DirectX11 板条箱示例Demo

板条箱Demo

1. 指定贴图坐标

GeometryGenerator::CreateBox产生箱子的贴图坐标,使得整个贴图图像都映射到箱子的每一面。为了简便起见,我们只显示前面、后面和顶面。注意这里我们省略了顶点结构的法线和切线向量的坐标。

void GeometryGe ne rator::Cre ateBox(float width, float height, float depth, 
MeshData& me shData) 
{ 
    Vertex v[24]; 
    float w2 = 0.5f*width; 
    float h2 = 0.5f*height; 
    float d2 = 0.5f*depth; 
    // Fill in the front face vertex data. 
    v[0] = Vertex(-w2, -h2, -d2, ..., 0.0f, 1.0f); 
    v[1] = Vertex(-w2, +h2, -d2, ..., 0.0f, 0.0f); 
    v[2] = Vertex(+w2, +h2, -d2, ..., 1.0f, 0.0f); 
    v[3] = Vertex(+w2, -h2, -d2, ..., 1.0f, 1.0f); 
    // Fill in the back face vertex data. 
    v[4] = Vertex(-w2, -h2, +d2, ..., 1.0f, 1.0f); 
    v[5] = Ve rte x(+w2, -h2, +d2, ..., 0.0f, 1.0f); 
    v[6] = Ve rte x(+w2, +h2, +d2, ..., 0.0f, 0.0f); 
    v[7] = Vertex(-w2, +h2, +d2, ..., 1.0f, 0.0f); 
    // Fill in the top face vertex data. 
    v[8] = Vertex(-w2, +h2, -d2, ..., 0.0f, 1.0f); 
    v[9] = Vertex(-w2, +h2, +d2, ..., 0.0f, 0.0f); 
    v[10] = Ve rte x(+w2, +h2, +d2, ..., 1.0f, 0.0f); 
    v[11] = Vertex(+w2, +h2, -d2, ..., 1.0f, 1.0f); 

2. 创建纹理

我们在初始化的时候从一个文件中创建纹理(技术上说纹理就是着色器资源视图):

// CrateApp 数据成员
ID3D11ShaderResourceView* mDiffuseMapSRV; 
bool CrateApp::Init() 
{ 
    if(!D3DApp::Init()) 
        return false; 

    // 因为输入布局依赖着色器签名,因此必须在创建输入布局之前初始化Effects对象
    Effects::InitAll(md3dDevice); 
    InputLayouts::InitAll(md3dDevice); 
    HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"Te xtures/WoodCrate01.dds ", 0, 0, &mDiffuseMapSRV, 0)); 
    BuildGeometryBuffers(); 
    return true; 
} 

3. 设置纹理

纹理数据通常在像素着色器中访问。为了像素着色器访问它,我们需要设置贴图视图(ID3D11ShaderResourceView)到.fx的Texture2D对象。

// BasicEffect成员
ID3DX11EffectShader ResourceVariable *Diffuse Map; 

// 获得指向effect文件的指针变量
Diffuse Map = mFX->GetVariableByName("gDiffuse Map")->AsShaderResource (); 
void BasicEffect::SetDiffuse Map(ID3D11Shade rResource Vie w* te x) 
{ 
    Diffuse Map->SetResource (te x); 
} 
// [.FX 代码] 
// 效果文件的贴图变量
Texture2D gDiffuseMap; 

4. 更新Basic特效文件

下面是修改后的basic.fx文件,现在支持纹理:

//=============================================================================
// Basic.fx by Frank Luna (C) 2011 All Rights Reserved.
//
// Basic effect that currently supports transformations, lighting, and texturing.
//=============================================================================

#include "LightHelper.fx"

cbuffer cbPerFrame
{
    DirectionalLight gDirLights[3];
    float3 gEyePosW;

    float  gFogStart;
    float  gFogRange;
    float4 gFogColor;
};

cbuffer cbPerObject
{
    float4x4 gWorld;
    float4x4 gWorldInvTranspose;
    float4x4 gWorldViewProj;
    float4x4 gTexTransform;
    Material gMaterial;
}; 

// Nonnumeric values cannot be added to a cbuffer.
Texture2D gDiffuseMap;

SamplerState samAnisotropic
{
    Filter = ANISOTROPIC;
    MaxAnisotropy = 4;

    AddressU = WRAP;
    AddressV = WRAP;
};

struct VertexIn
{
    float3 PosL    : POSITION;
    float3 NormalL : NORMAL;
    float2 Tex     : TEXCOORD;
};

struct VertexOut
{
    float4 PosH    : SV_POSITION;
    float3 PosW    : POSITION;
    float3 NormalW : NORMAL;
    float2 Tex     : TEXCOORD;
};

VertexOut VS(VertexIn vin)
{
    VertexOut vout;

    // Transform to world space space.
    vout.PosW    = mul(float4(vin.PosL, 1.0f), gWorld).xyz;
    vout.NormalW = mul(vin.NormalL, (float3x3)gWorldInvTranspose);

    // Transform to homogeneous clip space.
    vout.PosH = mul(float4(vin.PosL, 1.0f), gWorldViewProj);

    // Output vertex attributes for interpolation across triangle.
    vout.Tex = mul(float4(vin.Tex, 0.0f, 1.0f), gTexTransform).xy;

    return vout;
}

float4 PS(VertexOut pin, uniform int gLightCount, uniform bool gUseTexure) : SV_Target
{
    // Interpolating normal can unnormalize it, so normalize it.
    pin.NormalW = normalize(pin.NormalW);

    // The toEye vector is used in lighting.
    float3 toEye = gEyePosW - pin.PosW;

    // Cache the distance to the eye from this surface point.
    float distToEye = length(toEye); 

    // Normalize.
    toEye /= distToEye;

    // Default to multiplicative identity.
    float4 texColor = float4(1, 1, 1, 1);
    if(gUseTexure)
    {
        // Sample texture.
        texColor = gDiffuseMap.Sample( samAnisotropic, pin.Tex );
    }

    //
    // Lighting.
    //

    float4 litColor = texColor;
    if( gLightCount > 0  )
    {  
        // Start with a sum of zero. 
        float4 ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
        float4 diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
        float4 spec    = float4(0.0f, 0.0f, 0.0f, 0.0f);

        // Sum the light contribution from each light source.  
        [unroll]
        for(int i = 0; i < gLightCount; ++i)
        {
            float4 A, D, S;
            ComputeDirectionalLight(gMaterial, gDirLights[i], pin.NormalW, toEye, 
                A, D, S);

            ambient += A;
            diffuse += D;
            spec    += S;
        }

        // Modulate with late add.
        litColor = texColor*(ambient + diffuse) + spec;
    }

    // Common to take alpha from diffuse material and texture.
    litColor.a = gMaterial.Diffuse.a * texColor.a;

    return litColor;
}

technique11 Light1
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(1, false) ) );
    }
}

technique11 Light2
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(2, false) ) );
    }
}

technique11 Light3
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(3, false) ) );
    }
}

technique11 Light0Tex
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(0, true) ) );
    }
}

technique11 Light1Tex
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(1, true) ) );
    }
}

technique11 Light2Tex
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(2, true) ) );
    }
}

technique11 Light3Tex
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS(3, true) ) );
    }
}

观察Basic.fx的带有纹理和不带纹理的techniques技术,通过使用uniform参数gUseTexture实现。这样,如果我们需要渲染一些东西但不需要纹理,我们可以选择不带纹理的techniques,因此没有必要付出纹理的开销。通用我们可以选择我们使用的光源数量,所以我们不用为不需要的额外光源计算付出开销。

有一个我们没有讨论的常量缓存gTexTransform。这个遍历被用在顶点着色器的转换输入纹理坐标:

vout.Tex = mul(float4(vin.Tex, 0.0f, 1.0f), gTe xTransform).xy; 

纹理坐标是在贴图平面上2D的点。因此我们可以平移,旋转和缩放它们就像我们操作其他点一样。在这个Demo里,我们使用单位矩阵变换,使得输入纹理坐标是左边未修改的。注意变换2D贴图坐标是通过4X4矩阵的,我们将它扩大到4D向量:

vin.Tex ---> float4(vin. Tex, 0.0f, 1.0f) 

在乘法运算完成后,通过丢弃Z和W分量来使得4D向量转换回2D向量。也就是:

vout.Tex = mul(float4(vin. Te x, 0.0f, 1.0f), gTe xTransform).xy; 

5. 程序运行结果截图

完整项目源代码请自行到DirectX11龙书官网下载。

这里写图片描述

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