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            天行健 君子當(dāng)自強(qiáng)而不息

            高級(jí)紋理映射技術(shù)(9)

            凹凸紋理映射

            關(guān)于凹凸映射的原理請(qǐng)參閱凹凸映射(Bump Map)實(shí)現(xiàn)原理

            凹凸紋理映射是一種紋理混合方法,它可以創(chuàng)建三維物體復(fù)雜的紋理外觀表面。普通的紋理映射只能模擬比較平滑的三維物體表面,難以顯示表面高低起伏、凹凸不平的效果。凹凸紋理映射能夠通過(guò)一張表示物體表面凹凸程度的高度圖(稱為凹凸紋理),對(duì)另一張表示物體表面環(huán)境映射的紋理圖的紋理坐標(biāo)進(jìn)行相應(yīng)的干擾,經(jīng)過(guò)干擾的紋理坐標(biāo)將應(yīng)用于環(huán)境映射,從而產(chǎn)生凹凸不平的顯示效果。凹凸紋理映射通常由三張紋理映射圖組成,第一張紋理圖表示物體表面原始紋理顏色,第二張凹凸紋理圖表示物體表面凹凸的高度起伏值,用來(lái)對(duì)下一張環(huán)境紋理圖坐標(biāo)進(jìn)行干擾,第三張紋理圖表示周圍鏡面反射或漫反射光照的環(huán)境光照映射圖。凹凸紋理映射的紋理映射流程如下圖所示:

             

            檢查硬件設(shè)備

            在使用凹凸紋理映射之前,應(yīng)查詢當(dāng)前的Direct3D設(shè)備是否支持D3DTEXOPCAPS_BUMPENVMAP或D3DTEXOPCAPS_BUMPENVMAPLUMINANCE多層紋理混合,以及當(dāng)前設(shè)備是否支持3層紋理映射。

            BOOL SupportsBumpMapping()
            {
            D3DCAPS9 d3dCaps;
            d3dDevice->GetDeviceCaps( &d3dCaps );
                // Does this device support the two bump mapping blend operations?
            if ( 0 == d3dCaps.TextureOpCaps & ( D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_BUMPENVMAPLUMINANCE ))
            return FALSE;
                // Does this device support up to three blending stages?
            if( d3dCaps.MaxTextureBlendStages < 3 )
            return FALSE;
                return TRUE;
            }

            如果當(dāng)前硬件不支持上面的任何一項(xiàng),程序框架會(huì)自動(dòng)轉(zhuǎn)而使用參考設(shè)備。

             

            凹凸紋理生成

            Direct3D的凹凸紋理被用來(lái)表示物體表面相鄰像素的高度差,它的每個(gè)紋理元素由表示水平相鄰像素高度差的Du、表示垂直相鄰像素高度差的Dv以及表示該點(diǎn)亮度的L組成(某些凹凸紋理像素格式可以不包含L)。下表列出了Direct3D支持的凹凸紋理像素格式:

            凹凸紋理像素格式 說(shuō)明
            D3DFMT_V8U8 每個(gè)像素由16位整數(shù)表示,分別由8位整數(shù)表示Du和Dv
            D3DFMT_L6V5U5 每個(gè)像素由16位整數(shù)表示,6位整數(shù)表示L,分別由5位整數(shù)表示Du和Dv
            D3DFMT_X8L8V8U8 每個(gè)像素由32位整數(shù)表示,包括8位保留位、8位L、8位Du、8位Dv
            D3DFMT_V16U16 每個(gè)像素由32位整數(shù)表示,分別由16位整數(shù)表示Du和Dv
            D3DFMT_Q8W8V8U8 每個(gè)像素由32位整數(shù)表示,分別由8位整數(shù)表示Q、W、V、U
            D3DFMT_CxV8U8 壓縮像素格式,每個(gè)像素由16位整數(shù)表示,即8位Du和8位Dv,另外C = sqrt(1 - Du2 - Dv2  )

            通常情況下,可以載入一張表示物體表面圖像高度的紋理圖,通過(guò)計(jì)算高度圖水平相鄰和垂直相鄰元素的高度差來(lái)生成凹凸紋理,也可以通過(guò)程序生成凹凸紋理,這里根據(jù)紋理圖來(lái)生成凹凸紋理,代碼如下:

            //--------------------------------------------------------------------------------------
            // Create bump texture from height map texture.
            //--------------------------------------------------------------------------------------
            HRESULT CreateBumpTexture(IDirect3DDevice9* device)
            {
            HRESULT hr;
            	D3DSURFACE_DESC surface_desc;
            g_height_map_texture->GetLevelDesc(0, &surface_desc);
            	V_RETURN(device->CreateTexture(surface_desc.Width, surface_desc.Height, 1, 0, D3DFMT_X8L8V8U8, D3DPOOL_MANAGED,
            &g_bump_map_texture, NULL));
            	D3DLOCKED_RECT locked_rect;
            g_height_map_texture->LockRect(0, &locked_rect, NULL, 0);
            	DWORD src_pitch   = (DWORD) locked_rect.Pitch;
            BYTE* src_row_top = (BYTE*) locked_rect.pBits;
            BYTE* src_row_cur = src_row_top;
            BYTE* src_row_bot = src_row_top + src_pitch * (surface_desc.Height - 1);
            	g_bump_map_texture->LockRect(0, &locked_rect, NULL, 0);
            	DWORD dest_pitch   = (DWORD) locked_rect.Pitch;
            BYTE* dest_row_top = (BYTE*) locked_rect.pBits;
            BYTE* dest_row_cur = dest_row_top;
            	// iterate through all lines
            for(DWORD y = 0; y < surface_desc.Height; y++)
            {
            BYTE* src_pixel_cur;
            BYTE* src_pixel_up;
            BYTE* src_pixel_below;
            BYTE* dest_pixel;
            		src_pixel_cur = src_row_cur;
            		if(y == 0)
            src_pixel_up = src_row_bot;
            else
            src_pixel_up = src_row_cur - src_pitch;
            		if(y == surface_desc.Height - 1)
            src_pixel_below = src_row_top;
            else
            src_pixel_below = src_row_cur + src_pitch;
            		dest_pixel = dest_row_cur;
            		// iterate through all columns in current line
            for(DWORD x = 0; x < surface_desc.Width; x++)
            {
            BYTE src_pixel_left, src_pixel_right;
            			if(x == 0)
            src_pixel_left = *(src_row_cur + (surface_desc.Width - 4));
            else
            src_pixel_left = *(src_pixel_cur - 4);
            			if(x == surface_desc.Width - 1)
            src_pixel_right = *src_row_cur;
            else
            src_pixel_right = *(src_pixel_cur + 4);
            			BYTE du = BYTE(src_pixel_left - src_pixel_right);
            BYTE dv = BYTE(src_pixel_up - src_pixel_below);
            			// the luminance bump value
            BYTE u_lumi = (*src_pixel_cur > 1) ? 63 : 127;
            			*dest_pixel++ = du;
            *dest_pixel++ = dv;
            *dest_pixel++ = u_lumi;
            *dest_pixel++ = 0;
            			// move one pixel to the right
            src_pixel_cur += 4;
            src_pixel_up += 4;
            src_pixel_below += 4;
            }
            		// move to the next line
            src_row_cur += src_pitch;
            dest_row_cur += dest_pitch;
            }
            	g_bump_map_texture->UnlockRect(0);
            g_height_map_texture->UnlockRect(0);
            	return S_OK;
            }

             

            凹凸紋理設(shè)置

            凹凸紋理映射通常使用3層紋理:物體原始紋理、由原始紋理高度圖生成的凹凸紋理、環(huán)境紋理,對(duì)應(yīng)于多層紋理混合的0、1、2層。指定當(dāng)前紋理層狀態(tài)為D3DTOP_BUMPENVMAP或D3DTOP_BUMPENVMAPLUMINANCE可設(shè)置當(dāng)前紋理層為凹凸紋理,例如:

            pd3dDevice->SetTexture(1, g_bump_map_texture);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP);

            pd3dDevice->SetTexture(1, g_bump_map_texture);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE);

            紋理狀態(tài)D3DTOP_BUMPENVMAP和D3DTOP_BUMPENVMAPLUMINANCE表示兩種不同的凹凸紋理映射方法。紋理狀態(tài)D3DTOP_BUMPENVMAPLUMINANCE表示在凹凸紋理中包含凹凸紋理亮度值L,L將與下一紋理層的紋理顏色相乘作為最后輸出的紋理顏色。紋理狀態(tài)D3DTOP_BUMPENVMAP默認(rèn)亮度值L為1,即不改變下一紋理層的紋理顏色。

            這里分別使用了3層紋理貼圖,如下所示:


            原始紋理


            原始紋理高度圖


            環(huán)境紋理貼圖

            Direct3D可設(shè)置凹凸紋理矩陣,對(duì)凹凸紋理中的每個(gè)紋理元素值(Dv、Du,即對(duì)于下一紋理層中的每個(gè)紋理坐標(biāo)的擾動(dòng)值)進(jìn)行坐標(biāo)變換:

            Du' = Du * M00 + Dv * M10

            Dv' = Dv * M01 + Dv * M11

            凹凸紋理的每個(gè)紋理元素Dv、Du與一個(gè)2 x 2的凹凸矩陣相乘,其結(jié)果Dv、Du對(duì)下一紋理層中的每個(gè)紋理元素的紋理坐標(biāo)產(chǎn)生該數(shù)值代表的坐標(biāo)擾動(dòng)。2 x 2的凹凸矩陣值可由函數(shù)IDirect3DDevice9::SetTextureStageState()設(shè)置,將它的第一個(gè)參數(shù)設(shè)置為紋理層序號(hào),第二個(gè)參數(shù)設(shè)置為D3DTSS_BUMPENVMAT00或D3DTSS_BUMPENVMAT01或D3DTSS_BUMPENVMAT10或D3DTSS_BUMPENVMAT11,分別表示凹凸矩陣的4個(gè)矩陣元素,第三個(gè)參數(shù)設(shè)置為該矩陣元素的值。紋理坐標(biāo)擾動(dòng)Dv、Du或Dv'、Du'的范圍介于-1 ~ +1之間。

            如果使用D3DTOP_BUMPENVMAPLUMINANCE計(jì)算凹凸紋理,Direct3D將使用下列方程計(jì)算凹凸紋理的亮度值L'(L'為0~255的整數(shù),它將被用來(lái)與下一紋理層的顏色相乘,作為最后輸出的紋理顏色值)。

            L' = L * S + O

            其中,L為凹凸紋理元素中的亮度L值,比例系數(shù)S和偏移系數(shù)O可改變最終的亮度值。S和O可由函數(shù)IDirect3DDevice9::SetTexureStageState()設(shè)置,將它的第一個(gè)參數(shù)設(shè)置為紋理層序號(hào),第二個(gè)參數(shù)設(shè)置為D3DTSS_BUMPENVLSCALE或D3DTSS_BUMPENVLOFFSET,分別表示凹凸紋理映射的比例系數(shù)S和偏移系數(shù)O,將第三個(gè)參數(shù)設(shè)置為相應(yīng)的系數(shù)值。

            設(shè)置凹凸紋理狀態(tài)的代碼如下所示:

            // set texture color blend method for stage 0 (base texture)

            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);

            pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
            pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

            // set texture color blend method for stage 1 (bump map texture)

            pd3dDevice->SetTexture(1, g_bump_map_texture);

            pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);

            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);

            pd3dDevice->SetTextureStageState(1, D3DTSS_BUMPENVMAT00, F2DW(0.8f));
            pd3dDevice->SetTextureStageState(1, D3DTSS_BUMPENVMAT01, F2DW(0.0f));
            pd3dDevice->SetTextureStageState(1, D3DTSS_BUMPENVMAT10, F2DW(0.0f));
            pd3dDevice->SetTextureStageState(1, D3DTSS_BUMPENVMAT11, F2DW(0.8f));

            pd3dDevice->SetTextureStageState(1, D3DTSS_BUMPENVLSCALE, F2DW(4.0f));
            pd3dDevice->SetTextureStageState(1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f));

            pd3dDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
            pd3dDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

            // set texture color blend method for stage 2 (environment map texture)

            D3DXMATRIX mat;

            mat._11 = 0.5f; mat._12 = 0.0f; mat._13 = 0.0f; mat._14 = 0.0f;
            mat._21 = 0.0f; mat._22 = -0.5f; mat._23 = 0.0f; mat._24 = 0.0f;
            mat._31 = 0.0f; mat._32 = 0.0f; mat._33 = 1.0f; mat._34 = 0.0f;
            mat._41 = 0.5f; mat._42 = 0.5f; mat._43 = 0.0f; mat._44 = 1.0f;

            pd3dDevice->SetTransform(D3DTS_TEXTURE2, &mat);

            pd3dDevice->SetTexture(2, g_env_map_texture);

            pd3dDevice->SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
            pd3dDevice->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_SPHEREMAP);
            pd3dDevice->SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_CURRENT);
            pd3dDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_ADD);

            pd3dDevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
            pd3dDevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);


            原始紋理圖


            經(jīng)過(guò)凹凸紋理映射后

             

            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(1.0f0.5f0.25f1.0f);

            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;
            IDirect3DTexture9
            **            g_mesh_textures;
            DWORD                        g_num_materials;

            IDirect3DTexture9
            *            g_env_map_texture;
            IDirect3DTexture9
            *            g_height_map_texture;
            IDirect3DTexture9
            *            g_bump_map_texture;

            inline DWORD F2DW(
            float f) { return *((DWORD*&f); }

            //--------------------------------------------------------------------------------------
            // 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;

                
            // check whether device support bump textue mapping
                if((pCaps->TextureOpCaps & (D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)) == 0)
                    
            return false;

                
            // check whether device support 3 level texture stage blend
                if(pCaps->MaxTextureBlendStages < 3)
                    
            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 bump texture from height map texture.
            //--------------------------------------------------------------------------------------
            HRESULT CreateBumpTexture(IDirect3DDevice9* device)
            {
                HRESULT hr;

                D3DSURFACE_DESC surface_desc;
                g_height_map_texture
            ->GetLevelDesc(0&surface_desc);

                V_RETURN(device
            ->CreateTexture(surface_desc.Width, surface_desc.Height, 10, D3DFMT_X8L8V8U8, D3DPOOL_MANAGED,
                                               
            &g_bump_map_texture, NULL));


                D3DLOCKED_RECT locked_rect;
                g_height_map_texture
            ->LockRect(0&locked_rect, NULL, 0);

                DWORD src_pitch   
            = (DWORD) locked_rect.Pitch;
                BYTE
            * src_row_top = (BYTE*) locked_rect.pBits;
                BYTE
            * src_row_cur = src_row_top;
                BYTE
            * src_row_bot = src_row_top + src_pitch * (surface_desc.Height - 1);

                g_bump_map_texture
            ->LockRect(0&locked_rect, NULL, 0);

                DWORD dest_pitch   
            = (DWORD) locked_rect.Pitch;
                BYTE
            * dest_row_top = (BYTE*) locked_rect.pBits;
                BYTE
            * dest_row_cur = dest_row_top;

                
            // iterate through all lines
                for(DWORD y = 0; y < surface_desc.Height; y++)
                {
                    BYTE
            * src_pixel_cur;
                    BYTE
            * src_pixel_up;
                    BYTE
            * src_pixel_below;        
                    BYTE
            * dest_pixel;

                    src_pixel_cur 
            = src_row_cur;

                    
            if(y == 0)
                        src_pixel_up 
            = src_row_bot;
                    
            else
                        src_pixel_up 
            = src_row_cur - src_pitch;

                    
            if(y == surface_desc.Height - 1)
                        src_pixel_below 
            = src_row_top;
                    
            else
                        src_pixel_below 
            = src_row_cur + src_pitch;

                    dest_pixel 
            = dest_row_cur;

                    
            // iterate through all columns in current line
                    for(DWORD x = 0; x < surface_desc.Width; x++)
                    {
                        BYTE src_pixel_left, src_pixel_right;

                        
            if(x == 0)
                            src_pixel_left 
            = *(src_row_cur + (surface_desc.Width - 4));
                        
            else
                            src_pixel_left 
            = *(src_pixel_cur - 4);

                        
            if(x == surface_desc.Width - 1)
                            src_pixel_right 
            = *src_row_cur;
                        
            else
                            src_pixel_right 
            = *(src_pixel_cur + 4);

                        BYTE du 
            = BYTE(src_pixel_left - src_pixel_right);
                        BYTE dv 
            = BYTE(src_pixel_up   - src_pixel_below);

                        
            // the luminance bump value
                        BYTE u_lumi = (*src_pixel_cur > 1? 63 : 127;

                        
            *dest_pixel++ = du;
                        
            *dest_pixel++ = dv;
                        
            *dest_pixel++ = u_lumi;
                        
            *dest_pixel++ = 0;

                        
            // move one pixel to the right
                        src_pixel_cur   += 4;
                        src_pixel_up    
            += 4;
                        src_pixel_below 
            += 4;            
                    }

                    
            // move to the next line
                    src_row_cur  += src_pitch;
                    dest_row_cur 
            += dest_pitch;
                }

                g_bump_map_texture
            ->UnlockRect(0);
                g_height_map_texture
            ->UnlockRect(0);

                
            return S_OK;
            }

            //--------------------------------------------------------------------------------------
            // Remove path from fullname, and convert filename from multibyte to wchar.
            //--------------------------------------------------------------------------------------
            void RemovePathFromFileName(LPSTR fullname, LPWSTR wfilename)
            {
                WCHAR wbuf[MAX_PATH]  
            = {0};
                MultiByteToWideChar(CP_ACP, 
            0, fullname, -1, wbuf, MAX_PATH);

                LPWSTR w_last_back_slash 
            = wcsrchr(wbuf, '\\');

                
            if(w_last_back_slash)
                    lstrcpy(wfilename, 
            ++w_last_back_slash);
                
            else
                    lstrcpy(wfilename, wbuf);
            }

            //--------------------------------------------------------------------------------------
            // 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, 
            180, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                               DEFAULT_PITCH 
            | FF_DONTCARE, L"Arial"&g_font);

                V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L
            "HeightMap.bmp"&g_height_map_texture));
                V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L
            "EnvMap.bmp",     &g_env_map_texture));
                V_RETURN(CreateBumpTexture(pd3dDevice));
                
                ID3DXBuffer
            * material_buffer;

                V_RETURN(D3DXLoadMeshFromXW(L
            "SphereEarth.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];
                g_mesh_textures  
            = new IDirect3DTexture9*[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;         

                    WCHAR wfilename[MAX_PATH];        
                    RemovePathFromFileName(xmaterials[i].pTextureFilename, wfilename);

                    g_mesh_textures[i] 
            = NULL;

                    
            if(xmaterials[i].pTextureFilename != NULL && lstrlen(wfilename) > 0)        
                        V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, wfilename, 
            &g_mesh_textures[i]));
                }

                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 - 1700);
                g_button_dlg.SetSize(
            170170);

                
            // setup view matrix

                D3DXMATRIX mat_view;
                D3DXVECTOR3 eye(
            0.0f-3.0f0.0f);
                D3DXVECTOR3  at(
            0.0f0.0f,  0.0f);
                D3DXVECTOR3  up(
            0.0f0.0f,  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, 1.0f1000.0f);
                pd3dDevice
            ->SetTransform(D3DTS_PROJECTION, &mat_proj);    

                
            // set texture color blend method for stage 0 (base texture)
                
                pd3dDevice
            ->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);        
                pd3dDevice
            ->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_SELECTARG1);        
                
                pd3dDevice
            ->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                pd3dDevice
            ->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

                
            // set texture color blend method for stage 1 (bump map texture)

                pd3dDevice
            ->SetTexture(1, g_bump_map_texture);

                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);

                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_COLOROP,           D3DTOP_BUMPENVMAPLUMINANCE);
                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_COLORARG1,       D3DTA_TEXTURE);
                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_COLORARG2,       D3DTA_CURRENT);

                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_BUMPENVMAT00,   F2DW(0.8f));
                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_BUMPENVMAT01,   F2DW(0.0f));
                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_BUMPENVMAT10,   F2DW(0.0f));
                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_BUMPENVMAT11,   F2DW(0.8f));

                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_BUMPENVLSCALE,  F2DW(4.0f));
                pd3dDevice
            ->SetTextureStageState(1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f));

                pd3dDevice
            ->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                pd3dDevice
            ->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

                
            // set texture color blend method for stage 2 (environment map texture)

                D3DXMATRIX mat;

                mat._11 
            = 0.5f; mat._12 =  0.0f; mat._13 = 0.0f; mat._14 = 0.0f
                mat._21 
            = 0.0f; mat._22 = -0.5f; mat._23 = 0.0f; mat._24 = 0.0f
                mat._31 
            = 0.0f; mat._32 =  0.0f; mat._33 = 1.0f; mat._34 = 0.0f
                mat._41 
            = 0.5f; mat._42 =  0.5f; mat._43 = 0.0f; mat._44 = 1.0f

                pd3dDevice
            ->SetTransform(D3DTS_TEXTURE2, &mat);

                pd3dDevice
            ->SetTexture(2, g_env_map_texture);

                pd3dDevice
            ->SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS,    D3DTTFF_COUNT2);
                pd3dDevice
            ->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_SPHEREMAP);
                pd3dDevice
            ->SetTextureStageState(2, D3DTSS_COLORARG1,                D3DTA_TEXTURE);
                pd3dDevice
            ->SetTextureStageState(2, D3DTSS_COLORARG2,                D3DTA_CURRENT);
                pd3dDevice
            ->SetTextureStageState(2, D3DTSS_COLOROP,                    D3DTOP_ADD);    

                pd3dDevice
            ->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                pd3dDevice
            ->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

                
            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;

                
            if(g_mesh_textures)
                {
                    
            for(DWORD i = 0; i < g_num_materials; i++)
                        release_com(g_mesh_textures[i]);

                    delete[] g_mesh_textures;
                    g_mesh_textures 
            = NULL;
                }

                release_com(g_font);
                release_com(g_mesh);
                release_com(g_env_map_texture);
                release_com(g_height_map_texture);
                release_com(g_bump_map_texture);
            }

            //--------------------------------------------------------------------------------------
            // Handle updates to the scene
            //--------------------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
            {
                D3DXMATRIX mat_world;
                D3DXMatrixRotationZ(
            &mat_world, timeGetTime()/1000.0f);
                pd3dDevice
            ->SetTransform(D3DTS_WORLD, &mat_world);
            }

            //--------------------------------------------------------------------------------------
            // 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(55);
                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(
            1.0f1.0f1.0f1.0f) );
                    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;
                }

                
            // Clear the render target and the zbuffer 
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0000), 1.0f0) );

                
            // Render the scene
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {
                    
            for(DWORD i = 0; i < g_num_materials; i++)
                    {
                        pd3dDevice
            ->SetMaterial(&g_mesh_materials[i]);
                        pd3dDevice
            ->SetTexture(0, g_mesh_textures[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 eventint 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( truetruetrue ); // Parse the command line, handle the default hotkeys, and show msgboxes
                DXUTSetCursorSettings( truetrue ); // Show the cursor and clip it when in full screen
                DXUTCreateWindow( L"Bump Texture Mapping" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480, IsDeviceAcceptable, ModifyDeviceSettings );

                
            // Start the render loop
                DXUTMainLoop();

                
            // TODO: Perform any application-level cleanup here

                
            return DXUTGetExitCode();
            }

             


            下載示例工程


            posted on 2008-05-21 21:15 lovedday 閱讀(2966) 評(píng)論(0)  編輯 收藏 引用


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