我有一个基本的程序,从48个四面体中绘制一个立方体。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。我想对所有的四面体应用纹理,但是我发现的所有关于纹理的教程都不使用索引渲染,我的程序中的每个顶点都用于其他16个四面体,所以我甚至不知道如何定位纹理。程序本身太长,太乱了,我张贴它,但如果有人能告诉我是否有可能把纹理索引基元或不,也给我一个教程的链接,我会很感激。
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();
}
}
好了,这就是顶点和下标的声明只是给你们一个概念。很乱,不好意思如果你看不清它是怎么做的它声明了一个螺旋状的顶点集合然后声明了四面体的所有指标。然后使用from函数中的int数组只绘制指定的四面体。
是的,我正在使用3D照明,尽管我不知道最微弱的原因。
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的问题是,当您将标志设置在一起时,顺序是不可指定的,而VERTEXELEMENT9[]系统能够指定元素的顺序以及哪些元素包含在其中。
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,那么它在3D空间中的位置,因此最终它的纹理坐标是固定的,无论它实际上是哪个三角形的一部分。因此,除非您打算模拟一些非常锋利的边缘,在这种情况下,您应该复制顶点,否则每个顶点有一个文本编码是完全可以接受的。
至于在不崩溃的情况下渲染系统,那么是时候使用着色器了,基本上是因为固定函数已经死了,几乎所有的现代渲染都使用着色器,你必须很久以前就学会了如何使用它。幸运的是,基本的纹理是基本的,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东西就可以了。
// 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到像素着色器。
我绝不是DirectX专家,但根据经验,我认为它使用的方法与OpenGL非常相似。
如果你想要纹理一个对象,你需要纹理坐标的每个顶点,除了位置属性和可能的其他(法向量,切向量,…)。当您使用索引缓冲区来寻址顶点数据时,我假设在顶点缓冲区中有后者。因此,通过向每个顶点添加纹理坐标,你可以将纹理包裹到四面体上。但是请注意,你不能为每个顶点设置不同的纹理坐标,如果你的索引缓冲区说'我想要一个索引为0,1和2的三角形',你将总是从索引0,1和2中获得位置和纹理坐标数据。
你可以做的是修改纹理坐标为每个四面体作为一个整体,通过应用一个变换矩阵对他们首先。此转换与应用于位置属性的转换是分开的。