3D系列4.3 带纹理的地形

我们要在整个地形上覆盖一张草地的纹理,这张纹理会以镜像模式在地形上平铺。首先需要一张草地纹理,所以在项目中添加这个变量:

Texture2D grassTexture; 

创建一个小方法加载纹理:

private void LoadTextures() 
{
    grassTexture = Content.Load<Texture2D>("grass"); 
} 

在LoadContent 方法的最后调用这个方法:

LoadTextures(); 

但这次我们不使用自定义的VertexPositionNormalColored格式,而是使用默认的VertexPositionNormalTexture格式,但不要删除这个结构,我们会在下一章进行调整。但我们需要将代码中的所有VertexPositionNormalColored替换成VertexPositionNormalTexture。

警告:不要将你的结构的名称改成VertexPositionNormalTexture,这会重写XNA的VertexPositionNormalTexture结构!

这次我们不指定顶点的颜色,而是定义纹理坐标,下面的新的SetUpTerrainVertices方法:

private VertexPositionNormalTexture[] SetUpTerrainVertices()
 {
     VertexPositionNormalTexture[] terrainVertices = new VertexPositionNormalTexture[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;
         }
     }
 
     return terrainVertices;
 }

在Draw方法中,我们需要声明使用的是Textured technique绘制地形,而不是以前的Colored technique:

effect.CurrentTechnique = effect.Techniques["Textured"]; 
effect.Parameters["xTexture"].SetValue(grassTexture); 

我们还传递了草地纹理。

当运行代码时,你可以看到地形被草地所覆盖。

程序截图

你可以做以下练习检验自己学到的东西:

下面是XNA代码,红色表示相对于上一章改变的部分:

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 VertexPositionNormalColor
     {
         public Vector3 Position;
         public Color Color;
         public Vector3 Normal;
 
         public static int SizeInBytes = 7 * 4;
         public static VertexElement[] VertexElements = new VertexElement[]
              {
                  new VertexElement( 0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0 ),
                  new VertexElement( 0, sizeof(float) * 3, VertexElementFormat.Color, VertexElementMethod.Default, VertexElementUsage.Color, 0 ),
                  new VertexElement( 0, sizeof(float) * 4, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Normal, 0 ),
              };
     }
 
     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;
 
         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();

            LoadVertices();

             LoadTextures();
         }
 
         private void LoadVertices()
         {

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


             VertexPositionNormalTexture[] terrainVertices = SetUpTerrainVertices();
             int[] terrainIndices = SetUpTerrainIndices();
             terrainVertices = CalculateNormals(terrainVertices, terrainIndices);
             CopyToTerrainBuffers(terrainVertices, terrainIndices);
             terrainVertexDeclaration = new VertexDeclaration(device, VertexPositionNormalTexture.VertexElements);
         }
 
         private void LoadTextures()
         {

            grassTexture = Content.Load<Texture2D> ("grass");        }

 
         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 VertexPositionNormalTexture[] SetUpTerrainVertices()
         {
             VertexPositionNormalTexture[] terrainVertices = new VertexPositionNormalTexture[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;
                 }
             }
 
             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 VertexPositionNormalTexture[] CalculateNormals(VertexPositionNormalTexture[] 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(VertexPositionNormalTexture[] vertices, int[] indices)
         {
             terrainVertexBuffer = new VertexBuffer(device, vertices.Length * VertexPositionNormalTexture.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;
             device.RenderState.CullMode = CullMode.None;
 
             device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
             DrawTerrain(viewMatrix);
 
             base.Draw(gameTime);
         }
 
         private void DrawTerrain(Matrix currentViewMatrix)
         {
             effect.CurrentTechnique = effect.Techniques["Textured"];
             effect.Parameters["xTexture"].SetValue(grassTexture);
 
             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, VertexPositionNormalTexture.SizeInBytes);
                 device.Indices = terrainIndexBuffer;
                 device.VertexDeclaration = terrainVertexDeclaration;
 
                 int noVertices = terrainVertexBuffer.SizeInBytes / VertexPositionNormalTexture.SizeInBytes;
                 int noTriangles = terrainIndexBuffer.SizeInBytes / sizeof(int) / 3;
                 device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, noVertices, 0, noTriangles);
 
                 pass.End();
             }
             effect.End();
         }
     }
 }

发布时间:2009/12/9 10:06:33  阅读次数:5420

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