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紋理映射基礎(3)

當Direct3D渲染一個圖元時,必須將它通過坐標變換映射到二維屏幕上。如果圖元有紋理,Direct3D就需要用紋理來產生圖元的二維渲染圖像上每個像素的顏色。對于圖元在二維屏幕上圖像的每個像素來說,都必須從紋理中獲得一個顏色,從紋理中為每個像素獲取顏色的過程稱為紋理過濾(texture filtering)。

大多數情況下,屏幕顯示的圖形大小與紋理貼圖大小不相同,換句話說,這個紋理將被映射到一個比它大或小的圖元的圖像上,這樣紋理常常會被放大或縮小。對紋理的放大會造成許多像素被映射到同一個紋理元素,圖形渲染結果會有色塊的感覺。縮小一個紋理意味著一個像素被映射到許多紋理元素,圖形看上去會閃爍失真或有鋸齒。為了解決這些問題,可以將相關紋理元素的顏色融合到一個像素上,如何將多個紋理元素的顏色融合到一個像素上取決于紋理過濾方式。

Direct3D支持4種紋理過濾方式,分別是:最近點采樣(nearest-point sampling)、線性紋理過濾(linear texture filtering)、各向異性紋理過濾(anisotropic texture filtering)和多級漸進紋理過濾(texture filtering with mipmaps)。不同的紋理過濾方式產生的圖像效果差別可能很大。

4種紋理過濾方法各有優缺點。例如,線性過濾生成的圖像較粗糙,但計算量小。多級漸進紋理過濾的效果通常最好,特別是和各項異性過濾聯合使用時效果更好,但是它需要Direct3D提供的內存空間最多,計算量也最大。

紋理采樣屬性設置函數IDirect3DDevice9::SetSamplerState()可以用來設置紋理過濾方式。該函數的聲明如下:

Sets the sampler state value.

HRESULT SetSamplerState(
DWORD Sampler,
D3DSAMPLERSTATETYPE Type,
DWORD Value
);

Parameters

Sampler
[in] The sampler stage index.
Type
[in] This parameter can be any member of the D3DSAMPLERSTATETYPE enumerated type.
Value
[in] State value to set. The meaning of this value is determined by the Type parameter.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

參數Type屬于D3DSAMPLERSTATETYPE類型,用來指定對哪種紋理采樣屬性賦值。

D3DSAMPLERSTATETYPE

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;

Constants

D3DSAMP_ADDRESSU
Texture-address mode for the u coordinate. The default is D3DTADDRESS_WRAP. For more information, see D3DTEXTUREADDRESS.
D3DSAMP_ADDRESSV
Texture-address mode for the v coordinate. The default is D3DTADDRESS_WRAP. For more information, see D3DTEXTUREADDRESS.
D3DSAMP_ADDRESSW
Texture-address mode for the w coordinate. The default is D3DTADDRESS_WRAP. For more information, see D3DTEXTUREADDRESS.
D3DSAMP_BORDERCOLOR
Border color or type D3DCOLOR. The default color is 0x00000000.
D3DSAMP_MAGFILTER
Magnification filter of type D3DTEXTUREFILTERTYPE. The default value is D3DTEXF_POINT.
D3DSAMP_MINFILTER
Minification filter of type D3DTEXTUREFILTERTYPE. The default value is D3DTEXF_POINT.
D3DSAMP_MIPFILTER
Mipmap filter to use during minification. See D3DTEXTUREFILTERTYPE. The default value is D3DTEXF_NONE.
D3DSAMP_MIPMAPLODBIAS
Mipmap level-of-detail bias. The default value is zero.
D3DSAMP_MAXMIPLEVEL
level-of-detail index of largest map to use. Values range from 0 to (n - 1) where 0 is the largest. The default value is zero.
D3DSAMP_MAXANISOTROPY
DWORD maximum anisotropy. The default value is 1.
D3DSAMP_SRGBTEXTURE
Gamma correction value. The default value is 0, which means gamma is 1.0 and no correction is required. Otherwise, this value means that the sampler should assume gamma of 2.2 on the content and convert it to linear (gamma 1.0) before presenting it to the pixel shader.
D3DSAMP_ELEMENTINDEX
When a multielement texture is assigned to the sampler, this indicates which element index to use. The default value is 0.
D3DSAMP_DMAPOFFSET
Vertex offset in the presampled displacement map. This is a constant used by the tessellator, its default value is 0.
D3DSAMP_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

其中,D3DSAMP_MAGFILTER、D3DSAMP_MINFILTER、D3DSAMP_MIPFILTER、D3DSAMP_MIPMAPLODBIAS、D3DSAMP_MAXMIPLEVEL和D3DSAMP_MAXANISOTROPY用來控制紋理過濾方式。

D3DTEXTUREFILTERTYPE

Defines texture filtering modes for a texture stage.

typedef enum D3DTEXTUREFILTERTYPE
{
D3DTEXF_NONE = 0,
D3DTEXF_POINT = 1,
D3DTEXF_LINEAR = 2,
D3DTEXF_ANISOTROPIC = 3,
D3DTEXF_PYRAMIDALQUAD = 6,
D3DTEXF_GAUSSIANQUAD = 7,
D3DTEXF_CONVOLUTIONMONO = 8,
D3DTEXF_FORCE_DWORD = 0x7fffffff,
} D3DTEXTUREFILTERTYPE, *LPD3DTEXTUREFILTERTYPE;

Constants

D3DTEXF_NONE
Mipmapping disabled. The rasterizer should use the magnification filter instead.
D3DTEXF_POINT
Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter to be used between mipmap levels is nearest-point mipmap filtering. The rasterizer uses the color from the texel of the nearest mipmap texture.
D3DTEXF_LINEAR
Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2 x 2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer linearly interpolates pixel color, using the texels of the two nearest mipmap textures.
D3DTEXF_ANISOTROPIC
Anisotropic texture filtering used as a texture magnification or minification filter. Compensates for distortion caused by the difference in angle between the texture polygon and the plane of the screen.
D3DTEXF_PYRAMIDALQUAD
A 4-sample tent filter used as a texture magnification or minification filter.
D3DTEXF_GAUSSIANQUAD
A 4-sample Gaussian filter used as a texture magnification or minification filter.
D3DTEXF_CONVOLUTIONMONO
Convolution filter for monochrome textures. See D3DFMT_A1.
Differences between Direct3D 9 and Direct3D 9Ex:

This flag is available in Direct3D 9Ex only.

D3DTEXF_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

To check if a format supports texture filter types other than D3DTEXF_POINT (which is always supported), call IDirect3D9::CheckDeviceFormat with D3DUSAGE_QUERY_FILTER.

Set a texture stage's magnification filter by calling IDirect3DDevice9::SetSamplerState with the D3DSAMP_MAGFILTER value as the second parameter and one member of this enumeration as the third parameter.

Set a texture stage's minification filter by calling IDirect3DDevice9::SetSamplerState with the D3DSAMP_MINFILTER value as the second parameter and one member of this enumeration as the third parameter.

Set the texture filter to use between-mipmap levels by calling IDirect3DDevice9::SetSamplerState with the D3DSAMP_MIPFILTER value as the second parameter and one member of this enumeration as the third parameter.

Not all valid filtering modes for a device will apply to volume maps. In general, D3DTEXF_POINT and D3DTEXF_LINEAR magnification filters will be supported for volume maps. If D3DPTEXTURECAPS_MIPVOLUMEMAP is set, then the D3DTEXF_POINT mipmap filter and D3DTEXF_POINT and D3DTEXF_LINEAR minification filters will be supported for volume maps. The device may or may not support the D3DTEXF_LINEAR mipmap filter for volume maps. Devices that support anisotropic filtering for 2D maps do not necessarily support anisotropic filtering for volume maps. However, applications that enable anisotropic filtering will receive the best available filtering (probably linear) if anisotropic filtering is not supported.

Unsigned Formats

Data in an unsigned format must be positive. Unsigned formats use combinations of (R)ed, (G)reen, (B)lue, (A)lpha, (L)uminance, and (P)alette data. Palette data is also referred to as color indexed data because the data is used to index a color palette.

Unsigned format flags Value Format
D3DFMT_R8G8B8 20 24-bit RGB pixel format with 8 bits per channel.
D3DFMT_A8R8G8B8 21 32-bit ARGB pixel format with alpha, using 8 bits per channel.
D3DFMT_X8R8G8B8 22 32-bit RGB pixel format, where 8 bits are reserved for each color.
D3DFMT_R5G6B5 23 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue.
D3DFMT_X1R5G5B5 24 16-bit pixel format where 5 bits are reserved for each color.
D3DFMT_A1R5G5B5 25 16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha.
D3DFMT_A4R4G4B4 26 16-bit ARGB pixel format with 4 bits for each channel.
D3DFMT_R3G3B2 27 8-bit RGB texture format using 3 bits for red, 3 bits for green, and 2 bits for blue.
D3DFMT_A8 28 8-bit alpha only.
D3DFMT_A8R3G3B2 29 16-bit ARGB texture format using 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue.
D3DFMT_X4R4G4B4 30 16-bit RGB pixel format using 4 bits for each color.
D3DFMT_A2B10G10R10 31 32-bit pixel format using 10 bits for each color and 2 bits for alpha.
D3DFMT_A8B8G8R8 32 32-bit ARGB pixel format with alpha, using 8 bits per channel.
D3DFMT_X8B8G8R8 33 32-bit RGB pixel format, where 8 bits are reserved for each color.
D3DFMT_G16R16 34 32-bit pixel format using 16 bits each for green and red.
D3DFMT_A2R10G10B10 35 32-bit pixel format using 10 bits each for red, green, and blue, and 2 bits for alpha.
D3DFMT_A16B16G16R16 36 64-bit pixel format using 16 bits for each component.
D3DFMT_A8P8 40 8-bit color indexed with 8 bits of alpha.
D3DFMT_P8 41 8-bit color indexed.
D3DFMT_L8 50 8-bit luminance only.
D3DFMT_L16 81 16-bit luminance only.
D3DFMT_A8L8 51 16-bit using 8 bits each for alpha and luminance.
D3DFMT_A4L4 52 8-bit using 4 bits each for alpha and luminance.
D3DFMT_A1 118 1-bit monochrome.
Differences between Direct3D 9 and Direct3D 9Ex:

This flag is available in Direct3D 9Ex only.

D3DFMT_BINARYBUFFER 199 Binary format indicating that the data has no inherent type.
Differences between Direct3D 9 and Direct3D 9Ex:

This flag is available in Direct3D 9Ex only.


posted on 2008-05-07 08:16 lovedday 閱讀(2921) 評論(1)  編輯 收藏 引用

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