DirectX 10 教程9:环境光照
原文地址:Tutorial 9: Ambient Lighting(http://www.rastertek.com/dx10tut09.html)。
源代码:dx10tut09.zip。
本教程介绍如何使用环境光照。
我使用了一个例子解释环境光照。加入你在一个房间里,唯一的光源是通过窗口照射进来的太阳光。阳光并没有直接照射到房间的每个面上,但房间中的每样东西都会被散射光照亮,这种在阳光并没有直接照射在物体表面的光照效果称之为环境光照。
我们使用了一个非常简单的公式模拟环境光照,只是在像素着色器的开始将每个像素的颜色设置为环境光颜色,之后再进行其他颜色操作叠加在环境光颜色上。通过这个方法我们让每个对象至少都有环境光的颜色。
环境光照还能让3D场景更加真实。下图中的立方体只被X轴方向的漫反射光照射:

图像看起来不够真实,因为即使光照很弱,充斥在周围环境光也会让物体有一个大致的轮廓。现在,如果我们添加15%的白色环境光照,则图像如下图所示:

这样就获得了一个更加真实的光照效果。
本教程是建立在上一个漫反射光照教程的基础上的。要添加环境光分量只需做很小一点的改动。
Light.fx
//////////////////////////////////////////////////////////////////////////////// // Filename: light.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; Texture2D shaderTexture;
首先添加一个float4类型的环境光颜色变量,这样环境光就可以被这个shader之外的类进行设置。
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
///////////////////
// SAMPLE STATES //
///////////////////
SamplerState SampleType
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType LightVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3)worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
return output;
}
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 LightPixelShader(PixelInputType input) : SV_Target
{
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
我们首先将输出颜色设置为环境光颜色,这样所有像素的颜色至少会是环境光颜色。
// Set the default output color to the
ambient light value for all pixels. color = ambientColor; // Invert the light
direction for calculations. lightDir = -lightDirection; // Calculate the amount
of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir));
检查一下N与L的点乘是否大于零。如果是则将漫反射颜色加上环境光颜色,如果不是则无需加上漫反射颜色,这是因为漫反射强度可能为负值,导致会在环境光颜色中减去漫反射颜色,导致错误的光照效果。
// Set the default output color to the ambient light value for all pixels.
color = ambientColor;
// Invert the light direction for calculations.
lightDir = -lightDirection;
// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir));
if(lightIntensity > 0.0f)
{
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color += (diffuseColor * lightIntensity);
}
有可能环境光加漫反射光的值大于1,所以需要进行saturate操作。
// Saturate the final light color.
color = saturate(color);
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
color = color * textureColor;
return color;
}
////////////////////////////////////////////////////////////////////////////////
// Technique
////////////////////////////////////////////////////////////////////////////////
technique10 LightTechnique
{
pass pass0
{
SetVertexShader(CompileShader(vs_4_0, LightVertexShader()));
SetPixelShader(CompileShader(ps_4_0, LightPixelShader()));
SetGeometryShader(NULL);
}
}
Lightshaderclass.h
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d10.h>
#include <d3dx10math.h>
#include <fstream>
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightShaderClass
////////////////////////////////////////////////////////////////////////////////
class LightShaderClass
{
public:
LightShaderClass();
LightShaderClass(const LightShaderClass&);
~LightShaderClass();
bool Initialize(ID3D10Device*, HWND);
void Shutdown();
void Render(ID3D10Device*, int, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D10ShaderResourceView*, D3DXVECTOR3, D3DXVECTOR4, D3DXVECTOR4);
private:
bool InitializeShader(ID3D10Device*, HWND, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
void SetShaderParameters(D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D10ShaderResourceView*, D3DXVECTOR3, D3DXVECTOR4, D3DXVECTOR4);
void RenderShader(ID3D10Device*, int);
private:
ID3D10Effect* m_effect;
ID3D10EffectTechnique* m_technique;
ID3D10InputLayout* m_layout;
ID3D10EffectMatrixVariable* m_worldMatrixPtr;
ID3D10EffectMatrixVariable* m_viewMatrixPtr;
ID3D10EffectMatrixVariable* m_projectionMatrixPtr;
ID3D10EffectShaderResourceVariable* m_texturePtr;
ID3D10EffectVectorVariable* m_lightDirectionPtr;
LightShaderClass新添了一个指向环境光颜色的私有指针。
ID3D10EffectVectorVariable* m_ambientColorPtr; ID3D10EffectVectorVariable* m_diffuseColorPtr; }; #endif
Lightshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "lightshaderclass.h"
LightShaderClass::LightShaderClass()
{
m_effect = 0;
m_technique = 0;
m_layout = 0;
m_worldMatrixPtr = 0;
m_viewMatrixPtr = 0;
m_projectionMatrixPtr = 0;
m_texturePtr = 0;
m_lightDirectionPtr = 0;
在构造函数中将ambient light指针设置为null。
m_ambientColorPtr = 0;
m_diffuseColorPtr = 0;
}
LightShaderClass::LightShaderClass(const LightShaderClass& other)
{
}
LightShaderClass::~LightShaderClass()
{
}
bool LightShaderClass::Initialize(ID3D10Device* device, HWND hwnd)
{
bool result;
// Initialize the shader that will be used to draw the triangle.
result = InitializeShader(device, hwnd, L"../Engine/light.fx");
if(!result)
{
return false;
}
return true;
}
void LightShaderClass::Shutdown()
{
// Shutdown the shader effect.
ShutdownShader();
return;
}
Render方法的参数中新包含了环境光颜色,它会被传递到shader中进行设置。
void LightShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix,
ID3D10ShaderResourceView* texture, D3DXVECTOR3 lightDirection, D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor)
{
// Set the shader parameters that it will use for rendering.
SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor);
// Now render the prepared buffers with the shader.
RenderShader(device, indexCount);
return;
}
bool LightShaderClass::InitializeShader(ID3D10Device* device, HWND hwnd, WCHAR* filename)
{
HRESULT result;
ID3D10Blob* errorMessage;
D3D10_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D10_PASS_DESC passDesc;
// Initialize the error message.
errorMessage = 0;
// Load the shader in from the file.
result = D3DX10CreateEffectFromFile(filename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
device, NULL, NULL, &m_effect, &errorMessage, NULL);
if(FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if(errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, filename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
{
MessageBox(hwnd, filename, L"Missing Shader File", MB_OK);
}
return false;
}
// Get a pointer to the technique inside the shader.
m_technique = m_effect->GetTechniqueByName("LightTechnique");
if(!m_technique)
{
return false;
}
// Now setup the layout of the data that goes into the shader.
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "TEXCOORD";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D10_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
polygonLayout[2].SemanticName = "NORMAL";
polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[2].InputSlot = 0;
polygonLayout[2].AlignedByteOffset = D3D10_APPEND_ALIGNED_ELEMENT;
polygonLayout[2].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
polygonLayout[2].InstanceDataStepRate = 0;
// Get a count of the elements in the layout.
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
// Get the description of the first pass described in the shader technique.
m_technique->GetPassByIndex(0)->GetDesc(&passDesc);
// Create the input layout.
result = device->CreateInputLayout(polygonLayout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &m_layout);
if(FAILED(result))
{
return false;
}
// Get pointers to the three matrices inside the shader so we can update them from this class.
m_worldMatrixPtr = m_effect->GetVariableByName("worldMatrix")->AsMatrix();
m_viewMatrixPtr = m_effect->GetVariableByName("viewMatrix")->AsMatrix();
m_projectionMatrixPtr = m_effect->GetVariableByName("projectionMatrix")->AsMatrix();
// Get pointer to the texture resource inside the shader.
m_texturePtr = m_effect->GetVariableByName("shaderTexture")->AsShaderResource();
// Get pointers to the light direction and diffuse color variables inside the shader.
m_lightDirectionPtr = m_effect->GetVariableByName("lightDirection")->AsVector();
新的环境光指针被设置到shader中的环境光颜色变量。
m_ambientColorPtr = m_effect->GetVariableByName("ambientColor")->AsVector();
m_diffuseColorPtr = m_effect->GetVariableByName("diffuseColor")->AsVector();
return true;
}
void LightShaderClass::ShutdownShader()
{
// Release the light pointers.
m_lightDirectionPtr = 0;
在ShutdownShader方法中释放环境光指针。
m_ambientColorPtr = 0;
m_diffuseColorPtr = 0;
// Release the pointer to the texture in the shader file.
m_texturePtr = 0;
// Release the pointers to the matrices inside the shader.
m_worldMatrixPtr = 0;
m_viewMatrixPtr = 0;
m_projectionMatrixPtr = 0;
// Release the pointer to the shader layout.
if(m_layout)
{
m_layout->Release();
m_layout = 0;
}
// Release the pointer to the shader technique.
m_technique = 0;
// Release the pointer to the shader.
if(m_effect)
{
m_effect->Release();
m_effect = 0;
}
return;
}
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long bufferSize, i;
ofstream fout;
// Get a pointer to the error message text buffer.
compileErrors = (char*)(errorMessage->GetBufferPointer());
// Get the length of the message.
bufferSize = errorMessage->GetBufferSize();
// Open a file to write the error message to.
fout.open("shader-error.txt");
// Write out the error message.
for(i=0; i<bufferSize; i++)
{
fout << compileErrors[i];
}
// Close the file.
fout.close();
// Release the error message.
errorMessage->Release();
errorMessage = 0;
// Pop a message up on the screen to notify the user to check the text file for compile errors.
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
return;
}
void LightShaderClass::SetShaderParameters(D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix,
ID3D10ShaderResourceView* texture, D3DXVECTOR3 lightDirection, D3DXVECTOR4 ambientColor,
D3DXVECTOR4 diffuseColor)
{
// Set the world matrix variable inside the shader.
m_worldMatrixPtr->SetMatrix((float*)&worldMatrix);
// Set the view matrix variable inside the shader.
m_viewMatrixPtr->SetMatrix((float*)&viewMatrix);
// Set the projection matrix variable inside the shader.
m_projectionMatrixPtr->SetMatrix((float*)&projectionMatrix);
// Bind the texture.
m_texturePtr->SetResource(texture);
// Set the direction of the light inside the shader.
m_lightDirectionPtr->SetFloatVector((float*)&lightDirection);
// Set the ambient color of the light.
m_ambientColorPtr->SetFloatVector((float*)&ambientColor);
// Set the diffuse color of the light inside the shader.
m_diffuseColorPtr->SetFloatVector((float*)&diffuseColor);
return;
}
void LightShaderClass::RenderShader(ID3D10Device* device, int indexCount)
{
D3D10_TECHNIQUE_DESC techniqueDesc;
unsigned int i;
// Set the input layout.
device->IASetInputLayout(m_layout);
// Get the description structure of the technique from inside the shader so it can be used for rendering.
m_technique->GetDesc(&techniqueDesc);
// Go through each pass in the technique (should be just one currently) and render the triangles.
for(i=0; i<techniqueDesc.Passes; ++i)
{
m_technique->GetPassByIndex(i)->Apply(0);
device->DrawIndexed(indexCount, 0, 0);
}
return;
}
Lightclass.h
LightClass中新添了一个环境光分量及其对应的辅助函数。
////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTCLASS_H_
#define _LIGHTCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3dx10math.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: LightClass
////////////////////////////////////////////////////////////////////////////////
class LightClass
{
public:
LightClass();
LightClass(const LightClass&);
~LightClass();
void SetAmbientColor(float, float, float, float);
void SetDiffuseColor(float, float, float, float);
void SetDirection(float, float, float);
D3DXVECTOR4 GetAmbientColor();
D3DXVECTOR4 GetDiffuseColor();
D3DXVECTOR3 GetDirection();
private:
D3DXVECTOR4 m_ambientColor;
D3DXVECTOR4 m_diffuseColor;
D3DXVECTOR3 m_direction;
};
#endif
Lightclass.cpp
////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "lightclass.h"
LightClass::LightClass()
{
}
LightClass::LightClass(const LightClass& other)
{
}
LightClass::~LightClass()
{
}
void LightClass::SetAmbientColor(float red, float green, float blue, float alpha)
{
m_ambientColor = D3DXVECTOR4(red, green, blue, alpha);
return;
}
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
{
m_diffuseColor = D3DXVECTOR4(red, green, blue, alpha);
return;
}
void LightClass::SetDirection(float x, float y, float z)
{
m_direction = D3DXVECTOR3(x, y, z);
return;
}
D3DXVECTOR4 LightClass::GetAmbientColor()
{
return m_ambientColor;
}
D3DXVECTOR4 LightClass::GetDiffuseColor()
{
return m_diffuseColor;
}
D3DXVECTOR3 LightClass::GetDirection()
{
return m_direction;
}
Graphicsclass.h
GraphicsClass的头文件保持不变。
////////////////////////////////////////////////////////////////////////////////
// Filename: graphicsclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _GRAPHICSCLASS_H_
#define _GRAPHICSCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "cameraclass.h"
#include "modelclass.h"
#include "lightshaderclass.h"
#include "lightclass.h"
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = true;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.1f;
////////////////////////////////////////////////////////////////////////////////
// Class name: GraphicsClass
////////////////////////////////////////////////////////////////////////////////
class GraphicsClass
{
public:
GraphicsClass();
GraphicsClass(const GraphicsClass&);
~GraphicsClass();
bool Initialize(int, int, HWND);
void Shutdown();
bool Frame();
private:
bool Render(float);
private:
D3DClass* m_D3D;
CameraClass* m_Camera;
ModelClass* m_Model;
LightShaderClass* m_LightShader;
LightClass* m_Light;
};
#endif
Graphicsclass.cpp
////////////////////////////////////////////////////////////////////////////////
// Filename: graphicsclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "graphicsclass.h"
GraphicsClass::GraphicsClass()
{
m_D3D = 0;
m_Camera = 0;
m_Model = 0;
m_LightShader = 0;
m_Light = 0;
}
GraphicsClass::GraphicsClass(const GraphicsClass& other)
{
}
GraphicsClass::~GraphicsClass()
{
}
bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
bool result;
// Create the Direct3D object.
m_D3D = new D3DClass;
if(!m_D3D)
{
return false;
}
// Initialize the Direct3D object.
result = m_D3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
if(!result)
{
MessageBox(hwnd, L"Could not initialize Direct3D.", L"Error", MB_OK);
return false;
}
// Create the camera object.
m_Camera = new CameraClass;
if(!m_Camera)
{
return false;
}
// Set the initial position of the camera.
m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
// Create the model object.
m_Model = new ModelClass;
if(!m_Model)
{
return false;
}
// Initialize the model object.
result = m_Model->Initialize(m_D3D->GetDevice(), "../Engine/data/cube.txt", L"../Engine/data/seafloor.dds");
if(!result)
{
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
return false;
}
// Create the light shader object.
m_LightShader = new LightShaderClass;
if(!m_LightShader)
{
return false;
}
// Initialize the light shader object.
result = m_LightShader->Initialize(m_D3D->GetDevice(), hwnd);
if(!result)
{
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
return false;
}
// Create the light object.
m_Light = new LightClass;
if(!m_Light)
{
return false;
}
将环境光颜色设置为15%白色,将光线方向设置为X轴方向,这样我们就可以直接看到环境光的效果。
// Initialize the light object.
m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(1.0f, 0.0f, 0.0f);
return true;
}
void GraphicsClass::Shutdown()
{
// Release the light object.
if(m_Light)
{
delete m_Light;
m_Light = 0;
}
// Release the light shader object.
if(m_LightShader)
{
m_LightShader->Shutdown();
delete m_LightShader;
m_LightShader = 0;
}
// Release the model object.
if(m_Model)
{
m_Model->Shutdown();
delete m_Model;
m_Model = 0;
}
// Release the camera object.
if(m_Camera)
{
delete m_Camera;
m_Camera = 0;
}
// Release the D3D object.
if(m_D3D)
{
m_D3D->Shutdown();
delete m_D3D;
m_D3D = 0;
}
return;
}
bool GraphicsClass::Frame()
{
bool result;
static float rotation = 0.0f;
我将立方体的旋转速度减半使之更容易观察。
// Update the rotation variable each frame.
rotation += (float)D3DX_PI * 0.005f;
if(rotation > 360.0f)
{
rotation -= 360.0f;
}
// Render the graphics scene.
result = Render(rotation);
if(!result)
{
return false;
}
return true;
}
bool GraphicsClass::Render(float rotation)
{
D3DXMATRIX worldMatrix, viewMatrix, projectionMatrix;
// Clear the buffers to begin the scene.
m_D3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
// Generate the view matrix based on the camera's position.
m_Camera->Render();
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Camera->GetViewMatrix(viewMatrix);
m_D3D->GetWorldMatrix(worldMatrix);
m_D3D->GetProjectionMatrix(projectionMatrix);
// Rotate the world matrix by the rotation value so that the triangle will spin.
D3DXMatrixRotationY(&worldMatrix, rotation);
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_D3D->GetDevice());
light shader的Render方法的参数中新添了环境光颜色。
// Render the model using the light shader. m_LightShader->Render(m_D3D->GetDevice(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(), m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor()); // Present the rendered scene to the screen. m_D3D->EndScene(); return true; }
总结
通过添加环境光颜色,我们在所有表面上施加了一个最低限度的光照,使光照效果更为真实。

练习
1.编译程序,在屏幕上显示一个选择的立方体,未被光线直接照亮的部分现在也不是完全黑暗的的了。
2.将环境光变量设置为(0.0f, 0.0f, 0.0f, 1.0f)就移除了环境光照。
3.将代码“color = color * textureColor;”注释掉,就不会显示纹理了。
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