所以我一直在网上寻找这个问题的答案,但我似乎错过了一些东西。
我有一个小项目可以在XNA 4.0中动态创建3D地形,但是我希望能够在地形上绘制一个圆形(或者任何其他形状,但我们先用圆圈)。 现在我已经阅读了一些关于“投射纹理”的内容,但我承认,当涉及着色器语言时,我完全失去了。
我的想法是,我可以(动态地)创建一个基本形状,比如一个直径为2'单位的圆形,然后在地形上绘制它作为光标所在的指示器。 (我能够在3D地形上获得光标位置。)
有谁知道如何做到这一点,是否需要使用着色器?任何有关此事的帮助都是令人沮丧的!
提前致谢!
答案 0 :(得分:4)
您可以使用着色器...
将参数传递给地形着色器,光标的3D世界位置和半径...以定义球体,
技巧是将顶点世界位置从顶点着色器传递到像素着色器,并且 在像素着色器中,如果正在绘制像素,则只需要为输出颜色着色,就在球体内部。
编辑:我自己找到了一个旧的着色器......有两种选择圈和框,你在这里:uniform float4x4 xWorldViewProjection;
uniform float3 xCursorPos;
uniform float xCursorRadio;
uniform float4 xLightColor = float4(0.8, 0.8, 0.8,1);
uniform float4 xAmbientFactor = 0.4f;
uniform float3 xCamPos;
uniform int xCursorType=0; // 0: Circle 1: Box
void VS_Basico(
in float4 inPos : POSITION,
in float3 inNormal : NORMAL0,
in float4 inColor : COLOR0,
out float4 outPos: POSITION,
out float3 outNormal:TEXCOORD1,
out float3 outPos2 : TEXCOORD0,
out float4 outColor: COLOR0
)
{
outPos = mul (inPos, xWorldViewProjection);
outNormal = inNormal;
outPos2 = inPos.xyz;
outColor = inColor;
}
float4 PS_CursorPerPixelCircular ( in float4 inColor : COLOR, in float3 inPos:TEXCOORD0 ) : COLOR
{
float f = distance(inPos, xCursorPos);
float4 outColor = inColor;
if (f<xCursorRadio) {
outColor=lerp(float4(0,1,1,1), inColor, 0.4) ;
}
return outColor;
}
float4 PS_CursorPerPixelCuadrado ( in float4 inColor : COLOR, in float3 inPos:TEXCOORD0 ) : COLOR
{
float3 size = float3(xCursorRadio,xCursorRadio,xCursorRadio);
float3 minSize = xCursorPos - size;
float3 maxSize = xCursorPos + size;
float4 outColor = inColor;
if (inPos.x>=minSize.x && inPos.x<=maxSize.x && inPos.y>=minSize.y && inPos.y<=maxSize.y && inPos.z>=minSize.z && inPos.z<=maxSize.z )
{
outColor=lerp(float4(0,1,1,1), inColor, 0.4) ;
}
return outColor;
}
void PS_Basico(
in float4 inColor : COLOR0,
in float3 inPos:TEXCOORD0,
in float3 inNormal:TEXCOORD1,
out float4 outColor: COLOR0
)
{
float3 xLightPos = float3(40, 40, 0);
float3 LightDir = normalize(inPos - xLightPos);
float3 reflectionVector = reflect(LightDir, inNormal);
float3 eyeVector = inPos - xCamPos;
float specular = dot(normalize(reflectionVector), normalize(eyeVector));
specular = pow(specular, 256);
float difusse_factor = -dot(normalize(inNormal), LightDir);
if (difusse_factor<0) difusse_factor = 0;
float4 col = inColor * xAmbientFactor + inColor * difusse_factor * xLightColor;
if (xCursorType ==0)
{
col = PS_CursorPerPixelCircular(col, inPos);
} else {
col = PS_CursorPerPixelCuadrado(col, inPos);
}
col.a = 1;
col.rgb += specular;
/* col.xyz = col.xyz * (inPos.y+1) / 2;
col.y = 2*col.x;
col.z = 2*col.x;
*/
outColor = col;
//outColor = float4(inNormal, 1);
}
//-------------------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------------------
//--- TECNIQUES -----------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------------------
technique ColoredWired
{
pass Pass0
{
VertexShader = compile vs_2_0 VS_Basico();
PixelShader = compile ps_2_0 PS_Basico();
FILLMODE = WIREFRAME;
}
}
technique ColoredSolid
{
pass Pass0
{
VertexShader = compile vs_2_0 VS_Basico();
PixelShader = compile ps_2_0 PS_Basico();
FILLMODE = SOLID;
}
}