DirectX 10 教程18:光照贴图
原文地址:Tutorial 18: Light Maps(http://www.rastertek.com/dx10tut18.html)。
源代码下载:dx10tut18.zip。
光照贴图就是使用第二张纹理或数据文件创建一个查询表,用以生成光照效果,使用这种方法开销很小,因为无需任何光照计算,它的速度是很快的。
上一个教程中我们介绍了多重纹理,本教程我们只需稍加修改就可以实现光照贴图。
使用光照贴图需要两张纹理。第一张纹理为基颜色纹理,本教程中使用的如下所示:
第二张纹理为光照贴图。通常只是一张黑白纹理,白色表示每个像素的光照强度,本教程中使用的光照贴图实现了一个类似于聚光灯的效果:
有了以上两张纹理,我们就可以在像素着色器中将它们组合在一起生成带有光照映射的纹理。Shader很简单,我们只是将两个像素相乘产生以下效果:
Lightmap.fx
这个shader只是上一个教程中multitexture shader的改编版本,只有像素着色器的代码发生了变动。
//////////////////////////////////////////////////////////////////////////////// // Filename: lightmap.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; Texture2D shaderTextures[2]; /////////////////// // SAMPLE STATES // /////////////////// SamplerState SampleType { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType LightMapVertexShader(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; return output; }
像素着色器非常简单,我们只是将颜色纹理和光照贴图纹理的颜色相乘作为最后的输出颜色。与上一个教程的multitexture混合区别不大,而且也无需gamma校正。
//////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 LightMapPixelShader(PixelInputType input) : SV_Target { float4 color; float4 lightColor; float4 finalColor; // Get the pixel color from the color texture. color = shaderTextures[0].Sample(SampleType, input.tex); // Get the pixel color from the light map. lightColor = shaderTextures[1].Sample(SampleType, input.tex); // Blend the two pixels together. finalColor = color * lightColor; return finalColor; } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 LightMapTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, LightMapVertexShader())); SetPixelShader(CompileShader(ps_4_0, LightMapPixelShader())); SetGeometryShader(NULL); } }
Lightmapshaderclass.h
LightMapShaderClass与上一个教程的MultiTextureShaderClass区别不大。
//////////////////////////////////////////////////////////////////////////////// // Filename: lightmapshaderclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _LIGHTMAPSHADERCLASS_H_ #define _LIGHTMAPSHADERCLASS_H_ ////////////// // INCLUDES // ////////////// #include <d3d10.h> #include <d3dx10.h> #include <fstream> using namespace std; //////////////////////////////////////////////////////////////////////////////// // Class name: LightMapShaderClass //////////////////////////////////////////////////////////////////////////////// class LightMapShaderClass { public: LightMapShaderClass(); LightMapShaderClass(const LightMapShaderClass&); ~LightMapShaderClass(); bool Initialize(ID3D10Device*, HWND); void Shutdown(); void Render(ID3D10Device*, int, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D10ShaderResourceView**); private: bool InitializeShader(ID3D10Device*, HWND, WCHAR*); void ShutdownShader(); void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*); void SetShaderParameters(D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D10ShaderResourceView**); 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_textureArrayPtr; }; #endif
Lightmapshaderclass.cpp
下面的代码只包含于上一个教程不同的部分。
//////////////////////////////////////////////////////////////////////////////// // Filename: lightmapshaderclass.cpp //////////////////////////////////////////////////////////////////////////////// #include "lightmapshaderclass.h" LightMapShaderClass::LightMapShaderClass() { m_effect = 0; m_technique = 0; m_layout = 0; m_worldMatrixPtr = 0; m_viewMatrixPtr = 0; m_projectionMatrixPtr = 0; m_textureArrayPtr = 0; } LightMapShaderClass::LightMapShaderClass(const LightMapShaderClass& other) { } LightMapShaderClass::~LightMapShaderClass() { } bool LightMapShaderClass::Initialize(ID3D10Device* device, HWND hwnd) { bool result;
加载lightmap.fx HLSL shader文件。
// Initialize the shader that will be used to draw the model. result = InitializeShader(device, hwnd, L"../Engine/lightmap.fx"); if(!result) { return false; } return true; } void LightMapShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; } void LightMapShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView** textureArray) { // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, textureArray); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); return; } bool LightMapShaderClass::InitializeShader(ID3D10Device* device, HWND hwnd, WCHAR* filename) { HRESULT result; ID3D10Blob* errorMessage; D3D10_INPUT_ELEMENT_DESC polygonLayout[2]; 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; }
Technique的名称修改为LightMapTechnique。
// Get a pointer to the technique inside the shader. m_technique = m_effect->GetTechniqueByName("LightMapTechnique"); 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; // 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 array resource inside the shader. m_textureArrayPtr = m_effect->GetVariableByName("shaderTextures")->AsShaderResource(); return true; } void LightMapShaderClass::ShutdownShader() { // Release the pointer to the texture in the shader file. m_textureArrayPtr = 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 LightMapShaderClass::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 LightMapShaderClass::SetShaderParameters(D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView** textureArray) { // 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);
纹理数组设置与上一个教程是相同的,只不过不是两张颜色纹理,而是一张颜色纹理,一张光照贴图。
// Bind the texture array. m_textureArrayPtr->SetResourceArray(textureArray, 0, 2); return; } void LightMapShaderClass::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; }
Graphicsclass.h
//////////////////////////////////////////////////////////////////////////////// // Filename: graphicsclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _GRAPHICSCLASS_H_ #define _GRAPHICSCLASS_H_ ///////////// // GLOBALS // ///////////// const bool FULL_SCREEN = true; const bool VSYNC_ENABLED = true; const float SCREEN_DEPTH = 1000.0f; const float SCREEN_NEAR = 0.1f; /////////////////////// // MY CLASS INCLUDES // /////////////////////// #include "d3dclass.h" #include "cameraclass.h" #include "modelclass.h"
LightMapShaderClass的头文件包含在GraphicsClass中。
#include "lightmapshaderclass.h" //////////////////////////////////////////////////////////////////////////////// // Class name: GraphicsClass //////////////////////////////////////////////////////////////////////////////// class GraphicsClass { public: GraphicsClass(); GraphicsClass(const GraphicsClass&); ~GraphicsClass(); bool Initialize(int, int, HWND); void Shutdown(); bool Frame(); bool Render(); private: D3DClass* m_D3D; CameraClass* m_Camera; ModelClass* m_Model;
新添LightMapShaderClass对象变量。
LightMapShaderClass* m_LightMapShader; }; #endif
Graphicsclass.cpp
下面的代码只包含与上一个教程不同的部分。
//////////////////////////////////////////////////////////////////////////////// // Filename: graphicsclass.cpp //////////////////////////////////////////////////////////////////////////////// #include "graphicsclass.h" GraphicsClass::GraphicsClass() { m_D3D = 0; m_Camera = 0; m_Model = 0;
在构造函数中将LightMapShaderClass对象初始化为null。
m_LightMapShader = 0; } GraphicsClass::GraphicsClass(const GraphicsClass& other) { } GraphicsClass::~GraphicsClass() { } bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) { bool result; D3DXMATRIX baseViewMatrix; // 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; } // Initialize a base view matrix with the camera for 2D user interface rendering. m_Camera->SetPosition(0.0f, 0.0f, -1.0f); m_Camera->Render(); m_Camera->GetViewMatrix(baseViewMatrix); // Create the model object. m_Model = new ModelClass; if(!m_Model) { return false; }
ModelClass对象的一个输入参数是名为light01.dds光照贴图。
// Initialize the model object. result = m_Model->Initialize(m_D3D->GetDevice(), "../Engine/data/square.txt", L"../Engine/data/stone01.dds", L"../Engine/data/light01.dds"); if(!result) { MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK); return false; }
下面的代码创建并初始化LightMapShaderClass对象。
// Create the light map shader object. m_LightMapShader = new LightMapShaderClass; if(!m_LightMapShader) { return false; } // Initialize the light map shader object. result = m_LightMapShader->Initialize(m_D3D->GetDevice(), hwnd); if(!result) { MessageBox(hwnd, L"Could not initialize the light map shader object.", L"Error", MB_OK); return false; } return true; } void GraphicsClass::Shutdown() {
在Shutdown方法中释放LightMapShaderClass对象。
// Release the light map shader object. if(m_LightMapShader) { m_LightMapShader->Shutdown(); delete m_LightMapShader; m_LightMapShader = 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 Direct3D object. if(m_D3D) { m_D3D->Shutdown(); delete m_D3D; m_D3D = 0; } return; } bool GraphicsClass::Frame() { // Set the position of the camera. m_Camera->SetPosition(0.0f, 0.0f, -5.0f); return true; } bool GraphicsClass::Render() { D3DXMATRIX worldMatrix, viewMatrix, projectionMatrix, orthoMatrix; // 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, projection, and ortho matrices from the camera and d3d objects. m_D3D->GetWorldMatrix(worldMatrix); m_Camera->GetViewMatrix(viewMatrix); m_D3D->GetProjectionMatrix(projectionMatrix); m_D3D->GetOrthoMatrix(orthoMatrix); // Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing. m_Model->Render(m_D3D->GetDevice());
使用light map shader绘制模型。
// Render the model using the multitexture shader. m_LightMapShader->Render(m_D3D->GetDevice(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTextureArray()); // Present the rendered scene to the screen. m_D3D->EndScene(); return true; }
总结
这个教程与上一个教程混合纹理相比区别不大,但它生成了一个很有效率的光照效果。
练习
1.编译并运行程序。
2.创建并施加自己的光照贴图。 3.将最终输出的像素颜色乘2,你可以生成更强的光照效果。
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