3D系列4.8 绘制折射贴图

作为绘制水面的第一步,我们首先需要将折射贴图绘制在一张纹理中。水面的每个像素都需要这张贴图决定水面之下像素的颜色。

事实上,这就是将场景绘制到纹理中。但是,有可能有一些山峰会遮住我们看河流底部的视线,这意味着对这些像素我们需要采用山峰的颜色而不是河流底部的颜色。

因为我们将绘制到纹理,所以需要以下变量:

const float waterHeight = 5.0f; 
RenderTarget2D refractionRenderTarget; 
Texture2D refractionMap; 

第一行代码表示水面应该放置的高度。我们需要初始化渲染目标,所以在LoadContent方法中添加以下代码:

PresentationParameters pp = device.PresentationParameters; 
refractionRenderTarget = new RenderTarget2D(device, pp.BackBufferWidth, pp.BackBufferHeight, 1, device.DisplayMode.Format); 

我们只想绘制水面之下的东西,所以需要除去所有水面之上的东西。要做到这点,我们可以设置一个用户剪裁平面,正如其名称所表示的:它是一个平面,在这个面一侧的场景会被剪裁。本例中,我们将定义一个位于水面高度的水平面,这样在这个面之上的场景不会被绘制。

定义一个平面需要用到数学知识。最简单的方法是定义平面的法线,和平面与场景(0,0,0)位置的最短距离。本例中,我们的平面是水平的:法线就是(0,1,0) Up向量,离开(0,0,0)的距离就是水面高度。

因为地形的最低点的Y坐标为0,我们不能在Y=0的位置定义水面,否则水面会低于地形上的所有顶点。所以设为5,因为水面高度为5。

总而言之:我们需要一个位于Y=5的水平面作为剪裁平面,这样所有在这个平面之上的东西不会被绘制。

首先创建一个平面,如前所述,我们需要高度和法线方向,这足够创建一个平面:法线表示平面的朝向,高度表示离开(0,0,0)点的距离。对一个确定的法线和距离可以唯一确定一个平面。

还有一个东西需要指定:我们想剪裁位于平面之上还是之下的东西,这需要使用一个Boolean值:

private Plane CreatePlane(float height, Vector3 planeNormalDirection, Matrix currentViewMatrix, bool clipSide)
 {
     planeNormalDirection.Normalize();
     Vector4 planeCoeffs = new Vector4(planeNormalDirection, height);
     if (clipSide)
     planeCoeffs *= -1;
 }

首先归一化法线。然后创建一个平面系数,XNA可以从这个系数创建一个Plane。

注意上面的代码产生的平面与下面的代码产生的平面是相同的:

Vector4 planeCoeffs = new Vector4(-planeNormalDirection, -height); 

区别在与第一个平面之下的世界会被剪裁,而第二个平面之上的世界会被剪裁。

这就是最后两行代码的用法:如果clipSide=false,则平面之下的世界被剪裁,如果想让平面之上的世界被剪裁,只需将clipSide设为true,这会导致4个系数的正负号相反。

根据这个Vector4我们就可以创建一个Plane。但是创建一个剪裁平面时仍有一个大问题。因为所有剪裁操作都是在硬件中进行的,相对于平面的顶点已经在相机空间坐标中了。这意味着在根据系数创建平面前,需要将平面系数转换为逆相机矩阵空间。记住,这个相机矩阵是世界矩阵、视矩阵和投影矩阵的组合。

我们通过将矩阵取反获取它的逆矩阵并使用这个反矩阵的平移项。下面是代码:

Matrix worldViewProjection = currentViewMatrix * projectionMatrix; 
Matrix inverseWorldViewProjection = Matrix.Invert(worldViewProjection); 
inverseWorldViewProjection = Matrix.Transpose(inverseWorldViewProjection); 

注意:地形和水面的顶点定义在绝对世界空间中,所以我们使用Matrix.Identity作为世界矩阵,或者不设置也可以。

现在我们可以将平面系数转换到正确的空间中并创建我们的平面:

planeCoeffs = Vector4.Transform(planeCoeffs, inverseWorldViewProjection); 
Plane finalPlane = new Plane(planeCoeffs);
return finalPlane; 

准备好平面后,就可以定义一个方法DrawRefractionMap,这个方法绘制折射贴图:

private void DrawRefractionMap()
 {
     Plane refractionPlane = CreatePlane(waterHeight + 1.5f, new Vector3(0,-1,0), viewMatrix, false);
     device.ClipPlanes[0].Plane = refractionPlane;
     device.ClipPlanes[0].IsEnabled = true;
     device.SetRenderTarget(0, refractionRenderTarget);
     device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
     DrawTerrain(viewMatrix);
     device.ClipPlanes[0].IsEnabled = false;
 
     device.SetRenderTarget(0, null);
     refractionMap = refractionRenderTarget.GetTexture();
 }

首先创建一个水平面,稍稍大于waterHeight。最后一个参数表示我们只想绘制平面之下的东西。第二和第三行代码激活剪裁平面。

激活平面后,你将自定义渲染目标作为当前渲染目标并清除它。然后,将地形绘制到渲染目标(只有平面之下的部分需要绘制!),之后关闭剪裁平面并将渲染目标的内容存储到 refractionMap纹理中。

确保在Draw方法开始时调用这个方法:

DrawRefractionMap();

当运行代码时,你会获得上一章同样的结果,但折射贴图会存储在一张图像中。在DrawRefractionMap 方法最后添加以下代码:

refractionMap.Save("refractionmap.jpg", ImageFileFormat.Jpg);

这会将纹理存储在一个文件中,让你可以检查操作是否正确。别忘了在下一章移除这行代码,否则会让帧频下降。

下面是折射贴图的截图:

程序截图

你可以清楚地看到它对应水面之下的部分。现在,我们已经知道了水面之下的每个像素的颜色,下一步是反射贴图,它需要同样的剪裁平面,但使用的是另一面。

你可以做以下练习检验学到的东西:

下面是XNA代码,红色代码为相对于上一章添加的代码:

using System;
 using System.Collections.Generic;
 using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Audio;
 using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.GamerServices;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Input;
 using Microsoft.Xna.Framework.Net;
 using Microsoft.Xna.Framework.Storage;
 
 namespace XNAseries4
 {
     public struct VertexMultitextured
     {
         public Vector3 Position;
         public Vector3 Normal;
         public Vector4 TextureCoordinate;
         public Vector4 TexWeights;
 
         public static int SizeInBytes = (3 + 3 + 4 + 4) * sizeof(float);
         public static VertexElement[] VertexElements = new VertexElement[]
         {
             new VertexElement( 0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0 ),
             new VertexElement( 0, sizeof(float) * 3, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Normal, 0 ),
             new VertexElement( 0, sizeof(float) * 6, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 0 ),
             new VertexElement( 0, sizeof(float) * 10, VertexElementFormat.Vector4, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 1 ),
         };
     }
 
     public class Game1 : Microsoft.Xna.Framework.Game
     {
         GraphicsDeviceManager graphics;
         GraphicsDevice device;
 
         int terrainWidth;
         int terrainLength;
         float[,] heightData;
 
         VertexBuffer terrainVertexBuffer;
         IndexBuffer terrainIndexBuffer;
         VertexDeclaration terrainVertexDeclaration;
 
         Effect effect;
         Matrix viewMatrix;
         Matrix projectionMatrix;
 
         Vector3 cameraPosition = new Vector3(130, 30, -50);
         float leftrightRot = MathHelper.PiOver2;
         float updownRot = -MathHelper.Pi / 10.0f;
         const float rotationSpeed = 0.3f;
         const float moveSpeed = 30.0f;
         MouseState originalMouseState;
 
         Texture2D grassTexture;
         Texture2D sandTexture;
         Texture2D rockTexture;
         Texture2D snowTexture;
         Texture2D cloudMap;
         
         Model skyDome;
 
         const float waterHeight = 5.0f;        
         RenderTarget2D refractionRenderTarget;
         Texture2D refractionMap;
 
         public Game1()
         {
             graphics = new GraphicsDeviceManager(this);
             Content.RootDirectory = "Content";
         }
 
         protected override void Initialize()
         {
             graphics.PreferredBackBufferWidth = 500;
             graphics.PreferredBackBufferHeight = 500;
 
             graphics.ApplyChanges();
             Window.Title = "Riemer's XNA Tutorials -- Series 4";
 
             base.Initialize();
         }
 
         protected override void LoadContent()
         {
             device = GraphicsDevice;

            effect = Content.Load<Effect> ("Series4Effects");
            UpdateViewMatrix();
            projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.3f, 1000.0f);

            Mouse.SetPosition(device.Viewport.Width / 2, device.Viewport.Height / 2);
            originalMouseState = Mouse.GetState();


            skyDome = Content.Load<Model> ("dome");            skyDome.Meshes[0].MeshParts[0].Effect = effect.Clone(device);


             PresentationParameters pp = device.PresentationParameters;
             refractionRenderTarget = new RenderTarget2D(device, pp.BackBufferWidth, pp.BackBufferHeight, 1, device.DisplayMode.Format);
 
             LoadVertices();
             LoadTextures();
         }
 
         private void LoadVertices()
         {

            Texture2D heightMap = Content.Load<Texture2D> ("heightmap");            LoadHeightData(heightMap);

            VertexMultitextured[] terrainVertices = SetUpTerrainVertices();
            int[] terrainIndices = SetUpTerrainIndices();
            terrainVertices = CalculateNormals(terrainVertices, terrainIndices);
            CopyToTerrainBuffers(terrainVertices, terrainIndices);
            terrainVertexDeclaration = new VertexDeclaration(device, VertexMultitextured.VertexElements);
        }

        private void LoadTextures()
        {

            grassTexture = Content.Load<Texture2D> ("grass");
            sandTexture = Content.Load<Texture2D> ("sand");
            rockTexture = Content.Load<Texture2D> ("rock");
            snowTexture = Content.Load<Texture2D> ("snow");
            cloudMap = Content.Load<Texture2D> ("cloudMap");        }

        private void LoadHeightData(Texture2D heightMap)
        {
            float minimumHeight = float.MaxValue;
            float maximumHeight = float.MinValue;

            terrainWidth = heightMap.Width;
            terrainLength = heightMap.Height;

            Color[] heightMapColors = new Color[terrainWidth * terrainLength];
            heightMap.GetData(heightMapColors);

            heightData = new float[terrainWidth, terrainLength];
            for (int x = 0; x < terrainWidth; x++)
                for (int y = 0; y < terrainLength; y++)
                {
                    heightData[x, y] = heightMapColors[x + y * terrainWidth].R;
                    if (heightData[x, y] < minimumHeight) minimumHeight = heightData[x, y];
                    if (heightData[x, y] > maximumHeight) maximumHeight = heightData[x, y];
                }

            for (int x = 0; x < terrainWidth; x++)
                for (int y = 0; y < terrainLength; y++)
                    heightData[x, y] = (heightData[x, y] - minimumHeight) / (maximumHeight - minimumHeight) * 30.0f;
        }

        private VertexMultitextured[] SetUpTerrainVertices()
        {
            VertexMultitextured[] terrainVertices = new VertexMultitextured[terrainWidth * terrainLength];

            for (int x = 0; x < terrainWidth; x++)
            {
                for (int y = 0; y < terrainLength; y++)
                {
                    terrainVertices[x + y * terrainWidth].Position = new Vector3(x, heightData[x, y], -y);
                    terrainVertices[x + y * terrainWidth].TextureCoordinate.X = (float)x / 30.0f;
                    terrainVertices[x + y * terrainWidth].TextureCoordinate.Y = (float)y / 30.0f;

                    terrainVertices[x + y * terrainWidth].TexWeights.X = MathHelper.Clamp(1.0f - Math.Abs(heightData[x, y] - 0) / 8.0f, 0, 1);
                    terrainVertices[x + y * terrainWidth].TexWeights.Y = MathHelper.Clamp(1.0f - Math.Abs(heightData[x, y] - 12) / 6.0f, 0, 1);
                    terrainVertices[x + y * terrainWidth].TexWeights.Z = MathHelper.Clamp(1.0f - Math.Abs(heightData[x, y] - 20) / 6.0f, 0, 1);
                    terrainVertices[x + y * terrainWidth].TexWeights.W = MathHelper.Clamp(1.0f - Math.Abs(heightData[x, y] - 30) / 6.0f, 0, 1);

                    float total = terrainVertices[x + y * terrainWidth].TexWeights.X;
                    total += terrainVertices[x + y * terrainWidth].TexWeights.Y;
                    total += terrainVertices[x + y * terrainWidth].TexWeights.Z;
                    total += terrainVertices[x + y * terrainWidth].TexWeights.W;

                    terrainVertices[x + y * terrainWidth].TexWeights.X /= total;
                    terrainVertices[x + y * terrainWidth].TexWeights.Y /= total;
                    terrainVertices[x + y * terrainWidth].TexWeights.Z /= total;
                    terrainVertices[x + y * terrainWidth].TexWeights.W /= total;
                }
            }

            return terrainVertices;
        }

        private int[] SetUpTerrainIndices()
        {
            int[] indices = new int[(terrainWidth - 1) * (terrainLength - 1) * 6];
            int counter = 0;
            for (int y = 0; y < terrainLength - 1; y++)
            {
                for (int x = 0; x < terrainWidth - 1; x++)
                {
                    int lowerLeft = x + y * terrainWidth;
                    int lowerRight = (x + 1) + y * terrainWidth;
                    int topLeft = x + (y + 1) * terrainWidth;
                    int topRight = (x + 1) + (y + 1) * terrainWidth;

                    indices[counter++] = topLeft;
                    indices[counter++] = lowerRight;
                    indices[counter++] = lowerLeft;

                    indices[counter++] = topLeft;
                    indices[counter++] = topRight;
                    indices[counter++] = lowerRight;
                }
            }

            return indices;
        }

        private VertexMultitextured[] CalculateNormals(VertexMultitextured[] vertices, int[] indices)
        {
            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal = new Vector3(0, 0, 0);

            for (int i = 0; i < indices.Length / 3; i++)
            {
                int index1 = indices[i * 3];
                int index2 = indices[i * 3 + 1];
                int index3 = indices[i * 3 + 2];

                Vector3 side1 = vertices[index1].Position - vertices[index3].Position;
                Vector3 side2 = vertices[index1].Position - vertices[index2].Position;
                Vector3 normal = Vector3.Cross(side1, side2);

                vertices[index1].Normal += normal;
                vertices[index2].Normal += normal;
                vertices[index3].Normal += normal;
            }

            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal.Normalize();

            return vertices;
        }

        private void CopyToTerrainBuffers(VertexMultitextured[] vertices, int[] indices)
        {
            terrainVertexBuffer = new VertexBuffer(device, vertices.Length * VertexMultitextured.SizeInBytes, BufferUsage.WriteOnly);
            terrainVertexBuffer.SetData(vertices);

            terrainIndexBuffer = new IndexBuffer(device, typeof(int), indices.Length, BufferUsage.WriteOnly);
            terrainIndexBuffer.SetData(indices);
        }

        protected override void UnloadContent()
        {
        }

        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            float timeDifference = (float)gameTime.ElapsedGameTime.TotalMilliseconds / 1000.0f;
            ProcessInput(timeDifference);

            base.Update(gameTime);
        }

        private void ProcessInput(float amount)
        {
            MouseState currentMouseState = Mouse.GetState();
            if (currentMouseState != originalMouseState)
            {
                float xDifference = currentMouseState.X - originalMouseState.X;
                float yDifference = currentMouseState.Y - originalMouseState.Y;
                leftrightRot -= rotationSpeed * xDifference * amount;
                updownRot -= rotationSpeed * yDifference * amount;
                Mouse.SetPosition(device.Viewport.Width / 2, device.Viewport.Height / 2);
                UpdateViewMatrix();
            }

            Vector3 moveVector = new Vector3(0, 0, 0);
            KeyboardState keyState = Keyboard.GetState();
            if (keyState.IsKeyDown(Keys.Up) || keyState.IsKeyDown(Keys.W))
                moveVector += new Vector3(0, 0, -1);
            if (keyState.IsKeyDown(Keys.Down) || keyState.IsKeyDown(Keys.S))
                moveVector += new Vector3(0, 0, 1);
            if (keyState.IsKeyDown(Keys.Right) || keyState.IsKeyDown(Keys.D))
                moveVector += new Vector3(1, 0, 0);
            if (keyState.IsKeyDown(Keys.Left) || keyState.IsKeyDown(Keys.A))
                moveVector += new Vector3(-1, 0, 0);
            if (keyState.IsKeyDown(Keys.Q))
                moveVector += new Vector3(0, 1, 0);
            if (keyState.IsKeyDown(Keys.Z))
                moveVector += new Vector3(0, -1, 0);
            AddToCameraPosition(moveVector * amount);
        }

        private void AddToCameraPosition(Vector3 vectorToAdd)
        {
            Matrix cameraRotation = Matrix.CreateRotationX(updownRot) * Matrix.CreateRotationY(leftrightRot);
            Vector3 rotatedVector = Vector3.Transform(vectorToAdd, cameraRotation);
            cameraPosition += moveSpeed * rotatedVector;
            UpdateViewMatrix();
        }

        private void UpdateViewMatrix()
        {
            Matrix cameraRotation = Matrix.CreateRotationX(updownRot) * Matrix.CreateRotationY(leftrightRot);

            Vector3 cameraOriginalTarget = new Vector3(0, 0, -1);
            Vector3 cameraOriginalUpVector = new Vector3(0, 1, 0);

            Vector3 cameraRotatedTarget = Vector3.Transform(cameraOriginalTarget, cameraRotation);
            Vector3 cameraFinalTarget = cameraPosition + cameraRotatedTarget;

            Vector3 cameraRotatedUpVector = Vector3.Transform(cameraOriginalUpVector, cameraRotation);

            viewMatrix = Matrix.CreateLookAt(cameraPosition, cameraFinalTarget, cameraRotatedUpVector);
        }

        protected override void Draw(GameTime gameTime)
        {
            float time = (float)gameTime.TotalGameTime.TotalMilliseconds / 100.0f;


             DrawRefractionMap();
 
             device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
             DrawSkyDome(viewMatrix);
             DrawTerrain(viewMatrix);            
 
             base.Draw(gameTime);
         }
 
         private void DrawTerrain(Matrix currentViewMatrix)
         {
             effect.CurrentTechnique = effect.Techniques["MultiTextured"];
             effect.Parameters["xTexture0"].SetValue(sandTexture);
             effect.Parameters["xTexture1"].SetValue(grassTexture);
             effect.Parameters["xTexture2"].SetValue(rockTexture);
             effect.Parameters["xTexture3"].SetValue(snowTexture);
 
             Matrix worldMatrix = Matrix.Identity;
             effect.Parameters["xWorld"].SetValue(worldMatrix);
             effect.Parameters["xView"].SetValue(currentViewMatrix);
             effect.Parameters["xProjection"].SetValue(projectionMatrix);            
 
             effect.Parameters["xEnableLighting"].SetValue(true);
             effect.Parameters["xAmbient"].SetValue(0.4f);
             effect.Parameters["xLightDirection"].SetValue(new Vector3(-0.5f, -1, -0.5f));
 
             effect.Begin();
             foreach (EffectPass pass in effect.CurrentTechnique.Passes)
             {
                 pass.Begin();
 
                 device.Vertices[0].SetSource(terrainVertexBuffer, 0, VertexMultitextured.SizeInBytes);
                 device.Indices = terrainIndexBuffer;
                 device.VertexDeclaration = terrainVertexDeclaration;
 
                 int noVertices = terrainVertexBuffer.SizeInBytes / VertexMultitextured.SizeInBytes;
                 int noTriangles = terrainIndexBuffer.SizeInBytes / sizeof(int) / 3;
                 device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, noVertices, 0, noTriangles);
 
                 pass.End();
             }
             effect.End();
         }
 
         private void DrawSkyDome(Matrix currentViewMatrix)
         {
             device.RenderState.DepthBufferWriteEnable = false;
 
             Matrix[] modelTransforms = new Matrix[skyDome.Bones.Count];
             skyDome.CopyAbsoluteBoneTransformsTo(modelTransforms);
 
             Matrix wMatrix = Matrix.CreateTranslation(0, -0.3f, 0) * Matrix.CreateScale(100) * Matrix.CreateTranslation(cameraPosition);
             foreach (ModelMesh mesh in skyDome.Meshes)
             {
                 foreach (Effect currentEffect in mesh.Effects)
                 {
                     Matrix worldMatrix = modelTransforms[mesh.ParentBone.Index] * wMatrix;
                     currentEffect.CurrentTechnique = currentEffect.Techniques["Textured"];
                     currentEffect.Parameters["xWorld"].SetValue(worldMatrix);
                     currentEffect.Parameters["xView"].SetValue(currentViewMatrix);
                     currentEffect.Parameters["xProjection"].SetValue(projectionMatrix);
                     currentEffect.Parameters["xTexture"].SetValue(cloudMap);
                     currentEffect.Parameters["xEnableLighting"].SetValue(false);
                 }
                 mesh.Draw();
             }
             device.RenderState.DepthBufferWriteEnable = true;
         }
 
         private Plane CreatePlane(float height, Vector3 planeNormalDirection, Matrix currentViewMatrix, bool clipSide)
         {
             planeNormalDirection.Normalize();
             Vector4 planeCoeffs = new Vector4(planeNormalDirection, height);
             if (clipSide)
                 planeCoeffs *= -1;
 
             Matrix worldViewProjection = currentViewMatrix * projectionMatrix;
             Matrix inverseWorldViewProjection = Matrix.Invert(worldViewProjection);
             inverseWorldViewProjection = Matrix.Transpose(inverseWorldViewProjection);
 
             planeCoeffs = Vector4.Transform(planeCoeffs, inverseWorldViewProjection);
             Plane finalPlane = new Plane(planeCoeffs);
 
             return finalPlane;
         }
 
         private void DrawRefractionMap()
         {
             Plane refractionPlane = CreatePlane(waterHeight + 1.5f, new Vector3(0,-1,0), viewMatrix, false);
             device.ClipPlanes[0].Plane = refractionPlane;
             device.ClipPlanes[0].IsEnabled = true;
             device.SetRenderTarget(0, refractionRenderTarget);
             device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
             DrawTerrain(viewMatrix);
             device.ClipPlanes[0].IsEnabled = false;
 
             device.SetRenderTarget(0, null);
             refractionMap = refractionRenderTarget.GetTexture();
         }
     }
 }

发布时间:2009/12/15 13:13:21  阅读次数:5869

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