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c++ - 将纹理应用于索引基元。 C++ DX9

转载 作者:行者123 更新时间:2023-11-30 04:34:40 25 4
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我有一个基本程序,可以用 48 个四面体绘制一个立方体。更准确地说,它使用 27 个顶点和一个索引缓冲区来绘制这些四面体。我想将纹理应用于所有四面体,但我发现的所有关于纹理的教程都没有使用索引进行渲染,而且我程序中的每个顶点都用于其他 16 个四面体,所以我什至不知道如何定位纹理。该程序本身太长太乱,我无法发布,但如果有人可以告诉我是否可以将纹理放在索引基元上,并给我一个教程链接,我将不胜感激。

编辑:代码 ici:

void setVertices(FLOAT cubeYOffset, FLOAT cubeXOffset, FLOAT cubeZOffset, int tetraRender[]){
CUSTOMVERTEX vertices[] = {
{ cubeXOffset+1.0f, cubeYOffset+0.0f, cubeZOffset-1.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, },//Center top = 0
{ cubeXOffset+0.0f, cubeYOffset+0.0f, cubeZOffset-1.0f, -0.5f, 0.5f, 0.0f, -1.0f, 1.0f, },
{ cubeXOffset+0.0f, cubeYOffset+0.0f, cubeZOffset+0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 1.0f, },
{ cubeXOffset+1.0f, cubeYOffset+0.0f, cubeZOffset+0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 1.0f, },
{ cubeXOffset+2.0f, cubeYOffset+0.0f, cubeZOffset+0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, },
{ cubeXOffset+2.0f, cubeYOffset+0.0f, cubeZOffset-1.0f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, },
{ cubeXOffset+2.0f, cubeYOffset+0.0f, cubeZOffset-2.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, },
{ cubeXOffset+1.0f, cubeYOffset+0.0f, cubeZOffset-2.0f, 0.0f, 0.5f, -0.5f, 0.0f, 1.0f, },
{ cubeXOffset+0.0f, cubeYOffset+0.0f, cubeZOffset-2.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, },

{ cubeXOffset+1.0f, cubeYOffset-1.0f, cubeZOffset-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, },//Center middle = 9
{ cubeXOffset+0.0f, cubeYOffset-1.0f, cubeZOffset-1.0f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, },
{ cubeXOffset+0.0f, cubeYOffset-1.0f, cubeZOffset+0.0f, -0.5f, 0.0f, 0.5f, -1.0f, 0.0f, },
{ cubeXOffset+1.0f, cubeYOffset-1.0f, cubeZOffset+0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, },
{ cubeXOffset+2.0f, cubeYOffset-1.0f, cubeZOffset+0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 0.0f, },
{ cubeXOffset+2.0f, cubeYOffset-1.0f, cubeZOffset-1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, },
{ cubeXOffset+2.0f, cubeYOffset-1.0f, cubeZOffset-2.0f, 0.5f, 0.0f, -0.5f, 1.0f, 0.0f, },
{ cubeXOffset+1.0f, cubeYOffset-1.0f, cubeZOffset-2.0f, 0.0f, 0.0f, -0.5f, 0.0f, 0.0f, },
{ cubeXOffset+0.0f, cubeYOffset-1.0f, cubeZOffset-2.0f, -0.5f, 0.0f, -0.5f, -1.0f, 0.0f, },

{ cubeXOffset+1.0f, cubeYOffset-2.0f, cubeZOffset-1.0f, 0.0f, -0.5f, 0.0f, 0.0f, -1.0f, },//Center bottom = 18
{ cubeXOffset+0.0f, cubeYOffset-2.0f, cubeZOffset-1.0f, -0.5f, -0.5f, 0.0f, -1.0f, -1.0f, },
{ cubeXOffset+0.0f, cubeYOffset-2.0f, cubeZOffset+0.0f, -0.5f, -0.5f, 0.5f, -1.0f, -1.0f, },
{ cubeXOffset+1.0f, cubeYOffset-2.0f, cubeZOffset+0.0f, 0.0f, -0.5f, 0.5f, 0.0f, -1.0f, },
{ cubeXOffset+2.0f, cubeYOffset-2.0f, cubeZOffset+0.0f, 0.5f, -0.5f, 0.5f, 1.0f, -1.0f, },
{ cubeXOffset+2.0f, cubeYOffset-2.0f, cubeZOffset-1.0f, 0.5f, -0.5f, 0.0f, 1.0f, -1.0f, },
{ cubeXOffset+2.0f, cubeYOffset-2.0f, cubeZOffset-2.0f, 0.5f, -0.5f, -0.5f, 1.0f, -1.0f, },
{ cubeXOffset+1.0f, cubeYOffset-2.0f, cubeZOffset-2.0f, 0.0f, -0.5f, -0.5f, 0.0f, -1.0f, },
{ cubeXOffset+0.0f, cubeYOffset-2.0f, cubeZOffset-2.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, },//26(actually 27th)
};
d3ddev->CreateVertexBuffer(27*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);

VOID* pVoid;
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();

short tetra[48][12] = {
//tetra 1
0, 1, 2,
0, 1, 11,
0, 2, 11,
1, 2, 11,

//tetro 2
0, 2, 3,
0, 2, 11,
0 , 3, 11,
2, 3, 11,

//tetro 3
0, 3, 4,
0, 3, 13,
0, 4, 13,
3, 4, 13,

//tetro 4
0, 4, 5,
0, 4, 13,
0, 5, 13,
4, 5, 13,

//tetro 5
0, 5, 6,
0, 5, 15,
0, 6, 15,
5, 6, 15,

//tetro 6
0, 6, 7,
0, 6, 15,
0, 7, 15,
6, 7, 15,

//tetro 7
0, 7, 8,
0, 7, 17,
0, 8, 17,
7, 8, 17,

//tetro 8
0, 8, 1,
0, 8, 17,
0, 1, 17,
8, 1, 17,

//tetro 9
0, 1, 11,
0, 1, 10,
0, 10, 11,
1, 10, 11,

//tetro 10
0, 3, 11,
0, 3, 12,
0, 11, 12,
3, 11, 12,

//tetro 11
0, 3, 13,
0, 3, 12,
0, 12, 13,
3, 12, 13,

//tetro 12
0, 5, 13,
0, 5, 14,
0, 13, 14,
5, 13, 14,

//tetro 13
0, 5, 15,
0, 5, 14,
0, 14, 15,
5, 14, 15,

//tetro 14
0, 7, 15,
0, 7, 16,
0, 15, 16,
7, 15, 16,

//tetro 15
0, 7, 17,
0, 7, 16,
0, 16, 17,
7, 16, 17,

//tetro 16
0, 1, 17,
0, 1, 10,
0, 17, 10,
1, 17, 10,

//tetro 17
0, 10, 11,
0, 9, 10,
0, 9, 11,
9, 10, 11,

//tetro 18
0, 11, 12,
0, 9, 11,
0, 9, 12,
9, 11, 12,

//tetro 19
0, 12, 13,
0, 9, 12,
0, 9, 13,
9, 12, 13,

//tetro 20
0, 13, 14,
0, 9, 13,
0, 9, 14,
9, 13, 14,

//tetro 21
0, 14, 15,
0, 9, 14,
0, 9, 15,
9, 14, 15,

//tetro 22
0, 15, 16,
0, 9, 15,
0, 9, 16,
9, 15, 16,

//tetro 23
0, 16, 17,
0, 9, 16,
0, 9, 17,
9, 16, 17,

//tetro 24
0, 17, 10,
0, 9, 17,
0, 9, 10,
9, 17, 10,

//tetro 17
9, 10, 11,
9, 18, 10,
9, 18, 11,
18, 10, 11,

//tetro 18
9, 11, 12,
9, 18, 11,
9, 18, 12,
18, 11, 12,

//tetro 19
9, 12, 13,
9, 18, 12,
9, 18, 13,
18, 12, 13,

//tetro 20
9, 13, 14,
9, 18, 13,
9, 18, 14,
18, 13, 14,

//tetro 21
9, 14, 15,
9, 18, 14,
9, 18, 15,
18, 14, 15,

//tetro 22
9, 15, 16,
9, 18, 15,
9, 18, 16,
18, 15, 16,

//tetro 23
9, 16, 17,
9, 18, 16,
9, 18, 17,
18, 16, 17,

//tetro 24
9, 17, 10,
9, 18, 17,
9, 18, 10,
18, 17, 10,

//tetro 9
18, 19, 11,
18, 19, 10,
18, 10, 11,
19, 10, 11,

//tetro 10
18, 21, 11,
18, 21, 12,
18, 11, 12,
21, 11, 12,

//tetro 11
18, 21, 13,
18, 21, 12,
18, 12, 13,
21, 12, 13,

//tetro 12
18, 23, 13,
18, 23, 14,
18, 13, 14,
23, 13, 14,

//tetro 13
18, 23, 15,
18, 23, 14,
18, 14, 15,
23, 14, 15,

//tetro 14
18, 25, 15,
18, 25, 16,
18, 15, 16,
25, 15, 16,

//tetro 15
18, 25, 17,
18, 25, 16,
18, 16, 17,
25, 16, 17,

//tetro 16
18, 19, 17,
18, 19, 10,
18, 17, 10,
19, 17, 10,

//tetro 19
18, 19, 20,
18, 19, 11,
18, 20, 11,
19, 20, 11,

//tetro 20
18, 20, 21,
18, 20, 11,
18 , 21, 11,
20, 21, 11,

//tetro 21
18, 21, 22,
18, 21, 13,
18, 22, 13,
21, 22, 13,

//tetro 22
18, 22, 23,
18, 22, 13,
18, 23, 13,
22, 23, 13,

//tetro 23
18, 23, 24,
18, 23, 15,
18, 24, 15,
23, 24, 15,

//tetro 24
18, 24, 25,
18, 24, 15,
18, 25, 15,
24, 25, 15,

//tetro 25
18, 25, 26,
18, 25, 17,
18, 26, 17,
25, 26, 17,

//tetro 26
18, 26, 19,
18, 26, 17,
18, 19, 17,
26, 19, 17,
};
short indices [576];
int i = 0;
int i2 = 0;
ind = 0;
int ic;
for(i; i < 48; i++){
if (tetraRender[i] == 1){
for(i2; i2 < 12; i2++){
if((ind == 0)&&(i2 == 0)){
ic = 0;
}else{
ic = ind*12+i2;
}
indices[ic] = tetra[i][i2];
}
i2 = 0;
ind++;
}
}

if (ind > 0) {
d3ddev->CreateIndexBuffer(12*ind*sizeof(short),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
i_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, indices, 12*ind*2);
i_buffer->Unlock();
}
}

好的,这就是顶点和索引的声明,只是为了给你一个想法。它非常困惑,所以很抱歉,如果您看不到它的作用,那就是声明一组螺旋状的顶点,然后声明四面体的所有索引。然后它使用 from 函数中的 int 数组仅绘制指定的四面体。

是的,我正在使用 3D 照明,尽管我不知道为什么。

最佳答案

你不应该再使用 FVF 系统了。使用 IDirect3DVertexDeclaration9 系统,它实际上更加灵活。 FVF 的问题在于,当您将标志设置在一起时,顺序是无法指定的,而 VERTEXELEMENT9[] 系统能够指定元素的顺序以及包含哪些元素。

关于如何生成纹理坐标的简单答案非常简单——当你考虑一个顶点时,它在 3D 空间中的位置因此最终它的纹理坐标是固定的,不管它实际结束于哪个三角形一部分。因此,除非您打算模拟一些非常尖锐的边缘,在这种情况下您应该复制顶点,否则完全可以接受每个顶点一个纹理坐标,无需更多努力。

至于渲染系统不崩溃,那就是用着色器了,主要是因为固定功能已经死了,几乎所有的现代渲染都使用着色器,你必须很早以前学习过这个东西才能知道如何用它。幸运的是,基本纹理是基本的,不需要任何特别高级的东西。

D3DVERTEXELEMENT9 vertexDecl[] = {
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
struct CustomVertex {
float position[3];
float normal[3];
float texcoords[2];
};

IDirect3DVertexDeclaration9* vertexdecl;
d3ddev->CreateVertexDeclaration(vertexDecl, &vertexdecl);

至于着色器,那么一些非常简单的事情就可以了。

// Stuff we send to the shader from C++
// This is not per-vertex. Anything we loaded into the
// vertex data itself is input to the vertex shader.
// Direct3D 9.0c also supports hardware instancing, but I'll
// leave you to work that one out yourself.

// World * View * Projection matrix gives the result in Homogenous Clip
// Co-ordinates, which is what Direct3D wants from us as output
uniform extern float4x4 WVPMatrix;
// WorldInverseTranspose transforms the normal into world space
// successfully, even with non-linear transformations as the World
uniform extern float4x4 WorldInverseTransposeMatrix;
// This is just a 2D texture that we can change at any time
uniform extern texture MyTexture;
// The sampler state determines how the texture is filtered.
sampler TexS = sampler_state
{
Texture = <MyTexture>;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
// What we output from the vertex shader. This is basically the position
// of the vertex in HCC (the first two), and anything we want to pass into
// the pixel shader (the second two).
struct VS_OUTPUT {
float4 position : POSITION0;
float3 normal : NORMAL0;
float2 texcoords : TEXCOORD0;
};
// What we're putting in to the vertex shader. This is basically
// our vertex structure from C++.
struct VS_INPUT {
float3 position : POSITION0;
float3 normal : NORMAL0;
float2 texcoords : TEXCOORD0;
};
VS_OUTPUT VertexShader(VS_INPUT in) {
VS_OUTPUT out = (VS_OUTPUT)0;
// just pass texcoords on, we're not interested
out.texcoords = in.texcoords;
// get the resulting vertex position that we need
out.position = mul(float4(in.position, 1.0f), WVPMatrix);
// transform the normal into world space
out.normal = mul(float4(in.normal, 0.0f), WorldInverseTransposeMatrix).xyz;
}
float4 PixelShader(float3 normal : NORMAL0, float2 texcoords : TEXCOORD0) {
return tex2D(TexS, texcoords);
}
technique BasicShader
{
pass p0
{
vertexShader = compile vs_3_0 VertexShader();
pixelShader = compile ps_3_0 PixelShader();
}
}

我在这里没有做任何光照计算,但我确实将法线传递给了像素着色器。

关于c++ - 将纹理应用于索引基元。 C++ DX9,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/5845924/

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