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            天行健 君子當(dāng)自強(qiáng)而不息

            高級紋理映射技術(shù)(3)

            黑暗貼圖動(dòng)畫

            可以通過黑暗貼圖三種調(diào)制操作的切換來創(chuàng)建一個(gè)動(dòng)畫示例,代碼如下所示:

            pd3dDevice->SetTexture(0, g_base_texture);
            pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
            pd3dDevice->SetTexture(1, g_dark_texture);
            pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
            static double last_time = 0.0f;
            double interval = fTime - last_time;
            if(interval < 0.5f)
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
            else if(interval > 0.5f && interval < 1.0f)
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
            else if(interval > 1.0f && interval < 1.5f)
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE4X);
            else if(interval > 1.5f)
            last_time = fTime;

            效果如下:



             

            混合紋理與頂點(diǎn)漫反射顏色

            當(dāng)很強(qiáng)的陽光照射在物體表面上時(shí),會(huì)使它表面的顏色變得更加明亮,這可以通過將紋理與頂點(diǎn)的漫反射顏色相混合來模擬這種效果。當(dāng)一個(gè)白色材質(zhì)反射一個(gè)方向光時(shí),反射量越多,就意味著紋理顏色在最終顯示結(jié)果中所占的成分越少。因此,那些被光直接照射到表面會(huì)呈現(xiàn)出白色。示例代碼如下:

            // setup light

            ZeroMemory(&g_light, sizeof(D3DLIGHT9));

            g_light.Type = D3DLIGHT_DIRECTIONAL;
            g_light.Diffuse.r = 0.5f;
            g_light.Diffuse.g = 0.5f;
            g_light.Diffuse.b = 0.5f;

            D3DXVECTOR3 light_dir(0, 0, 10);
            D3DXVec3Normalize((D3DXVECTOR3*) &g_light.Direction, &light_dir);

            // setup material

            ZeroMemory(&g_material, sizeof(D3DMATERIAL9));

            g_material.Ambient.r = 1.0f;
            g_material.Ambient.g = 1.0f;
            g_material.Ambient.b = 1.0f;
            g_material.Ambient.a = 1.0f;
            g_material.Diffuse.r = 0.7f;
            g_material.Diffuse.g = 0.7f;
            g_material.Diffuse.b = 0.7f;
            g_material.Diffuse.a = 0.5f;

            pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
            pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0x00808080);
            pd3dDevice->SetLight(0, &g_light);
            pd3dDevice->LightEnable(0, TRUE);
            pd3dDevice->SetMaterial(&g_material);

            pd3dDevice->SetTexture(0, g_base_texture);
            pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_ADD);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);

             

            運(yùn)行效果:

            這個(gè)效果只需一次渲染,因此這里沒有多重紋理的代碼,對這段代碼的簡單描述就是"基礎(chǔ)貼圖 + 漫反射插值"。

            在固定函數(shù)流水線中有三種獲取漫反射顏色的途徑(在可編程流水線中則有更多的途徑):材質(zhì)、漫反射頂點(diǎn)顏色、鏡面反射頂點(diǎn)顏色。從何處獲取漫反射顏色取決于渲染狀態(tài)D3DRS_DIFFUSEMATERIALSOURCE的設(shè)定。例如,如果調(diào)用:

            pd3dDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);

            D3DRS_DIFFUSEMATERIALSOURCE
            Diffuse color source for lighting calculations. Valid values are members of the D3DMATERIALCOLORSOURCE enumerated type. The default value is D3DMCS_COLOR1. The value for this render state is used only if the D3DRS_COLORVERTEX render state is set to TRUE.

            D3DMATERIALCOLORSOURCE

            Defines the location at which a color or color component must be accessed for lighting calculations.

            typedef enum D3DMATERIALCOLORSOURCE
            {
            D3DMCS_MATERIAL = 0,
            D3DMCS_COLOR1 = 1,
            D3DMCS_COLOR2 = 2,
            D3DMCS_FORCE_DWORD = 0x7fffffff,
            } D3DMATERIALCOLORSOURCE, *LPD3DMATERIALCOLORSOURCE;

            Constants

            D3DMCS_MATERIAL
            Use the color from the current material.
            D3DMCS_COLOR1
            Use the diffuse vertex color.
            D3DMCS_COLOR2
            Use the specular vertex color.
            D3DMCS_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

            These flags are used to set the value of the following render states in the D3DRENDERSTATETYPE enumerated type.

            • D3DRS_AMBIENTMATERIALSOURCE
            • D3DRS_DIFFUSEMATERIALSOURCE
            • D3DRS_EMISSIVEMATERIALSOURCE
            • D3DRS_SPECULARMATERIALSOURCE


            混合黑暗貼圖與頂點(diǎn)漫反射顏色

            試想,當(dāng)你站在一間伸手不見五指的房間內(nèi),無法看清周圍的任何顏色。于是你打開燈光,突然之間物體的顏色便呈現(xiàn)了出來,就好像是被火焰點(diǎn)燃了一樣。對于這種效果,可以通過黑暗貼圖和頂點(diǎn)漫反射顏色的混合來模擬。

            先將一張紋理與一個(gè)頂點(diǎn)的漫反射顏色相混合,再將這個(gè)結(jié)果與黑暗貼圖相混合:

            pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
            pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0x0080FFFF);
            pd3dDevice->SetLight(0, &g_light);
            pd3dDevice->LightEnable(0, TRUE);
            pd3dDevice->SetMaterial(&g_material);

            pd3dDevice->SetTexture(0, g_base_texture);
            pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);

            pd3dDevice->SetTexture(1, g_dark_texture);
            pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);

            運(yùn)行效果:

            如果沒有光照,則紋理顏色會(huì)乘以0,因此就看不到墻壁紋理了,在這種情況下將只能看到第二張紋理。如果第一張紋理是不可見的,則第一階段的顏色值0與第二階段的顏色相乘的結(jié)果仍將為0(黑色)。當(dāng)沒有光照在物體的某個(gè)表面上時(shí),該面的第一張紋理顏色會(huì)減弱為黑色。當(dāng)你身處一個(gè)真正漆黑的地方時(shí),由于光照微弱,你是無法看到周圍物體的顏色的,因此上面這段代碼對于模擬這種情況非常有效。

            這個(gè)過程可以描述為"(基礎(chǔ)貼圖 x 頂點(diǎn)的漫反射顏色) x 黑暗貼圖"


            posted on 2008-05-20 13:59 lovedday 閱讀(1837) 評論(1)  編輯 收藏 引用

            評論

            # re: 高級紋理映射技術(shù)(3)[未登錄] 2013-03-16 16:10 kid

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