3D系列4.13 让水面移动添加风向
现在水面已经很漂亮了,但因为它不会移动所以还不够真实。本章会进行改进。
还记得水面的初始波浪吗?水面的凹凸贴图表示每个像素应该对反射和折射贴图的采样坐标扰动多少。
这意味着简单地平移凹凸贴图的纹理坐标就可以让水面向一个方向移动了。记住,这些纹理坐标是与覆盖整个水面的两个三角形的六个顶点联系的,所以改变这些顶点的一个方法是在XNA程序中进行,但更好的地方是在顶点着色器中,将CPU上的工作交与GPU处理。
我们需要简单地将一个xTime变量传递到着色器中,顶点着色器使用这个变量更新凹凸贴图的纹理坐标:
float xTime; float3 xWindDirection; float xWindForce;
xWindForce变量控制水波移动的速度,同时还需要控制水波的方向。在顶点着色器中添加如下代码:
float2 moveVector = float2(0, xTime*xWindForce);
Output.BumpMapSamplingPos = (inTex + moveVector)/xWaveLength;
我们沿着Y方法移动凹凸贴图,因为图像中的波浪是水平的,所以你需要垂直移动它们。移动速度取决于xWindForce的值。
当然,我们需要设置XNA-to-HLSL变量。因为在后面的章节中我们还需要风的方向移动天空,所以我把它作为类变量:
Vector3 windDirection = new Vector3(1,0,0);
在DrawWater方法中添加以下代码:
effect.Parameters["xTime"].SetValue(time); effect.Parameters["xWindForce"].SetValue(20.0f); effect.Parameters["xWindDirection"].SetValue(windDirection);
好了!运行代码你就会看到水面在移动。但是还有一个因子没法控制:风的方向,即水波的方向。我们已经定义了xWindDirection 变量,但顶点着色器中没有用到这个变量。所以在XNA程序中改变这个值不会发生冲突。
显然,你需要知道如何改变水波的方向。看一下下图:
方块表示初始纹理坐标,你也可以将它看做整个水面。红色箭头表示水面移动的方向,绿色箭头为垂直于红色箭头的方向。
看一下右图。对方块中的每个像素,我们需要获取新的X和Y纹理坐标。但它们各有一个约束条件:
- 红色箭头上的所有像素X纹理坐标相同。
- 绿色箭头上的所有像素的Y纹理坐标相同。
上面的方法只能用在正好在箭头上的像素上。但如果你理解上面两个约束条件,下面是更通用的方法:
- 对任意平行于红色箭头的直线,其上所有像素的X纹理坐标相同。
- 任意平行于绿色箭头的直线,其上所有像素的Y纹理坐标相同。
对于黑色方块中的每个像素,限定了X和Y纹理坐标。问题依然存在,所有像素的X和Y坐标是什么?
在右图中,看一下黑色方块的左上角像素。它的Y纹理坐标可以通过取红色箭头的一部分获取,用红色粗线表示。红色粗线的长度就是这个像素的Y纹理坐标。而且,长虚线上的所有像素都有相同的红色粗线,即有相同的Y纹理坐标,这符合第二个约束。
同样道理,X纹理坐标可以通过将像素投影到绿色箭头上获取,即绿色粗线段的长度。短虚线上的所有像素具有相同的X纹理坐标。
获取红色和绿色粗线的长度很容易,就是像素向量(黑色细线)和红色或绿色向量的点乘结果。
所以要获得X和Y纹理坐标,我们应该首先找到红色和绿色箭头。红色箭头是容易的,它就是xWindVariable向量的归一化。绿色箭头垂直于红色箭头和向上方向,这可以对两者进行叉乘获得:
float3 windDir = normalize(xWindDirection); float3 perpDir = cross(xWindDirection, float3(0,1,0));
然后,通过点乘像素向量和两个箭头获取纹理X和Y坐标:
float ydot = dot(inTex, xWindDirection.xz); float xdot = dot(inTex, perpDir.xz); float2 moveVector = float2(xdot, ydot);
我们获得的是修正过的纹理坐标,经过选择让水波垂直于xWindDirection。我们要做的就是增加Y纹理坐标让纹理垂直滚动,并将结果传递到像素着色器中:
moveVector.y += xTime*xWindForce; Output.BumpMapSamplingPos = moveVector/xWaveLength;
这个额外的HLSL代码让你可以完全控制水波的方向!
现在还有最后一个效果需要添加:镜面高光反射。
目前为止的XNA代码,红色部分为相对于上一章改变的代码:
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; Vector3 windDirection = new Vector3(0, 0, 1); 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.Parameters["xCamPos"].SetValue(cameraPosition); effect.Parameters["xTime"].SetValue(time); effect.Parameters["xWindForce"].SetValue(0.002f); effect.Parameters["xWindDirection"].SetValue(windDirection); 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; float3 xCamPos; float xTime; float xWindForce; float3 xWindDirection; //------- 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; float4 RefractionMapSamplingPos : TEXCOORD3; float4 Position3D : TEXCOORD4; }; 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.RefractionMapSamplingPos = mul(inPos, preWorldViewProjection); Output.Position3D = mul(inPos, xWorld); float3 windDir = normalize(xWindDirection); float3 perpDir = cross(xWindDirection, float3(0,1,0)); float ydot = dot(inTex, xWindDirection.xz); float xdot = dot(inTex, perpDir.xz); float2 moveVector = float2(xdot, ydot); moveVector.y += xTime*xWindForce; Output.BumpMapSamplingPos = moveVector/xWaveLength; return Output; } WPixelToFrame WaterPS(WVertexToPixel PSIn) { WPixelToFrame Output = (WPixelToFrame)0; float4 bumpColor = tex2D(WaterBumpMapSampler, PSIn.BumpMapSamplingPos); float2 perturbation = xWaveHeight*(bumpColor.rg - 0.5f)*2.0f; 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; float2 perturbatedTexCoords = ProjectedTexCoords + perturbation; float4 reflectiveColor = tex2D(ReflectionSampler, perturbatedTexCoords); float2 ProjectedRefrTexCoords; ProjectedRefrTexCoords.x = PSIn.RefractionMapSamplingPos.x/PSIn.RefractionMapSamplingPos.w/2.0f + 0.5f; ProjectedRefrTexCoords.y = -PSIn.RefractionMapSamplingPos.y/PSIn.RefractionMapSamplingPos.w/2.0f + 0.5f; float2 perturbatedRefrTexCoords = ProjectedRefrTexCoords + perturbation; float4 refractiveColor = tex2D(RefractionSampler, perturbatedRefrTexCoords); float3 eyeVector = normalize(xCamPos - PSIn.Position3D); float3 normalVector = float3(0,1,0); float fresnelTerm = dot(eyeVector, normalVector); float4 combinedColor = lerp(reflectiveColor, refractiveColor, fresnelTerm); float4 dullColor = float4(0.3f, 0.3f, 0.5f, 1.0f); Output.Color = lerp(combinedColor, dullColor, 0.2f); 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3:57:10 阅读次数:6763