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cn.Tutorial Effects - Function Printing

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TOC: Of Effects and Shaders
Back: Mr. Wiggle
Next: Vertex Data


有各种各样的可能的方式来通过数学运算的函数来改变顶点的位置。

下面的一个例子我们使用Grid (EX9.Geometry)作为输入。设置分辨率为50x50。

f(x, y) = z

通过x和y创建一个新的z坐标。使用the MrWiggle example我们可以这样写:

float2 Frequency = 10;
float2 Phase = 0;
float2 Amplitude = 0.01;
 
vs2ps VS(
    float4 PosO  : POSITION,
    float4 TexCd : TEXCOORD0)
{
    //declare output struct
    vs2ps Out;
 
    //calculate two waves
    float2 wave = sin(PosO.xy * Frequency + Phase) * Amplitude;
 
    //set z coordinate
    PosO.z = wave.x + wave.y;
 
    //transform position
    Out.Pos = mul(PosO, tWVP);
 
    //transform texturecoordinates
    Out.TexCd = mul(TexCd, tTex);
 
    return Out;
}

使用一个程序片像:

function patch

f(u, v) = xyz

另一个常用的方式是从网格上的xy坐标计算出一个完全新的位置。这通常被成为参数化表面,这个表面的xy输入参数被称为uv。

例如一个椎体:

x = v*cos(u)
y = v*sin(u)
z = v

把它写成一个函数:

float3 Cone(float2 uv)
{
    float u = uv.x;
    float v = uv.y;
 
    float3 newPos;
    newPos.x = v * cos(u);
    newPos.y = v * sin(u);
    newPos.z = v;
 
    return newPos;
}

可以非常容易的通过两个pi来放大u的范围0...1到一个完整的圆圈,同时加入一个通常的偏移和放大的输入参数。这个顶点着色器像下面这样:

#define twopi 6.28318531
 
float2 Scale = 1;
float2 Offset = 0;
 
float3 Cone(float2 uv)
{
 
     uv *= Scale;
     uv += Offset;
 
    float u = uv.x * twopi;
    float v = uv.y;
 
    float3 newPos;
    newPos.x = v * cos(u);
    newPos.y = v * sin(u);
    newPos.z = v;
 
    return newPos;
}
 
vs2ps VS(
    float4 PosO  : POSITION,
    float4 TexCd : TEXCOORD0)
{
    //declare output struct
    vs2ps Out;
 
    //set new position
    PosO.xyz = Cone(PosO.xy);
 
    //transform position
    Out.Pos = mul(PosO, tWVP);
 
    //transform texturecoordinates
    Out.TexCd = mul(TexCd, tTex);
 
    return Out;
}

程序片如下:

cone patch

Next: Vertex Data
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TOC: Of Effects and Shaders

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