3D系列4.11 波浪 初级凹凸映射
现在我们的水面看起来象镜子,我们需要添加一些波浪让它更真实。那应该如何做?我们使用一个非常简单的技巧而无需进行正弦和余弦的计算(波浪的数学算式)。对水面的每个像素,我们将稍微改变一些每个像素的采样位置,而不是从反射贴图的正确位置进行采样,我把这叫做纹理坐标扰动(texture coordinate perturbation)。
一种方法是将水面分割成许多小三角形,在XNA程序中每帧更新它们的纹理坐标。这对CPU来说计算量很大,几乎不可能完成。正确的方法是仍使用两个三角形,但在像素着色器中进行纹理坐标的计算。
但仍有一个问题:我们需要调整每个像素的纹理坐标多大距离?要解决这个问题,试着想象一下自然中的现象:如果无风,水面是平静的,看起来像镜子。如果有风,,水面会产生波浪,但在波浪的顶部和底部,水面是平的,因此反射仍然很完美:在每个波浪的顶部和底部扰动最小。但是,波浪的侧面肯定不是水平的,因此需要最大的扰动!
我们需要的是每个像素的平整度,为此我们将使用一张真实水面的图像。但是,我们感兴趣的并不是要图像本身,而是每个像素的平整度。这就是高度图:如果你有一张256x256的水面图像A,它的高度图B也是一张256x256的图像,每个像素的颜色表示与图像A中对应像素的颜色区别。
高度贴图是一个数学术语;在游戏中通常叫做凹凸贴图,下图是水面的凹凸贴图:
这个图像的每个像素包含三个值,一个值对应一个颜色。这三个值对应法线向量的三个分量。例如,如果一个像素对应的面是平的,法线向量指向上方。它的X和Z分量为0,Y分量为1。在颜色中,红色和绿色为0,蓝色为1,所以,整个贴图会是蓝色的。
但是,因为水面不是平的,每个像素的法线并不相同,红色和绿色通道包含法线偏离X和Z轴的大小信息。因此红色和绿色分量越大,法线离开向上方向就越远,水面就越不平。
蓝色分量只用来创建法线向量,法线需要三个分量,但本例中我们只关心水面上像素的平整度,这是使用红色和绿色分量表示的。在XNA代码中,我们无需进行太多操作:只需将凹凸贴图传递到着色器中。所以声明以下变量: Texture2D waterBumpMap; 在LoadTextures方法中加载这个纹理:
waterBumpMap = Content.Load<Texture2D> ("waterbump");
在DrawWater 方法中将它传递到着色器:
effect.Parameters["xWaterBumpMap"].SetValue(waterBumpMap);
这就是XNA代码。让我们进入HLSL部分。首先声明凹凸贴图:
Texture xWaterBumpMap; sampler WaterBumpMapSampler = sampler_state { texture = <xWaterBumpMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror; };
声明两个变量:
float xWaveLength; float xWaveHeight;
我认为它们的名称不需要进一步解释。现在开始更新着色器代码。截止上一章,我们已经定义了6个顶点的纹理坐标构成水面,现在需要这些坐标采样凹凸贴图,所以需要调整顶点输出结构和着色器让它可以传递到像素着色器:
struct WVertexToPixel { float4 Position : POSITION; float4 ReflectionMapSamplingPos : TEXCOORD1; float2 BumpMapSamplingPos : TEXCOORD2; }; ... Output.BumpMapSamplingPos = inTex/xWaveLength;
最后一行代码除以xWaveLength:这个值大会使纹理坐标小,这样凹凸贴图会扩展到一个很大的区域内。
现在看一下像素着色器。首先采样凹凸贴图:
float4 bumpColor = tex2D(WaterBumpMapSampler, PSIn.BumpMapSamplingPos);
这次,bumpColor的红色和绿色值表示采样反射贴图的坐标需要被扰动多少。所以你想让它包含范围为-1到+1之间的值。但是,颜色值范围在0和1之间!所以,在保存颜色前需要通过将值从[-1,1]区间映射到[0,1]才能创建高度图。这可以通过除2加0.5实现。例如,如果法线没有调整,X和Z分量为0,Y分量为1,当转换为颜色是为(0.5, 0.5, 1),这就是从凹凸贴图中获取的颜色。当然,我们需要将凹凸贴图中的值从[0,1]范围重新映射到[-1,1]范围:
float2 perturbation = xWaveHeight*(bumpColor.rg - 0.5f)*2.0f;
最终获取了扰动过的纹理坐标:
float2 perturbatedTexCoords = ProjectedTexCoords + perturbation;
使用这个最终的纹理坐标采样反射贴图:
Output.Color = tex2D(ReflectionSampler, perturbatedTexCoords);
这就是HLSL代码,我们要做的就是在DrawWater方法中设置2个变量:
effect.Parameters["xWaveLength"].SetValue(0.1f); effect.Parameters["xWaveHeight"].SetValue(0.3f);
运行代码后截图如下: 现在看起来像水面了。
- 试着改变xWaveLength和xWaveHeight
- 如果反射剪裁平面过高或过低会发生什么?
下面是目前为止的XNA代码,红色部分为相对上一章改变的代码:
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; VertexBuffer waterVertexBuffer; VertexDeclaration waterVertexDeclaration; Effect effect; Matrix viewMatrix; Matrix projectionMatrix; Matrix reflectionViewMatrix; 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; Texture2D waterBumpMap; Model skyDome; const float waterHeight = 5.0f; RenderTarget2D refractionRenderTarget; Texture2D refractionMap; RenderTarget2D reflectionRenderTarget; Texture2D reflectionMap; 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); reflectionRenderTarget = 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); SetUpWaterVertices(); waterVertexDeclaration = new VertexDeclaration(device, VertexPositionTexture.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"); waterBumpMap = Content.Load<Texture2D> ("waterbump"); } 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); } private void SetUpWaterVertices() { VertexPositionTexture[] waterVertices = new VertexPositionTexture[6]; waterVertices[0] = new VertexPositionTexture(new Vector3(0, waterHeight, 0), new Vector2(0, 1)); waterVertices[2] = new VertexPositionTexture(new Vector3(terrainWidth, waterHeight, -terrainLength), new Vector2(1, 0)); waterVertices[1] = new VertexPositionTexture(new Vector3(0, waterHeight, -terrainLength), new Vector2(0, 0)); waterVertices[3] = new VertexPositionTexture(new Vector3(0, waterHeight, 0), new Vector2(0, 1)); waterVertices[5] = new VertexPositionTexture(new Vector3(terrainWidth, waterHeight, 0), new Vector2(1, 1)); waterVertices[4] = new VertexPositionTexture(new Vector3(terrainWidth, waterHeight, -terrainLength), new Vector2(1, 0)); waterVertexBuffer = new VertexBuffer(device, waterVertices.Length * VertexPositionTexture.SizeInBytes, BufferUsage.WriteOnly); waterVertexBuffer.SetData(waterVertices); } 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); Vector3 reflCameraPosition = cameraPosition; reflCameraPosition.Y = -cameraPosition.Y + waterHeight * 2; Vector3 reflTargetPos = cameraFinalTarget; reflTargetPos.Y = -cameraFinalTarget.Y + waterHeight * 2; Vector3 cameraRight = Vector3.Transform(new Vector3(1, 0, 0), cameraRotation); Vector3 invUpVector = Vector3.Cross(cameraRight, reflTargetPos - reflCameraPosition); reflectionViewMatrix = Matrix.CreateLookAt(reflCameraPosition, reflTargetPos, invUpVector); } protected override void Draw(GameTime gameTime) { float time = (float)gameTime.TotalGameTime.TotalMilliseconds / 100.0f; DrawRefractionMap(); DrawReflectionMap(); device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); DrawSkyDome(viewMatrix); DrawTerrain(viewMatrix); DrawWater(time); 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(); } private void DrawReflectionMap() { Plane reflectionPlane = CreatePlane(waterHeight - 0.5f, new Vector3(0,-1,0), reflectionViewMatrix, true); device.ClipPlanes[0].Plane = reflectionPlane; device.ClipPlanes[0].IsEnabled = true; device.SetRenderTarget(0, reflectionRenderTarget); device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); DrawTerrain(reflectionViewMatrix); DrawSkyDome(reflectionViewMatrix); device.ClipPlanes[0].IsEnabled = false; device.SetRenderTarget(0, null); reflectionMap = reflectionRenderTarget.GetTexture(); } private void DrawWater(float time) { effect.CurrentTechnique = effect.Techniques["Water"]; Matrix worldMatrix = Matrix.Identity; effect.Parameters["xWorld"].SetValue(worldMatrix); effect.Parameters["xView"].SetValue(viewMatrix); effect.Parameters["xReflectionView"].SetValue(reflectionViewMatrix); effect.Parameters["xProjection"].SetValue(projectionMatrix); effect.Parameters["xReflectionMap"].SetValue(reflectionMap); effect.Parameters["xRefractionMap"].SetValue(refractionMap); effect.Parameters["xWaterBumpMap"].SetValue(waterBumpMap); effect.Parameters["xWaveLength"].SetValue(0.1f); effect.Parameters["xWaveHeight"].SetValue(0.3f); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); device.Vertices[0].SetSource(waterVertexBuffer, 0, VertexPositionTexture.SizeInBytes); device.VertexDeclaration = waterVertexDeclaration; int noVertices = waterVertexBuffer.SizeInBytes / VertexPositionTexture.SizeInBytes; device.DrawPrimitives(PrimitiveType.TriangleList, 0, noVertices / 3); pass.End(); } effect.End(); } } }
HLSL文件,红色部分为相对上一章改变的代码:
//---------------------------------------------------- //-- -- //-- www.riemers.net -- //-- Series 4: Advanced terrain -- //-- Shader code -- //-- -- //---------------------------------------------------- //------- Constants -------- float4x4 xView; float4x4 xReflectionView; float4x4 xProjection; float4x4 xWorld; float3 xLightDirection; float xAmbient; bool xEnableLighting; float xWaveLength; float xWaveHeight; //------- Texture Samplers -------- Texture xTexture; sampler TextureSampler = sampler_state { texture = <xTexture> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;};Texture xTexture0; sampler TextureSampler0 = sampler_state { texture = <xTexture0> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = wrap; AddressV = wrap;};Texture xTexture1; sampler TextureSampler1 = sampler_state { texture = <xTexture1> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = wrap; AddressV = wrap;};Texture xTexture2; sampler TextureSampler2 = sampler_state { texture = <xTexture2> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;};Texture xTexture3; sampler TextureSampler3 = sampler_state { texture = <xTexture3> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;};Texture xReflectionMap; sampler ReflectionSampler = sampler_state { texture = <xReflectionMap> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;};Texture xRefractionMap; sampler RefractionSampler = sampler_state { texture = <xRefractionMap> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;}; Texture xWaterBumpMap; sampler WaterBumpMapSampler = sampler_state { texture = <xWaterBumpMap> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;}; //------- Technique: Textured -------- struct TVertexToPixel { float4 Position : POSITION; float4 Color : COLOR0; float LightingFactor: TEXCOORD0; float2 TextureCoords: TEXCOORD1; }; struct TPixelToFrame { float4 Color : COLOR0; }; TVertexToPixel TexturedVS( float4 inPos : POSITION, float3 inNormal: NORMAL, float2 inTexCoords: TEXCOORD0) { TVertexToPixel Output = (TVertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords; float3 Normal = normalize(mul(normalize(inNormal), xWorld)); Output.LightingFactor = 1; if (xEnableLighting) Output.LightingFactor = saturate(dot(Normal, -xLightDirection)); return Output; } TPixelToFrame TexturedPS(TVertexToPixel PSIn) { TPixelToFrame Output = (TPixelToFrame)0; Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); Output.Color.rgb *= saturate(PSIn.LightingFactor + xAmbient); return Output; } technique Textured_2_0 { pass Pass0 { VertexShader = compile vs_2_0 TexturedVS(); PixelShader = compile ps_2_0 TexturedPS(); } } technique Textured { pass Pass0 { VertexShader = compile vs_1_1 TexturedVS(); PixelShader = compile ps_1_1 TexturedPS(); } } //------- Technique: Multitextured -------- struct MTVertexToPixel { float4 Position : POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float2 TextureCoords : TEXCOORD1; float4 LightDirection : TEXCOORD2; float4 TextureWeights : TEXCOORD3; float Depth : TEXCOORD4; }; struct MTPixelToFrame { float4 Color : COLOR0; }; MTVertexToPixel MultiTexturedVS( float4 inPos : POSITION, float3 inNormal: NORMAL, float2 inTexCoords: TEXCOORD0, float4 inTexWeights: TEXCOORD1) { MTVertexToPixel Output = (MTVertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.Normal = mul(normalize(inNormal), xWorld); Output.TextureCoords = inTexCoords; Output.LightDirection.xyz = -xLightDirection; Output.LightDirection.w = 1; Output.TextureWeights = inTexWeights; Output.Depth = Output.Position.z/Output.Position.w; return Output; } MTPixelToFrame MultiTexturedPS(MTVertexToPixel PSIn) { MTPixelToFrame Output = (MTPixelToFrame)0; float lightingFactor = 1; if (xEnableLighting) lightingFactor = saturate(saturate(dot(PSIn.Normal, PSIn.LightDirection)) + xAmbient); float blendDistance = 0.99f; float blendWidth = 0.005f; float blendFactor = clamp((PSIn.Depth-blendDistance)/blendWidth, 0, 1); float4 farColor; farColor = tex2D(TextureSampler0, PSIn.TextureCoords)*PSIn.TextureWeights.x; farColor += tex2D(TextureSampler1, PSIn.TextureCoords)*PSIn.TextureWeights.y; farColor += tex2D(TextureSampler2, PSIn.TextureCoords)*PSIn.TextureWeights.z; farColor += tex2D(TextureSampler3, PSIn.TextureCoords)*PSIn.TextureWeights.w; float4 nearColor; float2 nearTextureCoords = PSIn.TextureCoords*3; nearColor = tex2D(TextureSampler0, nearTextureCoords)*PSIn.TextureWeights.x; nearColor += tex2D(TextureSampler1, nearTextureCoords)*PSIn.TextureWeights.y; nearColor += tex2D(TextureSampler2, nearTextureCoords)*PSIn.TextureWeights.z; nearColor += tex2D(TextureSampler3, nearTextureCoords)*PSIn.TextureWeights.w; Output.Color = lerp(nearColor, farColor, blendFactor); Output.Color *= lightingFactor; return Output; } technique MultiTextured { pass Pass0 { VertexShader = compile vs_1_1 MultiTexturedVS(); PixelShader = compile ps_2_0 MultiTexturedPS(); } } //------- Technique: Water -------- struct WVertexToPixel { float4 Position : POSITION; float4 ReflectionMapSamplingPos : TEXCOORD1; float2 BumpMapSamplingPos : TEXCOORD2; }; struct WPixelToFrame { float4 Color : COLOR0; }; WVertexToPixel WaterVS(float4 inPos : POSITION, float2 inTex: TEXCOORD) { WVertexToPixel Output = (WVertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); float4x4 preReflectionViewProjection = mul (xReflectionView, xProjection); float4x4 preWorldReflectionViewProjection = mul (xWorld, preReflectionViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.ReflectionMapSamplingPos = mul(inPos, preWorldReflectionViewProjection); Output.BumpMapSamplingPos = inTex/xWaveLength; return Output; } WPixelToFrame WaterPS(WVertexToPixel PSIn) { WPixelToFrame Output = (WPixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords.x = PSIn.ReflectionMapSamplingPos.x/PSIn.ReflectionMapSamplingPos.w/2.0f + 0.5f; ProjectedTexCoords.y = -PSIn.ReflectionMapSamplingPos.y/PSIn.ReflectionMapSamplingPos.w/2.0f + 0.5f; float4 bumpColor = tex2D(WaterBumpMapSampler, PSIn.BumpMapSamplingPos); float2 perturbation = xWaveHeight*(bumpColor.rg - 0.5f)*2.0f; float2 perturbatedTexCoords = ProjectedTexCoords + perturbation; Output.Color = tex2D(ReflectionSampler, perturbatedTexCoords); return Output; } technique Water { pass Pass0 { VertexShader = compile vs_1_1 WaterVS(); PixelShader = compile ps_2_0 WaterPS(); } }
发布时间:2009/12/17 下午3:27:24 阅读次数:7686