grass

所属分类:3D图形编程
开发工具:Visual C++
文件大小:512KB
下载次数:50
上传日期:2008-12-30 15:14:33
上 传 者lindazsj
说明:  D3D实现的草丛的逼真绘制和显示,界面简单,实时显示帧速,绘制效果逼真,可全屏或窗口显示。
(D3D achieve realistic rendering of the bushes and showed that the interface is simple, real-time display帧速, realistic rendering effects can be displayed full screen or window.)

文件列表:
directx.ico (1078, 2001-07-13)
framework (0, 2002-07-26)
framework\d3dapp.cpp (75328, 2001-10-31)
framework\d3dapp.h (9179, 2001-10-31)
framework\d3dfile.cpp (24189, 2001-10-31)
framework\d3dfile.h (4344, 2001-10-31)
framework\d3dfont.cpp (23795, 2001-10-31)
framework\d3dfont.h (2487, 2001-10-31)
framework\d3dres.h (1664, 2001-08-17)
framework\d3dutil.cpp (23266, 2001-10-31)
framework\d3dutil.h (10718, 2001-10-31)
framework\dxutil.cpp (23668, 2001-10-31)
framework\dxutil.h (5147, 2001-10-31)
Grass.cpp (18006, 2002-07-26)
Grass.dsp (5210, 2002-07-26)
Grass.dsw (614, 2002-07-24)
Grass.exe (352256, 2002-07-26)
media (0, 2002-07-25)
media\GRASS_GROUND.tga (196652, 2002-07-25)
media\thingrass0000.tga (241969, 2001-10-01)
resource.h (1380, 2001-09-21)
shaders (0, 2002-07-25)
shaders\grass.psh (131, 2002-07-25)
shaders\grass.vsh (2343, 2002-07-30)
winmain.rc (5124, 2001-09-21)

//----------------------------------------------------------------------------- // Name: Grass Sample // // Copyright (c) 2002 ATI Technologies Inc. All rights reserved. //----------------------------------------------------------------------------- Description =========== The Grass sample demonstrates the use of vertex and pixel shaders to create the effect of a grass waving in the wind. The availability of programmable vertex and pixel shaders has allowed programmers to re-examine how they implement passive background scene geometry. With the ability to transfer background scene animation over to the GPU, previously static background objects can now be animated, adding life and realism to the scene. In this sample, an approach is shown for realistically and inexpensively animating grass with a combination of vertex and pixel shaders. Path ==== Source: samples\Grass User's Guide ============ The following keys are implemented. The dropdown menus can be used for some of the same controls. Toggles the vertex shader

Toggles the pixel shader Starts and stops the scene Advances the scene by a small increment Prompts user to select a new rendering device or display mode Toggles between fullscreen and windowed modes Exits the app. Programming Notes ================= The waving motion of the grass can be accomplished in the vertex shader. Using a traditional method the grass is rendered with randomly placed intersecting quads stored in a single vertex buffer. The quads are texture mapped and rendered with an alpha test. In the vertex shader, the top two vertices of each quad are animated using a combination of four sinusoidal waves. The waves are approximated using a Taylor Series approach. This combination of sine waves using various different frequencies creates a natural waving that does not look like an animation or overly repetitious. When grass blades wave in the wind they also turn and change their orientation with respect to the sunlight. Because this method involves using a textured quad to represent various blades of grass it is impossible to change the lighting on individual grass blades. To simulate the change in color that would occur as the blades twist the wind, the same sine wave that was used to animate the grass is used to oscillate between two colors. In this case, the green channel of the color was changed to make the grass color change from intense green to a more yellowish-brown. The pixel shader combines this color with the grass texture to produce the final result.


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