• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當(dāng)自強(qiáng)而不息

            D3D中的紋理映射(2)

            6.4 Mipmaps

            就象6.3節(jié)所說(shuō)的,在屏幕上的三角形和紋理三角形通常是不一樣大的。為了使這個(gè)大小差異變小,我們?yōu)榧y理創(chuàng)建mipmaps鏈。也就是說(shuō)將一個(gè)紋理創(chuàng)建成連續(xù)的變小的紋理,但是對(duì)它們等級(jí)進(jìn)行定制過濾,因此對(duì)我們來(lái)說(shuō)保存細(xì)節(jié)是很重要的(如圖6.4)。

            6.4.1 Mipmaps過濾器

                   mipmap過濾器是被用來(lái)控制Direct3D使用mipmaps的。設(shè)置mipmap過濾器,你可以這樣寫:

            Device->SetSamplerState(0, D3DSAMP_MIPFILTER, Filter);

            在Filter處你能用下面三個(gè)選項(xiàng)中的一個(gè):

            D3DTEXF_NONE——不使用mipmap。

            D3DTEXF_POINT——通過使用這個(gè)過濾器,Direct3D將選擇與屏幕三角形大小最接近的mipmap等級(jí)。一旦等級(jí)選定了,Direct3D就將按照指定的過濾器進(jìn)行縮小和放大過濾。

            D3DTEXF_LINEAR­­——通過使用這個(gè)過濾器,Direct3D將選擇兩個(gè)最接近的mipmap等級(jí),縮小和放大過濾每個(gè)等級(jí),然后線性聯(lián)合計(jì)算它們兩個(gè)等級(jí)來(lái)得到最終的顏色值。


            6.5 尋址模式

                   以前,我們規(guī)定紋理坐標(biāo)必須指定在[0,1]之間。從技術(shù)上來(lái)說(shuō)這是不正確的;他們能夠超出這個(gè)范圍。紋理坐標(biāo)也可以在[0,1]的范圍之外,它通過Direct3D的尋址模式來(lái)定義。這里有四種尋址模式:環(huán)繞紋理尋址模式、邊框顏色紋理尋址模式、截取紋理尋址模式、鏡像紋理尋址模式,這里分別給出了它們的示意圖6.5,6.6,6.7,6.8。

             

            在這些圖片中,紋理坐標(biāo)通過(0,0)(0,3)(3,0)(3,3)頂點(diǎn)來(lái)定義。在u軸和v軸上方塊又被分成子塊放進(jìn)3×3的矩陣中。假如,你想讓紋理按5×5的方格來(lái)平鋪,你就應(yīng)該指定環(huán)繞紋理尋址模式并且紋理坐標(biāo)應(yīng)該設(shè)置為(0,0)(0,5)(5,0)(5,5)。

            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.

                   下面的代碼片段列舉的是怎樣設(shè)置這四種尋址模式:

             

             // set wrap address mode
            if( ::GetAsyncKeyState('W'& 0x8000f )
            {
                   Device
            ->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
                   Device
            ->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
            }

            // set border color address mode
            if( ::GetAsyncKeyState('B'& 0x8000f )
            {
                   Device
            ->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
                   Device
            ->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
                   Device
            ->SetSamplerState(0, D3DSAMP_BORDERCOLOR, 0x000000ff);
            }

            // set clamp address mode
            if( ::GetAsyncKeyState('C'& 0x8000f )
            {
                   Device
            ->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
                   Device
            ->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
            }

            // set mirror address mode
            if( ::GetAsyncKeyState('M'& 0x8000f )
            {
                   Device
            ->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_MIRROR);
                   Device
            ->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_MIRROR);
            }

             

            6.6實(shí)例程序:有紋理的方塊

                   這個(gè)例子演示怎樣為方塊加上紋理以及設(shè)置一個(gè)紋理過濾器(如圖6.9)。假如你的顯卡支持,通過D3DXCreateTextureFromFile函數(shù)一個(gè)mipmap鏈將被自動(dòng)創(chuàng)建。

               圖6.9

             

            為一個(gè)場(chǎng)景增加紋理的必要步驟是:

            1. 構(gòu)造物體的頂點(diǎn)并指定紋理坐標(biāo)。

            2. 用D3DXCreateTextureFromFile函數(shù)讀取一個(gè)紋理到IDirect3DTexture9接口中。

            3. 設(shè)置縮小倍數(shù),放大倍數(shù)以及mipmap過濾器。

            4. 在你繪制一個(gè)物體前,用IDirect3DDevice9::SetTexture設(shè)置與物體關(guān)聯(lián)的紋理。


            源程序:

            /**************************************************************************************
              Renders a textured quad.  Demonstrates creating a texture, setting texture filters, 
              enabling a texture, and texture coordinates.   
             *************************************************************************************
            */

            #include 
            "d3dUtility.h"

            #pragma warning(disable : 
            4100)

            const int WIDTH  = 640;
            const int HEIGHT = 480;

            IDirect3DDevice9
            *        g_d3d_device;
            IDirect3DVertexBuffer9
            * g_quad_vb;
            IDirect3DTexture9
            *        g_d3d_texture;

            class cTextureVertex
            {
            public:
                
            float m_x,  m_y,  m_z;
                
            float m_nx, m_ny, m_nz;
                
            float m_u, m_v; // texture coordinates    

                cTextureVertex() { }

                cTextureVertex(
            float x,  float y,  float z,
                               
            float nx, float ny, float nz,
                               
            float u,  float v)
                {
                    m_x  
            = x;  m_y  = y;  m_z  = z;
                    m_nx 
            = nx; m_ny = ny; m_nz = nz;
                    m_u  
            = u;  m_v  = v;
                }    
            };

            const DWORD TEXTURE_VERTEX_FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;

            ////////////////////////////////////////////////////////////////////////////////////////////////////

            bool setup()
            {    
                
            // create the quad vertex buffer and fill it with the quad geometry
                g_d3d_device->CreateVertexBuffer(6 * sizeof(cTextureVertex), D3DUSAGE_WRITEONLY, TEXTURE_VERTEX_FVF,
                                                 D3DPOOL_MANAGED, 
            &g_quad_vb, NULL);

                cTextureVertex
            * vertices;

                g_quad_vb
            ->Lock(00, (void**)&vertices, 0);

                
            // quad built from two triangles, note texture coordinate.

                vertices[
            0= cTextureVertex(-1.0f-1.0f1.25f0.0f0.0f-1.0f0.0f1.0f);
                vertices[
            1= cTextureVertex(-1.0f,  1.0f1.25f0.0f0.0f-1.0f0.0f0.0f);
                vertices[
            2= cTextureVertex( 1.0f,  1.0f1.25f0.0f0.0f-1.0f1.0f0.0f);

                vertices[
            3= cTextureVertex(-1.0f-1.0f1.25f0.0f0.0f-1.0f0.0f1.0f);
                vertices[
            4= cTextureVertex( 1.0f,  1.0f1.25f0.0f0.0f-1.0f1.0f0.0f);
                vertices[
            5= cTextureVertex( 1.0f-1.0f1.25f0.0f0.0f-1.0f1.0f1.0f);

                g_quad_vb
            ->Unlock();

                
            // create the texture and set filters

                D3DXCreateTextureFromFile(g_d3d_device, 
            "dx5_logo.bmp"&g_d3d_texture);

                g_d3d_device
            ->SetTexture(0, g_d3d_texture);

                g_d3d_device
            ->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                g_d3d_device
            ->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
                g_d3d_device
            ->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

                
            // don't use lighting for this sample
                g_d3d_device->SetRenderState(D3DRS_LIGHTING, FALSE);

                
            // set the projection matrix
                D3DXMATRIX proj;
                D3DXMatrixPerspectiveFovLH(
            &proj, D3DX_PI * 0.5f, (float)WIDTH/HEIGHT, 1.0f1000.0f);
                g_d3d_device
            ->SetTransform(D3DTS_PROJECTION, &proj);
                
                
            return true;
            }

            void cleanup()
            {    
                safe_release
            <IDirect3DVertexBuffer9*>(g_quad_vb);
                safe_release
            <IDirect3DTexture9*>(g_d3d_texture);
            }

            bool display(float time_delta)
            {
                g_d3d_device
            ->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff1.0f0);

                g_d3d_device
            ->BeginScene();

                g_d3d_device
            ->SetStreamSource(0, g_quad_vb, 0sizeof(cTextureVertex));
                g_d3d_device
            ->SetFVF(TEXTURE_VERTEX_FVF);
                g_d3d_device
            ->DrawPrimitive(D3DPT_TRIANGLELIST, 02);
                
                g_d3d_device
            ->EndScene();

                g_d3d_device
            ->Present(NULL, NULL, NULL, NULL);

                
            return true;
            }

            LRESULT CALLBACK wnd_proc(HWND hwnd, UINT msg, WPARAM word_param, LPARAM long_param)
            {
                
            switch(msg)
                {
                
            case WM_DESTROY:
                    PostQuitMessage(
            0);
                    
            break;

                
            case WM_KEYDOWN:
                    
            if(word_param == VK_ESCAPE)
                        DestroyWindow(hwnd);
                    
            break;
                }

                
            return DefWindowProc(hwnd, msg, word_param, long_param);
            }

            int WINAPI WinMain(HINSTANCE inst, HINSTANCE, PSTR cmd_line, int cmd_show)
            {
                
            if(! init_d3d(inst, WIDTH, HEIGHT, true, D3DDEVTYPE_HAL, &g_d3d_device))
                {
                    MessageBox(NULL, 
            "init_d3d() - failed."0, MB_OK);
                    
            return 0;
                }

                
            if(! setup())
                {
                    MessageBox(NULL, 
            "Steup() - failed."0, MB_OK);
                    
            return 0;
                }

                enter_msg_loop(display);

                cleanup();
                g_d3d_device
            ->Release();

                
            return 0;
            }

            setup程序是很容易讀懂的;我們用已經(jīng)定義了紋理坐標(biāo)的兩個(gè)三角形創(chuàng)建一個(gè)方塊。然后把文件dx5_logo.bmp讀進(jìn)IDirect3DTexture9接口中。接著使用SetTexture方法賦予紋理,最后設(shè)置縮小和放大過濾器進(jìn)行線性過濾,我們也可以設(shè)置mipmap過濾器來(lái)進(jìn)行D3DTEXF_POINT。

            下載源程序


            posted on 2008-03-17 12:49 lovedday 閱讀(1244) 評(píng)論(0)  編輯 收藏 引用


            只有注冊(cè)用戶登錄后才能發(fā)表評(píng)論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


            公告

            導(dǎo)航

            統(tǒng)計(jì)

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評(píng)論

            精品久久久久久无码人妻热| 国产午夜精品久久久久九九| 伊人久久综合无码成人网 | 精品乱码久久久久久久| 狠狠色丁香婷婷久久综合不卡| 国产免费久久精品丫丫| 国产精品成人久久久| .精品久久久麻豆国产精品| 久久久WWW免费人成精品| 久久久久久久97| 综合久久久久久中文字幕亚洲国产国产综合一区首| 亚洲精品NV久久久久久久久久| 久久人爽人人爽人人片AV| 欧美日韩中文字幕久久久不卡| av无码久久久久久不卡网站| 亚洲欧美精品一区久久中文字幕| 97久久精品人人做人人爽| 久久男人Av资源网站无码软件| 亚洲va久久久久| 久久久久99精品成人片三人毛片 | 国产免费久久精品99久久| 97久久超碰国产精品旧版| 久久婷婷色综合一区二区| 亚洲国产一成久久精品国产成人综合 | 国产精品亚洲美女久久久| 国产精品一区二区久久国产| 伊人久久大香线蕉av不变影院 | 久久久久久久综合综合狠狠| 99久久精品国产综合一区| 国产精品天天影视久久综合网| 久久国产亚洲精品无码| 99久久婷婷国产综合亚洲| 精品熟女少妇av免费久久| 久久精品亚洲一区二区三区浴池| 日韩精品无码久久久久久| 久久人人爽人人爽人人片AV不| 亚洲欧洲日产国码无码久久99| 久久综合噜噜激激的五月天| 久久婷婷五月综合色奶水99啪| WWW婷婷AV久久久影片| 亚洲成色999久久网站|