3D系列4.14 镜面高光反射-平面凹凸映射
你可以在教程6.9 添加HLSL镜面高光找到镜面高光反射的详细解释,在教程5.15 在3D世界添加水面找到平面凹凸映射的详细解释。所以,本章只简要讨论一下理论,重点放在代码的实现上。
我们的移动水面看起来很棒,但还有一个可以很容易添加的东西没有实现,水面的镜面高光。水面上一个小区域反射很强烈,这个局域附近反射阳光(或另一个光源),如下图所示:
问题是:我们如何找到这个区域内的像素?这很简单:将光线方向 (图中的左边箭头) 关于法线方向镜像,将它与eyevector (图中的右边箭头)比较。如果两者几乎相同,像素就位于镜面高光区域。那么HLSL代码如何编写?非常简单,使用reflect函数。因为我们已经定义了一个normalVector并在像素着色器中计算了eyeVector。
下面这行代码计算关于法线向量对称的光线方向:
float3 reflectionVector = -reflect(xLightDirection, normalVector);
然后,我们需要知道反射向量与eyeVector的接近程度。这可以通过计算两者的点乘获取:点乘的结果为1表示两者完全相同,为0表示两者垂直:
float specular = dot(normalize(reflectionVector), normalize(eyeVector));
因为我们只关心相似程度大于99%的向量,即只关心点乘结果大于0.95的向量。通过将这个值进行一个很高次幂的计算,这样导致只有那些非常接近于1的值才会保留(理由可参见教程6.4 在反光表面添加镜面高光和6.9 添加HLSL镜面高光):
specular = pow(specular, 256); Output.Color.rgb += specular;
最后一行代码将计算的结果添加到最终的颜色中。如果运行代码,截图如下:
看起来很好,但像一个平的盘子。这是因为水面的每个像素的法线向量都是(0,1,0)向上的,而实际上法线会被波浪扰动。在“3Dseries4.11波浪”一章中,我们已经知道凹凸贴图包含了每个像素的实际法线方向。现在,就可以用存储在凹凸贴图中的向量替换固定的(0,1,0)向量了。所以在像素着色器中找到定义normalVector的代码行,将它替换为以下代码:
float3 normalVector = (bumpColor.rbg-0.5f)*2.0f;
在“3Dseries4.11波浪”一章中已经解释过,颜色分量的值区间位于[0,1],要将它们映射到[-1,1]区间,我们需要将它们减0.5再乘以2。
当运行代码后,你可以看到如下图所示的结果。
改变normalVector向量不仅影响到高光反射,菲涅尔系数也得到了改进。
当代码运行一段时间后,你会很容易地注意到高光区域中的凹凸贴图块,这可以通过多次滚动凹凸贴图,每次使用一个不同的缩放,不同的滚动速度,并交换X和Y纹理坐标加以解决。这种做法在5.15 在3D世界添加水面中也使用过。
XNA代码没有变化,所以只列出HLSL代码,红色部分为相对于上一章改变的部分:
//---------------------------------------------------- //-- -- //-- 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 = (bumpColor.rbg-0.5f)*2.0f; 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); float3 reflectionVector = -reflect(xLightDirection, normalVector); float specular = dot(normalize(reflectionVector), normalize(eyeVector)); specular = pow(specular, 256); Output.Color.rgb += specular; return Output; } technique Water { pass Pass0 { VertexShader = compile vs_1_1 WaterVS(); PixelShader = compile ps_2_0 WaterPS(); } }
发布时间:2009/12/22 下午2:30:58 阅读次数:7391