• 水波特效


    shader + 多个渲染目标, 这个例子可以把接触点的圆形换成任意模型,这样水波就会沿着模型边缘线产生,形成一个模型形状的水波更逼真.

    完整源代码下载http://download.csdn.net/detail/a5326262/4589944 不知道如何在博客园 上传只好传到CSDN上

    Shader代码:

       1:  
       2:  
       3: struct VS_INPUT
       4: {
       5:     float3 Position : POSITION;
       6:     float2 Texcoord : TEXCOORD;
       7: };
       8:  
       9: struct VS_OUTPUT
      10: {
      11:     float4 Position : SV_POSITION;
      12:     float2 Texcoord : TEXCOORD0;
      13: };
      14: //是否提高精度
      15: bool bHighPrecision = false;
      16:  
      17: texture heightmap_prev;
      18:  
      19: sampler2D HeightPrevSampler = sampler_state
      20: {
      21:     Texture = <heightmap_prev>;//Linear
      22:     MinFilter = Point;
      23:     MagFilter = Point;
      24:     MipFilter = Point;   
      25:     AddressU  = Clamp;
      26:     AddressV  = Clamp;
      27: };
      28:  
      29: texture heightmap_current;
      30:  
      31: sampler2D HeightCurrentSampler = sampler_state
      32: {
      33:     Texture = <heightmap_current>;
      34:     MinFilter = Point;
      35:     MagFilter = Point;
      36:     MipFilter = Point;   
      37:     AddressU  = Clamp;
      38:     AddressV  = Clamp;
      39: };
      40:  
      41: //
      42: // Pass through vertex shader
      43: //
      44: VS_OUTPUT VS_Passthrough(VS_INPUT In)
      45: {
      46:     VS_OUTPUT Out;
      47:     
      48:     Out.Position = float4(In.Position, 1.0f);
      49:     Out.Texcoord = In.Texcoord;
      50:  
      51:     return Out;
      52: }
      53:  
      54: float4x4 wvp_matrix;
      55: //
      56: // Vertex Shader
      57: //
      58: VS_OUTPUT VS(VS_INPUT In)
      59: {
      60:     VS_OUTPUT Out;
      61:     
      62:     Out.Position = mul(float4(In.Position, 1.0f), wvp_matrix);
      63:     Out.Texcoord = In.Texcoord;
      64:  
      65:     return Out;
      66: }
      67:  
      68: // 
      69: float4 EncodeHeightmap(float fHeight)
      70: {
      71:     float h = fHeight;
      72:     float positive = fHeight > 0 ? fHeight : 0;
      73:     float negative = fHeight < 0 ? -fHeight : 0;
      74:  
      75:     float4 color = 0;
      76:  
      77:     
      78:     color.r = positive;
      79:     color.g = negative;
      80:     
      81:     if ( bHighPrecision )
      82:     {
      83:     
      84:         color.ba = frac(color.rg*256);
      85:     
      86:         color.rg -= color.ba/256.0f;
      87:     }
      88:     
      89:     return color;
      90: }
      91:  
      92:  
      93: float DecodeHeightmap(float4 heightmap)
      94: {
      95:     float4 table;
      96:  
      97:     if ( bHighPrecision )
      98:         table = float4(1.0f, -1.0f, 1.0f/256.0f, -1.0f/256.0f);
      99:     else
     100:         table = float4(1.0f, -1.0f, 0.0f, 0.0f);
     101:     
     102:     return dot(heightmap, table);
     103: }
     104:  
     105: float DecodeHeightmap(sampler2D HeightmapSampler, float2 texcoord)
     106: {
     107:     float4 heightmap = tex2D(HeightmapSampler, texcoord);
     108:     return DecodeHeightmap(heightmap);
     109: }
     110:  
     111: float4 texture_size;
     112: float  fDamping;
     113: //
     114: // Pixel Shader
     115: //
     116: float4 PS_Simulate(VS_OUTPUT In) : COLOR
     117: {
     118:     float3 offset[4] =
     119:     {
     120:         float3(-1.0f, 0.0f, 0.25f),
     121:         float3( 1.0f, 0.0f, 0.25f),
     122:         float3( 0.0f,-1.0f, 0.25f),
     123:         float3( 0.0f, 1.0f, 0.25f),
     124:     };    
     125:  
     127:     // float4(1.0f, -1.0f, 1.0f/256.0f, -1.0f/256.0f);
     128:     float fHeightPrev = DecodeHeightmap(HeightPrevSampler, In.Texcoord);
     129:     
     130:  
     131:     float fNeighCurrent = 0;
     132:     for ( int i=0; i<4; i++ )
     133:     {
     134:         float2 texcoord = In.Texcoord + offset[i].xy * texture_size.xy;
     135:         fNeighCurrent += (DecodeHeightmap(HeightCurrentSampler, texcoord) * offset[i].z);
     136:     }
     137:  
     138:     float fHeight = fNeighCurrent * 2.0f - fHeightPrev;
     139:     fHeight *= fDamping;
     140:     float4 color = EncodeHeightmap(fHeight);
     141:             
     142:     return color;
     143: }
     144:  
     145: float fNormalScale;
     146:  
     147: float4 PS_Normal(VS_OUTPUT In) : COLOR
     148: {
     149:     float2 offset[4] =
     150:     {
     151:         float2(-1.0f, 0.0f),
     152:         float2( 1.0f, 0.0f),
     153:         float2( 0.0f,-1.0f),
     154:         float2( 0.0f, 1.0f),
     155:     };    
     156:  
     157:     float fHeightL = DecodeHeightmap(HeightCurrentSampler, In.Texcoord + offset[0]*texture_size.xy);
     158:     float fHeightR = DecodeHeightmap(HeightCurrentSampler, In.Texcoord + offset[1]*texture_size.xy);
     159:     float fHeightT = DecodeHeightmap(HeightCurrentSampler, In.Texcoord + offset[2]*texture_size.xy);
     160:     float fHeightB = DecodeHeightmap(HeightCurrentSampler, In.Texcoord + offset[3]*texture_size.xy);
     161:     
     162:     float3 n = float3(fHeightR - fHeightL,fHeightB - fHeightT,fNormalScale);
     163:     float3 normal = (n + 1.0f) * 0.5f;
     164:     
     165:     return float4(normal.rgb, 1.0f);
     166: }
     167:  
     168: float4 PS_Heightmap(VS_OUTPUT In) : COLOR
     169: {
     170:     float height = DecodeHeightmap(HeightCurrentSampler, In.Texcoord);
     171:     return (height + 1.0f) * 0.5f;
     172: }
     173:  
     174:  
     175: float fForce;
     176:  
     177: float4 PS_Impulse(VS_OUTPUT In) : COLOR
     178: {
     179:     float4 color = EncodeHeightmap(fForce);
     180:     return color;
     181: }
     182:  
     183:  
     184: texture NormalmapTex;
     185:  
     186: sampler2D NormalmapSampler = sampler_state
     187: {
     188:     Texture = <NormalmapTex>;
     189:     MinFilter = Linear;
     190:     MagFilter = Linear;
     191:     MipFilter = Linear;   
     192:     AddressU  = Clamp;
     193:     AddressV  = Clamp;
     194: };
     195:  
     196: texture WaterTex;
     197:  
     198: sampler2D WaterSampler = sampler_state
     199: {
     200:     Texture = <WaterTex>;
     201:     MinFilter = Linear;
     202:     MagFilter = Linear;
     203:     MipFilter = Linear;   
     204:     AddressU  = Clamp;
     205:     AddressV  = Clamp;
     206: };
     207:  
     208: float fTexcoordScale;
     209:  
     210: float4 PS_Water(VS_OUTPUT In) : COLOR
     211: {
     212:     float4 normalmap = tex2D(NormalmapSampler, In.Texcoord);
     213:     float3 normal = (normalmap.rgb - 0.5f) * 2.0f;
     214:     float2 texcoord = In.Texcoord + normal.xy * fTexcoordScale;
     215:     float4 color = tex2D(WaterSampler, texcoord);
     216:     
     217:     return color;
     218: }
     219:  
     220: // 1.渲染物体
     221: technique AddImpulse
     222: {
     223:     pass p0 
     224:     {
     225:         //VertexShader = compile vs_2_0 VS();
     226:         PixelShader = compile ps_2_0 PS_Impulse();
     227:  
     228:         AlphaBlendEnable = TRUE;
     229:         AlphaTestEnable = FALSE;
     230:         SrcBlend = ONE;
     231:         DestBlend = ONE;
     232:         ZEnable = FALSE;
     233:         CULLMODE = NONE;
     234:     }
     235: }
     236:  
     237: // 2.下一帧的高度
     238: technique WaterSimulation
     239: {
     240:     pass p0 
     241:     {
     242:         //VertexShader = compile vs_2_0 VS_Passthrough();
     243:         PixelShader = compile ps_2_0 PS_Simulate();
     244:  
     245:         AlphaBlendEnable = FALSE;
     246:         AlphaTestEnable = FALSE;
     247:         ZEnable = FALSE;
     248:         CULLMODE = NONE;
     249:     }
     250: }
     251: // 3. 计算发现
     252: technique ConvertNormal
     253: {
     254:     pass p0 
     255:     {
     256:         //VertexShader = compile vs_2_0 VS_Passthrough();
     257:         PixelShader = compile ps_2_0 PS_Normal();
     258:  
     259:         AlphaBlendEnable = FALSE;
     260:         AlphaTestEnable = FALSE;
     261:         ZEnable = FALSE;
     262:         CULLMODE = NONE;
     263:     }
     264: }
     265:  
     266: technique Heightmap
     267: {
     268:     pass p0 
     269:     {
     270:         //VertexShader = compile vs_2_0 VS_Passthrough();
     271:         PixelShader = compile ps_2_0 PS_Heightmap();
     272:  
     273:         AlphaBlendEnable = FALSE;
     274:         AlphaTestEnable = FALSE;
     275:         ZEnable = FALSE;
     276:         CULLMODE = NONE;
     277:     }
     278: }
     279: // 4. 画背景
     280: technique Water
     281: {
     282:     pass p0 
     283:     {
     284:         //VertexShader = compile vs_2_0 VS_Passthrough();
     285:         PixelShader = compile ps_2_0 PS_Water();
     286:  
     287:         AlphaBlendEnable = FALSE;
     288:         AlphaTestEnable = FALSE;
     289:         ZEnable = FALSE;
     290:         CULLMODE = NONE;
     291:     }
     292: }

    效果图1小半径圆形                   效果图2大半径圆形

    未命名未命名

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  • 原文地址:https://www.cnblogs.com/ThreeThousandBigWorld/p/2701548.html
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