(diǎn)
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pVerticesInfo[pIndices[dwFace*3+j]].vcAvgUnoccluded += vcAvgUnoccluded;
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pVerticesInfo[pIndices[dwFace*3+j]].fAccessibility += fAccessibility;
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pVerticesInfo[pIndices[dwFace*3+j]].nFaces++;
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}
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if(pProgressHandler!=NULL)
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{//處理進(jìn)度信息
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float fProg = float(dwFace)/float(dwNumFaces);
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(*pProgressHandler)(&fProg);
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}
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}
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for(DWORD dwVert = 0; dwVert<dwNumVertices; dwVert++)
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{//統(tǒng)計所有頂點(diǎn)的平均值
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pVerticesInfo[dwVert].fAccessibility/=float(pVerticesInfo[dwVert].nFaces);
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D3DXVec3Normalize(&pVerticesInfo[dwVert].vcAvgUnoccluded, &pVerticesInfo[dwVert].vcAvgUnoccluded);
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}
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pVB->Unlock();
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pIB->Unlock();
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CFile file;
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file.Open(szSave, CFile::modeCreate|CFile::modeWrite);
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char buff[100];
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for(DWORD dwVert = 0; dwVert<dwNumVertices; dwVert++)
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{//寫入到文件
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sprintf(buff, "%f,%f,%f,%f\n", pVerticesInfo[dwVert].vcAvgUnoccluded.x, pVerticesInfo[dwVert].vcAvgUnoccluded.y, pVerticesInfo[dwVert].vcAvgUnoccluded.z, pVerticesInfo[dwVert].fAccessibility);
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file.Write(buff, strlen(buff));
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}
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file.Flush();
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file.Close();
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delete [] pVerticesInfo;
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delete [] pRays;
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CString strMsg;
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strMsg.Format(L"Processed:\n\t%d - faces\n\t%d - vertices.", dwNumFaces, dwNumVertices);
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MessageBox(NULL, strMsg, L"Done", 0);
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return true;
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}
渲染部分的代碼改天再貼。
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使用上面的代碼為一個2000面左右的Mesh生成遮擋信息在P4 3.0GHz的機(jī)器上需要大約幾分鐘的時間,效率比較低下,另外有個問題是,完全對稱的模型,生成的遮擋信息居然不對稱,從上面的圖也看出來了,不知道是什么原因,還望高手指教~