DirectX 10 教程19:Alpha映射
原文地址:Tutorial 19: Alpha Mapping(http://www.rastertek.com/dx10tut19.html)。
源代码下载:dx10tut19.zip。
Alpha映射指在组合两张纹理时,使用一张alpha贴图确定每个像素的混合权重。
首先需要创建一个如下图所示的alpha贴图:
每个像素的范围在0.0和1.0之间,表示如何组合两张纹理。例如如果一个像素的alpha值为0.3,则取30%的基纹理像素值和70%的颜色纹理像素值进行组合。本教程会组合以下两张纹理:
最终的结果如下图所示:
本教程我们将alpha贴图放置在一张独立的纹理中,这样我们就可以使用不同的alpha贴图组合相同的两张纹理。
本教程的代码基于上一个教程。
Alphamap.fx
alpha map shader只是上一个教程的light map shader的改编版本。
//////////////////////////////////////////////////////////////////////////////// // Filename: alphamap.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix;
第一个改变是纹理数组包含第三个元素用于保存alpha贴图。
Texture2D shaderTextures[3]; /////////////////// // 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 AlphaMapVertexShader(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; }
主要的变化在像素着色器之中。首先采样三张纹理,然后将alpha值乘以基纹理像素颜色,(1.0 - alpha)乘以第二张纹理像素颜色,最后相加获取最终的像素颜色。
//////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 AlphaMapPixelShader(PixelInputType input) : SV_Target { float4 color1; float4 color2; float4 alphaValue; float4 blendColor; // Get the pixel color from the first texture. color1 = shaderTextures[0].Sample(SampleType, input.tex); // Get the pixel color from the second texture. color2 = shaderTextures[1].Sample(SampleType, input.tex); // Get the alpha value from the alpha map texture. alphaValue = shaderTextures[2].Sample(SampleType, input.tex); // Combine the two textures based on the alpha value. blendColor = (alphaValue * color1) + ((1.0 - alphaValue) * color2); // Saturate the final color value. blendColor = saturate(blendColor); return blendColor; } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 AlphaMapTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, AlphaMapVertexShader())); SetPixelShader(CompileShader(ps_4_0, AlphaMapPixelShader())); SetGeometryShader(NULL); } }
Alphamapshaderclass.h
AlphaMapShaderClass只在上一个教程中的LightMapShaderClass上稍加修改。
//////////////////////////////////////////////////////////////////////////////// // Filename: alphamapshaderclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _ALPHAMAPSHADERCLASS_H_ #define _ALPHAMAPSHADERCLASS_H_ ////////////// // INCLUDES // ////////////// #include <d3d10.h> #include <d3dx10.h> #include <fstream> using namespace std; //////////////////////////////////////////////////////////////////////////////// // Class name: AlphaMapShaderClass //////////////////////////////////////////////////////////////////////////////// class AlphaMapShaderClass { public: AlphaMapShaderClass(); AlphaMapShaderClass(const AlphaMapShaderClass&); ~AlphaMapShaderClass(); 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
Alphamapshaderclass.cpp
//////////////////////////////////////////////////////////////////////////////// // Filename: alphamapshaderclass.cpp //////////////////////////////////////////////////////////////////////////////// #include "alphamapshaderclass.h" AlphaMapShaderClass::AlphaMapShaderClass() { m_effect = 0; m_technique = 0; m_layout = 0; m_worldMatrixPtr = 0; m_viewMatrixPtr = 0; m_projectionMatrixPtr = 0; m_textureArrayPtr = 0; } AlphaMapShaderClass::AlphaMapShaderClass(const AlphaMapShaderClass& other) { } AlphaMapShaderClass::~AlphaMapShaderClass() { } bool AlphaMapShaderClass::Initialize(ID3D10Device* device, HWND hwnd) { bool result;
第一个变化在于加载的是alphamap.fx HLSL shader文件。
// Initialize the shader that will be used to draw the model. result = InitializeShader(device, hwnd, L"../Engine/alphamap.fx"); if(!result) { return false; } return true; } void AlphaMapShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; } void AlphaMapShaderClass::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 AlphaMapShaderClass::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名称变为AlphaMapTechnique。
// Get a pointer to the technique inside the shader. m_technique = m_effect->GetTechniqueByName("AlphaMapTechnique"); 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 AlphaMapShaderClass::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 AlphaMapShaderClass::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 AlphaMapShaderClass::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);
第三个变化是设置的是三张纹理而不是上一个教程的两个。
// Bind the texture array. m_textureArrayPtr->SetResourceArray(textureArray, 0, 3); return; } void AlphaMapShaderClass::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; }
Texturearrayclass.h
TextureArrayClass修改为可以处理三张纹理。
//////////////////////////////////////////////////////////////////////////////// // Filename: texturearrayclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _TEXTUREARRAYCLASS_H_ #define _TEXTUREARRAYCLASS_H_ ////////////// // INCLUDES // ////////////// #include <d3d10.h> #include <d3dx10.h> //////////////////////////////////////////////////////////////////////////////// // Class name: TextureArrayClass //////////////////////////////////////////////////////////////////////////////// class TextureArrayClass { public: TextureArrayClass(); TextureArrayClass(const TextureArrayClass&); ~TextureArrayClass(); bool Initialize(ID3D10Device*, WCHAR*, WCHAR*, WCHAR*); void Shutdown(); ID3D10ShaderResourceView** GetTextureArray(); private:
纹理数组的大小修改为3。
ID3D10ShaderResourceView* m_textures[3]; }; #endif
Texturearrayclass.cpp
//////////////////////////////////////////////////////////////////////////////// // Filename: texturearrayclass.cpp //////////////////////////////////////////////////////////////////////////////// #include "texturearrayclass.h"
构造函数中将三张纹理初始化为null。
TextureArrayClass::TextureArrayClass() { m_textures[0] = 0; m_textures[1] = 0; m_textures[2] = 0; } TextureArrayClass::TextureArrayClass(const TextureArrayClass& other) { } TextureArrayClass::~TextureArrayClass() { }
在Initialize方法中将三张纹理加载到纹理数组中。
bool TextureArrayClass::Initialize(ID3D10Device* device, WCHAR* filename1, WCHAR* filename2, WCHAR* filename3) { HRESULT result; // Load the first texture in. result = D3DX10CreateShaderResourceViewFromFile(device, filename1, NULL, NULL, &m_textures[0], NULL); if(FAILED(result)) { return false; } // Load the second texture in. result = D3DX10CreateShaderResourceViewFromFile(device, filename2, NULL, NULL, &m_textures[1], NULL); if(FAILED(result)) { return false; } // Load the third texture in. result = D3DX10CreateShaderResourceViewFromFile(device, filename3, NULL, NULL, &m_textures[2], NULL); if(FAILED(result)) { return false; } return true; }
Shutdown方法释放三张纹理。
void TextureArrayClass::Shutdown() { // Release the texture resources. if(m_textures[0]) { m_textures[0]->Release(); m_textures[0] = 0; } if(m_textures[1]) { m_textures[1]->Release(); m_textures[1] = 0; } if(m_textures[2]) { m_textures[2]->Release(); m_textures[2] = 0; } return; } ID3D10ShaderResourceView** TextureArrayClass::GetTextureArray() { return m_textures; }
Modelclass.h
ModelClass修改为可以处理三张纹理而不是上一个教程的两张。
//////////////////////////////////////////////////////////////////////////////// // Filename: modelclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _MODELCLASS_H_ #define _MODELCLASS_H_ ////////////// // INCLUDES // ////////////// #include <fstream> using namespace std; /////////////////////// // MY CLASS INCLUDES // /////////////////////// #include "texturearrayclass.h" //////////////////////////////////////////////////////////////////////////////// // Class name: ModelClass //////////////////////////////////////////////////////////////////////////////// class ModelClass { private: struct VertexType { D3DXVECTOR3 position; D3DXVECTOR2 texture; }; struct ModelType { float x, y, z; float tu, tv; float nx, ny, nz; }; public: ModelClass(); ModelClass(const ModelClass&); ~ModelClass(); bool Initialize(ID3D10Device*, char*, WCHAR*, WCHAR*, WCHAR*); void Shutdown(); void Render(ID3D10Device*); int GetIndexCount(); ID3D10ShaderResourceView** GetTextureArray(); private: bool InitializeBuffers(ID3D10Device*); void ShutdownBuffers(); void RenderBuffers(ID3D10Device*); bool LoadTextures(ID3D10Device*, WCHAR*, WCHAR*, WCHAR*); void ReleaseTextures(); bool LoadModel(char*); void ReleaseModel(); private: ID3D10Buffer *m_vertexBuffer, *m_indexBuffer; int m_vertexCount, m_indexCount; ModelType* m_model; TextureArrayClass* m_TextureArray; }; #endif
Modelclass.cpp
下面的代码只包含与上一个教程不同的部分。
//////////////////////////////////////////////////////////////////////////////// // Filename: modelclass.cpp //////////////////////////////////////////////////////////////////////////////// #include "modelclass.h"
Initialize方法的参数为三张纹理文件的名称,前两个为颜色纹理,第三个为alpha贴图纹理。
bool ModelClass::Initialize(ID3D10Device* device, char* modelFilename, WCHAR* textureFilename1, WCHAR* textureFilename2, WCHAR* textureFilename3) { bool result; // Load in the model data. result = LoadModel(modelFilename); if(!result) { return false; } // Initialize the vertex and index buffer that hold the geometry for the triangle. result = InitializeBuffers(device); if(!result) { return false; }
LoadTextures的参数现在变为三张纹理的文件名称。
// Load the textures for this model. result = LoadTextures(device, textureFilename1, textureFilename2, textureFilename3); if(!result) { return false; } return true; }
LoadTextures方法的参数为三张纹理文明的名称,然后创建并加载纹理数组。
bool ModelClass::LoadTextures(ID3D10Device* device, WCHAR* filename1, WCHAR* filename2, WCHAR* filename3) { bool result; // Create the texture array object. m_TextureArray = new TextureArrayClass; if(!m_TextureArray) { return false; } // Initialize the texture array object. result = m_TextureArray->Initialize(device, filename1, filename2, filename3); if(!result) { return false; } return true; }
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"
新的AlphaMapShaderClass头文件包含在GraphicsClass中。
#include "alphamapshaderclass.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;
下面的代码创建新的AlphaMapShaderClass对象。
AlphaMapShaderClass* m_AlphaMapShader; }; #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;
在构造函数中将新AlphaMapShaderClass对象初始化为null。
m_AlphaMapShader = 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对象初始化三张纹理。
// Initialize the model object. result = m_Model->Initialize(m_D3D->GetDevice(), "../Engine/data/square.txt", L"../Engine/data/stone01.dds", L"../Engine/data/dirt01.dds", L"../Engine/data/alpha01.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AlphaMapShaderClass对象。
// Create the alpha map shader object. m_AlphaMapShader = new AlphaMapShaderClass; if(!m_AlphaMapShader) { return false; } // Initialize the alpha map shader object. result = m_AlphaMapShader->Initialize(m_D3D->GetDevice(), hwnd); if(!result) { MessageBox(hwnd, L"Could not initialize the alpha map shader object.", L"Error", MB_OK); return false; } return true; } void GraphicsClass::Shutdown() {
释放AlphaMapShaderClass对象。
// Release the alpha map shader object. if(m_AlphaMapShader) { m_AlphaMapShader->Shutdown(); delete m_AlphaMapShader; m_AlphaMapShader = 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());
新的AlphaMapShaderClass对象用于使用alpha混合绘制模型对象。
// Render the model using the alpha map shader. m_AlphaMapShader->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
Alpha映射提供了一个控制组合纹理效果的简易方法,许多基于地形的程序都会使用这个方法实现纹理间的平滑过渡。
练习
1.编译并允许程序,你可以看到经过alpha映射过的纹理组合,按escape键退出。
2.制作你自己的alpha贴图并用它组合两张纹理。
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