3D系列4.19 渐变的天空球
现在我们已经获得了一个云层贴图,让我们编写一个technique将贴图显示在天空球上,这会产生一个渐变的天空球。
这个technique很简单。如果看一下室外,大气层的顶部的颜色要比水平面深,让我们在HLSL中实现这个效果。
通常,我们会首先定义顶点着色器和像素着色器的输出结构:
//------- Technique: SkyDome -------- struct SDVertexToPixel { float4 Position : POSITION; float2 TextureCoords : TEXCOORD0; float4 ObjectPosition : TEXCOORD1; }; struct SDPixelToFrame { float4 Color : COLOR0; };
顶点着色器需要将纹理坐标和每个顶点的位置传递到像素着色器中。顶点的位置总是保持不变的,无论对象(本例中是天空球)是否旋转、移动或缩放。这让我们可以在像素着色器中定义一个固定的渐变。
下面是顶点着色器:
SDVertexToPixel SkyDomeVS( float4 inPos : POSITION, float2 inTexCoords: TEXCOORD0) { SDVertexToPixel Output = (SDVertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords; Output. ObjectPosition = inPos; return Output; }
你可以看到初始位置和纹理坐标立即被传递到ObjectPos和TextureCoords中。因为天空盒是一个3D模型,需要被转换到2D屏幕坐标,我们通常需要WorldViewProjection 矩阵转换3D位置并将结果传递到Output.Position中。
像素着色器很简单,我本希望最后一章会更难点,但实际上却不是:
SDPixelToFrame SkyDomePS(SDVertexToPixel PSIn) { SDPixelToFrame Output = (SDPixelToFrame)0; float4 topColor = float4(0.3f, 0.3f, 0.8f, 1); float4 bottomColor = 1; float4 baseColor = lerp(bottomColor, topColor, saturate((PSIn. ObjectPosition.y)/0.4f)); float4 cloudValue = tex2D(TextureSampler, PSIn.TextureCoords).r; Output.Color = lerp(baseColor,1, cloudValue); return Output; }
你定义了2个颜色:一个是天空顶部的暗蓝色和水平面的白色。然后,基于天空球的当前像素对这两个颜色进行插值。天空球的最高点高度为Y=0.5,所以高于0.4的所有像素为暗蓝色。低于0.4的所有像素的颜色为暗蓝色和白色间的插值。最后,我们从天空纹理的对应像素中查询值,使用这个值对天空颜色和白色进行插值,将云添加到天空球中。
好了!下面只需添加technique定义:
technique SkyDome { pass Pass0 { VertexShader = compile vs_1_1 SkyDomeVS(); PixelShader = compile ps_2_0 SkyDomePS(); } }
这样就做好了改变DrawSkydome方法的准备,它现在还是使用Textured technique,我们无需改变太多,事实上,我们只需改变使用的technique名称。
currentEffect.CurrentTechnique = currentEffect.Techniques["SkyDome"];
运行代码后,你会看到系列4的最终效果。
我们在系列4中学习了第一人称相机,多纹理地形,移动的水面,billboard和perlin噪点,我希望你能学到很多东西!
最终的XNA代码如下,红色代码为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 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; VertexBuffer treeVertexBuffer; VertexDeclaration treeVertexDeclaration; Effect effect; Effect bbEffect; 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; Texture2D treeTexture; Texture2D treeMap; Model skyDome; const float waterHeight = 5.0f; RenderTarget2D refractionRenderTarget; Texture2D refractionMap; RenderTarget2D reflectionRenderTarget; Texture2D reflectionMap; RenderTarget2D cloudsRenderTarget; Texture2D cloudStaticMap; VertexPositionTexture[] fullScreenVertices; VertexDeclaration fullScreenVertexDeclaration; 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"); bbEffect = Content.Load<Effect> ("bbEffect"); 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); cloudsRenderTarget = 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); Texture2D treeMap = Content.Load<Texture2D> ("treeMap"); List<Vector3> treeList = GenerateTreePositions(treeMap, terrainVertices); CreateBillboardVerticesFromList(treeList); fullScreenVertices = SetUpFullscreenVertices(); fullScreenVertexDeclaration = 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"); treeTexture = Content.Load<Texture2D> ("tree"); treeMap = Content.Load<Texture2D> ("treeMap"); cloudStaticMap = CreateStaticMap(32); } 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); } private void CreateBillboardVerticesFromList(List<Vector3> treeList) { VertexPositionTexture[] billboardVertices = new VertexPositionTexture[treeList.Count * 6]; int i = 0; foreach (Vector3 currentV3 in treeList) { billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(0, 0)); billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(1, 0)); billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(1, 1)); billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(0, 0)); billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(1, 1)); billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(0, 1)); } treeVertexBuffer = new VertexBuffer(device, billboardVertices.Length * VertexPositionTexture.SizeInBytes, BufferUsage.WriteOnly); treeVertexBuffer.SetData(billboardVertices); treeVertexDeclaration = new VertexDeclaration(device, VertexPositionTexture.VertexElements); } private List<Vector3> GenerateTreePositions(Texture2D treeMap, VertexMultitextured[] terrainVertices) { Color[] treeMapColors = new Color[treeMap.Width * treeMap.Height]; treeMap.GetData(treeMapColors); int[,] noiseData = new int[treeMap.Width, treeMap.Height]; for (int x = 0; x < treeMap.Width; x++) for (int y = 0; y < treeMap.Height; y++) noiseData[x, y] = treeMapColors[y + x * treeMap.Height].R; List<Vector3> treeList = new List<Vector3> (); Random random = new Random(); for (int x = 0; x < terrainWidth; x++) { for (int y = 0; y < terrainLength; y++) { float terrainHeight = heightData[x, y]; if ((terrainHeight > 8) && (terrainHeight < 14)) { float flatness = Vector3.Dot(terrainVertices[x + y * terrainWidth].Normal, new Vector3(0, 1, 0)); float minFlatness = (float)Math.Cos(MathHelper.ToRadians(15)); if (flatness > minFlatness) { float relx = (float)x / (float)terrainWidth; float rely = (float)y / (float)terrainLength; float noiseValueAtCurrentPosition = noiseData[(int)(relx * treeMap.Width), (int)(rely * treeMap.Height)]; float treeDensity; if (noiseValueAtCurrentPosition > 200) treeDensity = 5; else if (noiseValueAtCurrentPosition > 150) treeDensity = 4; else if (noiseValueAtCurrentPosition > 100) treeDensity = 3; else treeDensity = 0; for (int currDetail = 0; currDetail < treeDensity; currDetail++) { float rand1 = (float)random.Next(1000) / 1000.0f; float rand2 = (float)random.Next(1000) / 1000.0f; Vector3 treePos = new Vector3((float)x - rand1, 0, -(float)y - rand2); treePos.Y = heightData[x, y]; treeList.Add(treePos); } } } } } return treeList; } private Texture2D CreateStaticMap(int resolution) { Random rand = new Random(); Color[] noisyColors = new Color[resolution * resolution]; for (int x = 0; x < resolution; x++) for (int y = 0; y < resolution; y++) noisyColors[x + y * resolution] = new Color(new Vector3((float)rand.Next(1000) / 1000.0f, 0, 0)); Texture2D noiseImage = new Texture2D(device, resolution, resolution, 1, TextureUsage.None, SurfaceFormat.Color); noiseImage.SetData(noisyColors); return noiseImage; } private VertexPositionTexture[] SetUpFullscreenVertices() { VertexPositionTexture[] vertices = new VertexPositionTexture[4]; vertices[0] = new VertexPositionTexture(new Vector3(-1, 1, 0f), new Vector2(0, 1)); vertices[1] = new VertexPositionTexture(new Vector3(1, 1, 0f), new Vector2(1, 1)); vertices[2] = new VertexPositionTexture(new Vector3(-1, -1, 0f), new Vector2(0, 0)); vertices[3] = new VertexPositionTexture(new Vector3(1, -1, 0f), new Vector2(1, 0)); return vertices; } 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(); GeneratePerlinNoise(time); device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.White, 1.0f, 0); DrawSkyDome(viewMatrix); DrawTerrain(viewMatrix); DrawWater(time); DrawBillboards(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["SkyDome"]; currentEffect.Parameters["xWorld"].SetValue(worldMatrix); currentEffect.Parameters["xView"].SetValue(currentViewMatrix); currentEffect.Parameters["xProjection"].SetValue(projectionMatrix); currentEffect.Parameters["xTexture"].SetValue(cloudMap); } 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); DrawSkyDome(reflectionViewMatrix); DrawTerrain(reflectionViewMatrix); DrawBillboards(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(); } private void DrawBillboards(Matrix currentViewMatrix) { bbEffect.CurrentTechnique = bbEffect.Techniques["CylBillboard"]; bbEffect.Parameters["xWorld"].SetValue(Matrix.Identity); bbEffect.Parameters["xView"].SetValue(currentViewMatrix); bbEffect.Parameters["xProjection"].SetValue(projectionMatrix); bbEffect.Parameters["xCamPos"].SetValue(cameraPosition); bbEffect.Parameters["xAllowedRotDir"].SetValue(new Vector3(0, 1, 0)); bbEffect.Parameters["xBillboardTexture"].SetValue(treeTexture); bbEffect.Begin(); device.Vertices[0].SetSource(treeVertexBuffer, 0, VertexPositionTexture.SizeInBytes); device.VertexDeclaration = treeVertexDeclaration; int noVertices = treeVertexBuffer.SizeInBytes / VertexPositionTexture.SizeInBytes; int noTriangles = noVertices / 3; { device.RenderState.AlphaTestEnable = true; device.RenderState.AlphaFunction = CompareFunction.GreaterEqual; device.RenderState.ReferenceAlpha = 200; bbEffect.CurrentTechnique.Passes[0].Begin(); device.DrawPrimitives(PrimitiveType.TriangleList, 0, noTriangles); bbEffect.CurrentTechnique.Passes[0].End(); } { device.RenderState.DepthBufferWriteEnable = false; device.RenderState.AlphaBlendEnable = true; device.RenderState.SourceBlend = Blend.SourceAlpha; device.RenderState.DestinationBlend = Blend.InverseSourceAlpha; device.RenderState.AlphaTestEnable = true; device.RenderState.AlphaFunction = CompareFunction.Less; device.RenderState.ReferenceAlpha = 200; bbEffect.CurrentTechnique.Passes[0].Begin(); device.DrawPrimitives(PrimitiveType.TriangleList, 0, noTriangles); bbEffect.CurrentTechnique.Passes[0].End(); } device.RenderState.AlphaBlendEnable = false; device.RenderState.DepthBufferWriteEnable = true; device.RenderState.AlphaTestEnable = false; bbEffect.End(); } private void GeneratePerlinNoise(float time) { device.SetRenderTarget(0, cloudsRenderTarget); device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); effect.CurrentTechnique = effect.Techniques["PerlinNoise"]; effect.Parameters["xTexture"].SetValue(cloudStaticMap); effect.Parameters["xOvercast"].SetValue(1.1f); effect.Parameters["xTime"].SetValue(time/1000.0f); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); device.VertexDeclaration = fullScreenVertexDeclaration; device.DrawUserPrimitives(PrimitiveType.TriangleStrip, fullScreenVertices, 0, 2); pass.End(); } effect.End(); device.SetRenderTarget(0, null); cloudMap = cloudsRenderTarget.GetTexture(); } } }
完整的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; float xOvercast; //------- 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(); } } //------- Technique: PerlinNoise -------- struct PNVertexToPixel { float4 Position : POSITION; float2 TextureCoords : TEXCOORD0; }; struct PNPixelToFrame { float4 Color : COLOR0; }; PNVertexToPixel PerlinVS(float4 inPos : POSITION, float2 inTexCoords: TEXCOORD) { PNVertexToPixel Output = (PNVertexToPixel)0; Output.Position = inPos; Output.TextureCoords = inTexCoords; return Output; } PNPixelToFrame PerlinPS(PNVertexToPixel PSIn) { PNPixelToFrame Output = (PNPixelToFrame)0; float2 move = float2(0,1); float4 perlin = tex2D(TextureSampler, (PSIn.TextureCoords)+xTime*move)/2; perlin += tex2D(TextureSampler, (PSIn.TextureCoords)*2+xTime*move)/4; perlin += tex2D(TextureSampler, (PSIn.TextureCoords)*4+xTime*move)/8; perlin += tex2D(TextureSampler, (PSIn.TextureCoords)*8+xTime*move)/16; perlin += tex2D(TextureSampler, (PSIn.TextureCoords)*16+xTime*move)/32; perlin += tex2D(TextureSampler, (PSIn.TextureCoords)*32+xTime*move)/32; Output.Color.rgb = 1.0f-pow(perlin.r, xOvercast)*2.0f; Output.Color.a =1; return Output; } technique PerlinNoise { pass Pass0 { VertexShader = compile vs_1_1 PerlinVS(); PixelShader = compile ps_2_0 PerlinPS(); } } //------- Technique: SkyDome -------- struct SDVertexToPixel { float4 Position : POSITION; float2 TextureCoords : TEXCOORD0; float4 ObjectPosition : TEXCOORD1; }; struct SDPixelToFrame { float4 Color : COLOR0; }; SDVertexToPixel SkyDomeVS( float4 inPos : POSITION, float2 inTexCoords: TEXCOORD0) { SDVertexToPixel Output = (SDVertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords; Output.ObjectPosition = inPos; return Output; } SDPixelToFrame SkyDomePS(SDVertexToPixel PSIn) { SDPixelToFrame Output = (SDPixelToFrame)0; float4 topColor = float4(0.3f, 0.3f, 0.8f, 1); float4 bottomColor = 1; float4 baseColor = lerp(bottomColor, topColor, saturate((PSIn.ObjectPosition.y)/0.4f)); float4 cloudValue = tex2D(TextureSampler, PSIn.TextureCoords).r; Output.Color = lerp(baseColor,1, cloudValue); return Output; } technique SkyDome { pass Pass0 { VertexShader = compile vs_1_1 SkyDomeVS(); PixelShader = compile ps_2_0 SkyDomePS(); } }
发布时间:2009/12/29 上午10:28:45 阅读次数:6451