所以我试图用bmp创建一些简单的地形,我不知道如何访问像素颜色以获得它的RGB值作为高度。我理解这个概念,而不是如何将其付诸实践。这是我到目前为止的代码。非常感谢任何帮助!
CUSTOMVERTEX vecArray[256][256];
m_pSurface = nullptr;
D3DXIMAGE_INFO imageInfo;
ZeroMemory(&imageInfo, sizeof(D3DXIMAGE_INFO));
HRESULT hr = D3DXGetImageInfoFromFile(L"heightmap.bmp", &imageInfo);
_pDevice->CreateOffscreenPlainSurface(imageInfo.Width, imageInfo.Height, D3DFMT_X8R8G8B8, D3DPOOL_SCRATCH, &m_pSurface, 0);
hr = D3DXLoadSurfaceFromFile(m_pSurface, 0, 0, L"heightmap.bmp", 0, D3DX_FILTER_NONE, 0, &imageInfo);
D3DLOCKED_RECT lockRect;
ZeroMemory(&lockRect, sizeof(D3DLOCKED_RECT));
m_pSurface->LockRect(&lockRect, 0, D3DLOCK_READONLY);
int iNumPixels = imageInfo.Width * imageInfo.Height;
int iPixelsWidth = imageInfo.Width;
int iPixelsHeight = imageInfo.Height;
for (int i = 0; i < iPixelsWidth; ++i) // HORIZONTAL ROWS
{
for (int j = 0; j < iPixelsHeight; ++j) // VERTICAL ROWS
{
vecArray[i][j].x = (float)i;
vecArray[i][j].y = (float)j;
vecArray[i][j].z = ???? // Get Height from bmp
vecArray[i][j].color = D3DCOLOR_XRGB(255, 255, 255);
}
}
m_pSurface->UnlockRect();
结构定义为:
struct CUSTOMVERTEX
{
FLOAT x, y, z; // The untransformed, 3D position for the vertex
DWORD color;
};
答案 0 :(得分:0)
将像素映射到缓冲区后,将颜色值插入整数(范围0到255)到您的高度范围。如果您使用的是3通道图像(rgb),则需要先将通道平均为一个值(即(r + g + b)/ 3)。这将为您提供单个像素值。
请参阅“线性插值”以将像素范围转换为高度范围。如果您询问如何自己访问像素值,则这取决于用于加载位图的方法。