DirectX 10 教程25:纹理平移
原文地址:Tutorial 25: Texture Translation(http://www.rastertek.com/dx10tut25.html)。
源代码下载:dx10tut25.zip。
纹理平移是指让纹理沿着多边形表面运动的一种技术。本教程的的代码基于上一个教程。
通过前面教程学习我们知道UV坐标用来将纹理映射到多边形上,UV坐标对应XY坐标,X坐标沿多边形的水平方向,Y坐标沿竖直方向。要实现纹理的平移,我们需要在像素着色器中修改纹理的X、Y坐标,方法很简单:只需在X或Y坐标上加上或减去一个0至1之间的值。
例如我们有下列一个具有纹理的三角形:
如果我们在像素着色器中将纹理坐标X加0.5,就会使纹理移动一半:
框架
框架新添了TranslateShaderClass。
Translate.fx
//////////////////////////////////////////////////////////////////////////////// // Filename: translate.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; Texture2D shaderTexture;
新添了一个新的float类型的变量textureTranslation,它会在graphicsclass.cpp中的Render方法中进行设置以更新纹理坐标,这个值位于0和1之间。
float textureTranslation; /////////////////// // 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 TranslateVertexShader(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; }
在像素着色器中修改纹理坐标。我们读取纹理坐标,然后在X坐标上增加了translation的大小,这样就会让纹理在多边形上平移了。
//////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 TranslatePixelShader(PixelInputType input) : SV_Target { // Translate the position where we sample the pixel from. input.tex.x += textureTranslation; return shaderTexture.Sample(SampleType, input.tex); } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 TranslateTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, TranslateVertexShader())); SetPixelShader(CompileShader(ps_4_0, TranslatePixelShader())); SetGeometryShader(NULL); } }
Translateshaderclass.h
TranslateShaderClass是TextureShaderClass的改编版本,只是多了纹理平移的额外功能。
//////////////////////////////////////////////////////////////////////////////// // Filename: translateshaderclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _TRANSLATESHADERCLASS_H_ #define _TRANSLATESHADERCLASS_H_ ////////////// // INCLUDES // ////////////// #include <d3d10.h> #include <d3dx10.h> #include <fstream> using namespace std; //////////////////////////////////////////////////////////////////////////////// // Class name: TranslateShaderClass //////////////////////////////////////////////////////////////////////////////// class TranslateShaderClass { public: TranslateShaderClass(); TranslateShaderClass(const TranslateShaderClass&); ~TranslateShaderClass(); bool Initialize(ID3D10Device*, HWND); void Shutdown(); void Render(ID3D10Device*, int, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D10ShaderResourceView*, float); private: bool InitializeShader(ID3D10Device*, HWND, WCHAR*); void ShutdownShader(); void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*); void SetShaderParameters(D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D10ShaderResourceView*, float); 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;
新添了指向shader中translation变量的指针。
ID3D10EffectScalarVariable* m_textureTranslationPtr; }; #endif
Translateshaderclass.cpp
//////////////////////////////////////////////////////////////////////////////// // Filename: translateshaderclass.cpp //////////////////////////////////////////////////////////////////////////////// #include "translateshaderclass.h" TranslateShaderClass::TranslateShaderClass() { m_effect = 0; m_technique = 0; m_layout = 0; m_worldMatrixPtr = 0; m_viewMatrixPtr = 0; m_projectionMatrixPtr = 0; m_texturePtr = 0;
在构造函数中将texture初始化为null。
m_textureTranslationPtr = 0; } TranslateShaderClass::TranslateShaderClass(const TranslateShaderClass& other) { } TranslateShaderClass::~TranslateShaderClass() { } bool TranslateShaderClass::Initialize(ID3D10Device* device, HWND hwnd) { bool result;
加载translate shader HLSL文件。
// Initialize the shader that will be used to draw the triangles. result = InitializeShader(device, hwnd, L"../Engine/translate.fx"); if(!result) { return false; } return true; } void TranslateShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; }
Render方法中的参数translation用来平移纹理,这个变量会被传递到SetShaderParameters方法,设置shader中对应的参数。
void TranslateShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture, float translation) { // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture, translation); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); return; } bool TranslateShaderClass::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名称修改为TranslateTechnique。
// Get a pointer to the technique inside the shader. m_technique = m_effect->GetTechniqueByName("TranslateTechnique"); 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 resource inside the shader. m_texturePtr = m_effect->GetVariableByName("shaderTexture")->AsShaderResource();
获取shader中textureTranslation变量的指针。
// Get a pointer to the texture translation variable inside the shader. m_textureTranslationPtr = m_effect->GetVariableByName("textureTranslation")->AsScalar(); return true; } void TranslateShaderClass::ShutdownShader() { // Release the pointer to the translation variable inside the shader. m_textureTranslationPtr = 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 TranslateShaderClass::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 TranslateShaderClass::SetShaderParameters(D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture, float translation) { // 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);
使用SetFloat方法将translation值设置到shader中。
// Bind the texture. m_texturePtr->SetResource(texture); // Set the texture translation variable inside the shader. m_textureTranslationPtr->SetFloat(translation); return; } void TranslateShaderClass::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" #include "translateshaderclass.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;
新添了TranslateShaderClass对象。
TranslateShaderClass* m_TranslateShader; }; #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TranslateShaderClass对象设置为null。
m_TranslateShader = 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; } // Create the model object. m_Model = new ModelClass; if(!m_Model) { return false; } // Initialize the model object. result = m_Model->Initialize(m_D3D->GetDevice(), L"../Engine/data/seafloor.dds", "../Engine/data/triangle.txt"); if(!result) { MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK); return false; }
创建并初始化TranslateShaderClass对象。
// Create the translate shader object. m_TranslateShader = new TranslateShaderClass; if(!m_TranslateShader) { return false; } // Initialize the translate shader object. result = m_TranslateShader->Initialize(m_D3D->GetDevice(), hwnd); if(!result) { MessageBox(hwnd, L"Could not initialize the translate shader object.", L"Error", MB_OK); return false; } return true; } void GraphicsClass::Shutdown() { // Release the translate shader object. if(m_TranslateShader) { m_TranslateShader->Shutdown(); delete m_TranslateShader; m_TranslateShader = 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, -10.0f); return true; } bool GraphicsClass::Render() { D3DXMATRIX worldMatrix, viewMatrix, projectionMatrix; static float textureTranslation = 0.0f;
将translation的值每帧增加0.01,如果超过1则重新设置为0。
// Increment the texture translation position. textureTranslation += 0.01f; if(textureTranslation > 1.0f) { textureTranslation -= 1.0f; } // Clear the scene to the color of the fog. 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_D3D->GetWorldMatrix(worldMatrix); m_Camera->GetViewMatrix(viewMatrix); m_D3D->GetProjectionMatrix(projectionMatrix); // Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing. m_Model->Render(m_D3D->GetDevice()); // Render the model using the translate shader. m_TranslateShader->Render(m_D3D->GetDevice(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(), textureTranslation); // Present the rendered scene to the screen. m_D3D->EndScene(); return true; }
总结
使用一个简单的像素着色器就可以实现一个非常有用的效果,通过使用一些简单的数学知识我们就可以创建许多不同的效果,也可以在表面上对不同的纹理施加动画模拟运动的效果。
练习
1.编译并运行程序,你会看到纹理会在多边形表面上移动。
2.在像素着色器中将沿X轴平移修改为沿Y轴平移。
3.在像素着色器中设置同时沿X和Y轴平移。
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