6.9投影纹理
先上图
投影纹理听起来很复杂,实际上too easy.
无非就是再设置第二个摄像机,生成一个新的投影颜色,再与正常投影的颜色进行混合,
即顶点还是那个顶点,颜色是个混合颜色。
贴出代码,避免眼高手低
第二个摄像机
//设置投影位置,投影目标,向上向量
D3DXVECTOR3 vProjectPosition(10.0 * sin(-fTime), 7.0, 10.0 * cos(-fTime));
D3DXVECTOR3 vProjectionObject(0.0, 0.0, 0.0);
D3DXVECTOR3 vUp(0.0, 1.0, 0.0);
g_RenderObject.SetProject(&g_matWorld, &vProjectPosition, &vProjectionObject, &vUp);
HRESULT CRenderObject::SetProject(D3DXMATRIXA16 * pWorld, D3DXVECTOR3 *pPosition, D3DXVECTOR3 *pObject, D3DXVECTOR3 *vUp)
{
HRESULT hr = S_OK;
D3DXMATRIXA16 matViewProject;
D3DXMatrixLookAtLH(&matViewProject, pPosition, pObject, vUp);
D3DXMATRIXA16 matProjectProject;
D3DXMatrixPerspectiveLH(&matProjectProject, D3DX_PI / 6, 1.0, 1.0, 100.0);
D3DXHANDLE matWorldProjectHandle = m_pEffect->GetParameterByName(0, "g_matWorldProject");
m_pEffect->SetMatrix(matWorldProjectHandle, pWorld);
D3DXHANDLE matViewProjectHandle = m_pEffect->GetParameterByName(0, "g_matViewProject");
m_pEffect->SetMatrix(matViewProjectHandle, &matViewProject);
D3DXHANDLE matProjectProjectHandle = m_pEffect->GetParameterByName(0, "g_matProjectProject");
m_pEffect->SetMatrix(matProjectProjectHandle, &matProjectProject);
return E_NOTIMPL;
}
从上面看,发现第二个摄像机确实只是个普通的摄像机而已。
在shader中,主摄像机不变,只看第二个摄像机
因为第二个摄像机在投影后的坐标原点在屏幕中心,而纹理坐标的原点在屏幕左上角,所以还要使用一个平移矩阵来变换,即,除在x,yz缩放0.5外还需要再x,y,z方向平移0.5,
在vs中,
// 投影纹理
float4x4 matWorldViewProjectTexture = mul( g_matWorldProject ,g_matViewProject );
float4x4 matWorldViewProjectProjectTexture = mul( matWorldViewProjectTexture , g_matProjectProject );
Out.ProjectUV = mul( In.Position ,matWorldViewProjectProjectTexture );
Out.ProjectUV.y = - Out.ProjectUV.y;
在ps中
// 计算纹理坐标
float4x4 matOffset; // 偏移矩阵
matOffset._11 = matOffset._22 = matOffset._33 = 0.5;
matOffset._41 = matOffset._42 = matOffset._43 = 0.5;
//
matOffset._12 = matOffset._13 = matOffset._14 = 0.0;
matOffset._21 = matOffset._23 = matOffset._24 = 0.0;
matOffset._31 = matOffset._32 = matOffset._34 = 0.0;
matOffset._44 = 1.0;
float4 Offset = mul( In.ProjectUV , matOffset );
float4 vColor = tex2Dproj( MeshTextureSampler ,Offset );
再按比例叠加正常投影的颜色即可。
float4 vColorBackGround = tex2D( MeshTextureSampler ,In.TextureUV ) ;
return vColorBackGround * 0.3 + vColor * 0.9;
由于这里不想让投影纹理铺满整个模型,所以使用边界方式(BORDER),而不是默认的重复方式(WRAP)。
即
pass P0
{
FillMode = Solid;
AddressU[ 0 ] = Border;
AddressV[ 0 ] = Border;
VertexShader = compile vs_2_0 RenderSceneVS( );
PixelShader = compile ps_2_0 RenderScenePS( );
}