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1、DirectX中的多重纹理相关技术来源:[ogdev]浏览:[28] 直到现在我才知道前边讲的所谓黑暗映射之类的是什么东西,其实说白了就是使用多重纹理的一种方式。多重纹理从原则上讲全部可以被多次渲染所替代,因为多重纹理实际上就是将多次渲染中的每遍中的纹理在一遍中进行操作。因此我们首先介绍一下多次渲染,然后概要介绍一下多重纹理的使用方法和实现的效果。一种复杂的效果往往是无法通过单次渲染来完成的,因此多次渲染实际上非常普遍。在shadowvolume算法中就要通过多次渲染来实现阴影混合。Hook在siggraph1
2、998中提到Quake3使用了10次渲染:1~4累积凹凸贴图(Accumulatebumpmap)5漫反射光照(Diffuselighting)6基本纹理,具有镜面反射成分7镜面光照(Specularlighting)8放射性光照(Emissivelighting)9体积/大气效果(volumetric/atmosphereeffect)10屏幕显示(screenflash)这对硬件的性能要求非常高,即使再现在来讲对于复杂场景来讲也是不能忍受的。那么为了减少渲染次数,显卡开始支持多重纹理。我们来看一下多次渲染和
3、多重纹理的代码比较。多次渲染://texture#1m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_SELECTARG1);m_pd3dDevice->SetTexture(0,m_pWallTexture);m_pd3dDevice->SetSteamSource(0,m_pCubeVB,0,sizeof
4、(CUBEVERTEXT));m_pd3dDevice->SetFVF(FVF_CUBEVERTEXT);m_pd3dDevice->SetIndices(m_pCubeIB,0);m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,24,0,36/3);//texture#2m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);m_pd3dDevice->SetRenderState(D3
5、DRS_SRCBLEND,D3DBLEND_ONE);m_pd3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_ONE);m_pd3dDevice->SetTexture(0,m_pDetailTexture);m_pd3dDevice->SetSteamSource(0,m_pCubeVB,0,sizeof(CUBEVERTEXT));m_pd3dDevice->SetFVF(FVF_CUBEVERTEXT);m_pd3dDevice->SetIndices(
6、m_pCubeIB);m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,24,0,36/3);多重纹理//texture#1m_pd3dDevice->SetTexture(0,m_pWallTexture);m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLOROP,D
7、3DTOP_SELECTARG1);//texture#2m_pd3dDevice->SetTexture(1,m_pDetailTexture);m_pd3dDevice->SetTextureStageState(1,D3DTSS_TEXCOORDINDEX,0);m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG2,
8、D3DTA_CURRENT);m_pd3dDevice->SetSteamSource(0,m_pCubeVB,0,sizeof(CUBEVERTEXT));m_pd3dDevice->SetFVF(FVF_CUBEVERTEXT);m_pd3dDevice->SetIndices(m_pCubeIB);m_pd3dDevice->DrawIndexedPrimitive(D3DPT_