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Directx11学习笔记【二十二】 用高度图实现地形
本文由zhangbaochong原创,转载请注明出处http://www.cnblogs.com/zhangbaochong/p/5827714.html
在前面我们曾经实现过简单的地形(Directx11学习笔记【十三】 实现一个简单地形),只不过原来使用一个固定的函数获得地形高度,这样跟真实的地形差距比较大。接下来让我们学习使用高度图来进行三维地形模拟。
1.高度图
高度图其实就是一组连续的数组,这个数组中的元素与地形网格中的顶点一一对应,且每一个元素都指定了地形网格的某个顶点的高度值。高度图最常用的使用灰度图实现,灰度图中亮度越大对应的地形高度越高。下面就是一幅灰度图:
灰度图格式通常为.raw,google一下高度图保存图片改为raw格式就可以了。高度图每个元素通常只分配一个字节,即数值在0~255之间。但在实际使用的时候经常要对高度进行比例变换,因此需要将byte转为float,然后通过一个缩放系数进行缩放,这样就不必拘泥于0~255这么一个范围了。
2.读取高度图
读取高度图很简单,用二进制读取文件就好了。
1 //读取高度图信息 2 bool TerrainDemo::ReadRawFile(std::string filePath) 3 { 4 std::ifstream inFile; 5 //二进制方式打开文件 6 inFile.open(filePath.c_str(), std::ios::binary); 7 //文件指针移动到末尾 8 inFile.seekg(0, std::ios::end); 9 //大小为当前缓冲区大小10 std::vector<BYTE> inData(inFile.tellg());11 //文件指针移动到开头12 inFile.seekg(std::ios::beg);13 //读取高度信息14 inFile.read((char*)&inData[0], inData.size());15 inFile.close();16 17 m_heightInfos.resize(inData.size());18 for (int i = 0; i < inData.size(); ++i)19 {20 m_heightInfos[i] = inData[i];21 }22 23 return true;24 }
3.顶点和索引的计算
顶点和索引的计算同Directx11学习笔记【十三】 实现一个简单地形类似,这里就不再详细说明了。不一样的由于采用了纹理光照渲染,所以需要得到法线,在计算索引的同时需要把顶点法线计算出来:
1 //计算法线 2 void TerrainDemo::ComputeNomal(Vertex& v1, Vertex& v2, Vertex& v3, XMFLOAT3& normal) 3 { 4 XMFLOAT3 f1(v2.pos.x - v1.pos.x, v2.pos.y - v1.pos.y, v2.pos.z - v1.pos.z); 5 XMFLOAT3 f2(v3.pos.x - v1.pos.x, v3.pos.y - v1.pos.y, v3.pos.z - v1.pos.z); 6 XMVECTOR vec1 = XMLoadFloat3(&f1); 7 XMVECTOR vec2 = XMLoadFloat3(&f2); 8 XMVECTOR temp = XMVector3Normalize(XMVector3Cross(vec1, vec2)); 9 XMStoreFloat3(&normal, temp);10 }
计算顶点和索引:
1 bool TerrainDemo::InitTerrain(float width, float height, UINT m, UINT n,float scale) 2 { 3 m_cellsPerRow = m; 4 m_cellsPerCol = n; 5 m_verticesPerRow = m + 1; 6 m_verticesPerCol = n + 1; 7 m_numsVertices = m_verticesPerRow*m_verticesPerCol; 8 m_width = width; 9 m_height = height;10 m_heightScale = scale;11 12 //得到缩放后的高度13 for (auto& item : m_heightInfos)14 {15 item *= m_heightScale;16 }17 18 //起始x z坐标19 float oX = -width * 0.5f;20 float oZ = height * 0.5f;21 //每一格坐标变化22 float dx = width / m;23 float dz = height / n;24 25 m_vertices.resize(m_numsVertices);26 //计算顶点27 for (UINT i = 0; i < m_verticesPerCol; ++i)28 {29 float tempZ = oZ - dz * i;30 for (UINT j = 0; j < m_verticesPerRow; ++j)31 {32 UINT index = m_verticesPerRow * i + j;33 m_vertices[index].pos.x = oX + dx * j;34 m_vertices[index].pos.y = m_heightInfos[index];35 m_vertices[index].pos.z = tempZ;36 37 m_vertices[index].tex = XMFLOAT2(dx*i, dx*j);38 }39 }40 41 //计算索引和法线42 //总格子数量:m * n43 //因此总索引数量: 6 * m * n44 UINT nIndices = m * n * 6;45 m_indices.resize(nIndices);46 UINT tmp = 0;47 for (UINT i = 0; i < n; ++i)48 {49 for (UINT j = 0; j < m; ++j)50 {51 m_indices[tmp] = i * m_verticesPerRow + j;52 m_indices[tmp + 1] = i * m_verticesPerRow + j + 1;53 m_indices[tmp + 2] = (i + 1) * m_verticesPerRow + j;54 55 //计算法线56 XMFLOAT3 temp;57 ComputeNomal(m_vertices[m_indices[tmp]], m_vertices[m_indices[tmp + 1]], 58 m_vertices[m_indices[tmp + 2]], temp);59 m_vertices[m_indices[tmp]].normal = temp;60 m_vertices[m_indices[tmp + 1]].normal = temp;61 m_vertices[m_indices[tmp + 2]].normal = temp;62 63 m_indices[tmp + 3] = i * m_verticesPerRow + j + 1;64 m_indices[tmp + 4] = (i + 1) * m_verticesPerRow + j + 1;65 m_indices[tmp + 5] = (i + 1) * m_verticesPerRow + j;66 67 ComputeNomal(m_vertices[m_indices[tmp + 3]], m_vertices[m_indices[tmp + 4]],68 m_vertices[m_indices[tmp + 5]], temp);69 m_vertices[m_indices[tmp + 3]].normal = temp;70 m_vertices[m_indices[tmp + 4]].normal = temp;71 m_vertices[m_indices[tmp + 5]].normal = temp;72 73 tmp += 6;74 }75 }76 77 return true;78 }
4.效果截图
5.详细源码
TerrainDemo.h
1 #pragma once 2 #include <string> 3 #include <vector> 4 #include "Dx11Base.h" 5 #include "Camera.h" 6 #include "Input.h" 7 #include "Utility.h" 8 #include "LightHelper.h" 9 10 class TerrainDemo : public Dx11Base11 {12 public:13 TerrainDemo(HINSTANCE hInst, std::wstring title = L"TerrainDemo", int width = 800, int height = 640);14 ~TerrainDemo();15 16 //顶点结构 位置、法线、uv坐标17 struct Vertex18 {19 Vertex() {}20 Vertex(const XMFLOAT3 _pos, XMFLOAT3 _normal, XMFLOAT2 _tex) :21 pos(_pos), normal(_normal), tex(_tex) {}22 23 XMFLOAT3 pos;24 XMFLOAT3 normal;25 XMFLOAT2 tex;26 };27 28 bool Init() override;29 void Update(float dt);30 void Render();31 32 bool OnResize() override;33 private:34 bool BuildBuffers();35 bool BuildSRVs();36 bool BuildInputLayouts();37 void UpdateCamera(float dt);38 private:39 bool ReadRawFile(std::string filePath); //从高度图读取高度信息40 bool InitTerrain(float width, float height, UINT m, UINT n, float scale); //初始化地形41 void ComputeNomal(Vertex& v1, Vertex& v2, Vertex& v3, XMFLOAT3& normal); //计算法线42 private:43 std::vector<float> m_heightInfos; //高度图高度信息44 int m_cellsPerRow; //每行单元格数45 int m_cellsPerCol; //每列单元格数46 int m_verticesPerRow; //每行顶点数47 int m_verticesPerCol; //每列顶点数48 int m_numsVertices; //顶点总数49 float m_width; //地形宽度50 float m_height; //地形高度51 float m_heightScale; //高度缩放系数52 53 std::vector<Vertex> m_vertices; //顶点集合54 std::vector<UINT> m_indices; //索引集合55 56 private:57 ID3D11Buffer* m_pVertexBuffer;58 ID3D11Buffer* m_pIndexBuffer;59 ID3D11InputLayout* m_pInputLayout;60 ID3D11ShaderResourceView* m_pSRVTerrain;61 62 Lights::DirectionalLight m_dirLights[3]; //3个平行光源63 Lights::Material m_materialTerrain; //材质64 65 Camera m_camera;66 67 XMFLOAT4X4 m_world; //世界变换矩阵68 XMFLOAT4X4 m_worldViewProj; //世界视角投影矩阵69 XMFLOAT4X4 m_worldInvTranspose; //世界逆矩阵的转置,用于法线变换70 XMFLOAT4X4 m_texTrans; //纹理坐标变换矩阵 71 72 POINT m_lastMousePos; 73 };
TerrainDemo.cpp
1 #include <fstream> 2 #include <memory> 3 #include "TerrainDemo.h" 4 #include "Utility.h" 5 #include "WICTextureLoader.h" 6 #include "d3dx11effect.h" 7 #include "Effects.h" 8 9 TerrainDemo::TerrainDemo(HINSTANCE hInst, std::wstring title, int width, int height) 10 :Dx11Base(hInst, title, width, height) 11 { 12 //"三点式"照明 13 //主光源 14 m_dirLights[0].ambient = XMFLOAT4(0.3f, 0.3f, 0.3f, 1.0f); 15 m_dirLights[0].diffuse = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f); 16 m_dirLights[0].specular = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f); 17 m_dirLights[0].direction = XMFLOAT3(0.57735f, -0.57735f, 0.57735f); 18 //侧光源 19 m_dirLights[1].ambient = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f); 20 m_dirLights[1].diffuse = XMFLOAT4(0.20f, 0.20f, 0.20f, 1.0f); 21 m_dirLights[1].specular = XMFLOAT4(0.25f, 0.25f, 0.25f, 1.0f); 22 m_dirLights[1].direction = XMFLOAT3(-0.57735f, -0.57735f, 0.57735f); 23 //背光源 24 m_dirLights[2].ambient = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f); 25 m_dirLights[2].diffuse = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f); 26 m_dirLights[2].specular = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f); 27 m_dirLights[2].direction = XMFLOAT3(0.0f, -0.707f, -0.707f); 28 29 //材质 30 m_materialTerrain.ambient = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f); 31 m_materialTerrain.diffuse = XMFLOAT4(1.f, 1.f, 1.f, 1.0f); 32 m_materialTerrain.specular = XMFLOAT4(0.3f, 0.3f, 0.3f, 16.0f); 33 34 //设置相机 35 m_lastMousePos = { 0,0 }; 36 XMVECTOR Eye = XMVectorSet(0.0f, 50.0f, 0.1f, 0.0f); 37 XMVECTOR At = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); 38 XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); 39 m_camera.LookAtXM(Eye, At, Up); 40 //设置投影矩阵 41 m_camera.SetLens(XM_PIDIV4, AspectRatio(), 0.1f, 1000.f); 42 43 //初始化世界矩阵 逆转置矩阵 及纹理坐标矩阵 44 //这些每一帧不改变 45 XMMATRIX I = XMMatrixIdentity(); 46 XMStoreFloat4x4(&m_world, I); 47 XMVECTOR det = XMMatrixDeterminant(I); 48 XMMATRIX worldInvTranspose = XMMatrixTranspose(XMMatrixInverse(&det,I)); 49 XMStoreFloat4x4(&m_worldInvTranspose, worldInvTranspose); 50 XMStoreFloat4x4(&m_texTrans, I); 51 } 52 53 TerrainDemo::~TerrainDemo() 54 { 55 SafeRelease(m_pVertexBuffer); 56 SafeRelease(m_pIndexBuffer); 57 SafeRelease(m_pInputLayout); 58 SafeRelease(m_pSRVTerrain); 59 Effects::ReleaseAll(); 60 } 61 62 bool TerrainDemo::Init() 63 { 64 if (!Dx11Base::Init()) 65 return false; 66 if (!Effects::InitAll(m_pd3dDevice)) 67 return false; 68 if (!ReadRawFile("Texture\\heightmap.raw")) 69 return false; 70 if (!InitTerrain(500, 500, 255, 255, 0.2f)) 71 return false; 72 if (!BuildBuffers()) 73 return false; 74 if (!BuildSRVs()) 75 return false; 76 if (!BuildInputLayouts()) 77 return false; 78 } 79 80 void TerrainDemo::Update(float dt) 81 { 82 UpdateCamera(dt); 83 XMMATRIX world = XMLoadFloat4x4(&m_world); 84 XMMATRIX worldViewProj = world * m_camera.GetViewProj(); 85 XMStoreFloat4x4(&m_worldViewProj, worldViewProj); 86 87 //设置灯光 88 Effects::ms_pBasicEffect->m_pFxDirLights->SetRawValue(&m_dirLights, 0, 89 3 * sizeof(Lights::DirectionalLight)); 90 Effects::ms_pBasicEffect->m_pFxEyePos->SetRawValue(&m_camera.GetPosition(), 0, 91 sizeof(m_camera.GetPosition())); 92 } 93 94 void TerrainDemo::Render() 95 { 96 m_pImmediateContext->ClearRenderTargetView(m_pRenderTargetView, Colors::Silver); 97 m_pImmediateContext->ClearDepthStencilView(m_pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); 98 m_pImmediateContext->IASetInputLayout(m_pInputLayout); 99 100 UINT stride = sizeof(Vertex);101 UINT offset = 0;102 m_pImmediateContext->IASetVertexBuffers(0, 1, &m_pVertexBuffer, &stride, &offset);103 m_pImmediateContext->IASetIndexBuffer(m_pIndexBuffer, DXGI_FORMAT_R32_UINT, offset);104 m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);105 106 D3DX11_TECHNIQUE_DESC desc;107 ID3DX11EffectTechnique* tech = Effects::ms_pBasicEffect->m_pFxLight3TexTech;108 tech->GetDesc(&desc);109 110 for (UINT i = 0; i < desc.Passes; ++i)111 {112 //设置着色器变量113 Effects::ms_pBasicEffect->m_pFxWorld->SetMatrix(reinterpret_cast<const float*>(&m_world));114 Effects::ms_pBasicEffect->m_pFxWorldViewProj->SetMatrix(reinterpret_cast<const float*>(115 &m_worldViewProj));116 Effects::ms_pBasicEffect->m_pFxWorldInvTranspose->SetMatrix(reinterpret_cast<const float*>(117 &m_worldInvTranspose));118 Effects::ms_pBasicEffect->m_pFxTexTrans->SetMatrix(reinterpret_cast<const float*>(119 &m_texTrans));120 Effects::ms_pBasicEffect->m_pFxMaterial->SetRawValue(&m_materialTerrain, 0, sizeof(m_materialTerrain));121 Effects::ms_pBasicEffect->m_pFxSR->SetResource(m_pSRVTerrain);122 tech->GetPassByIndex(i)->Apply(0, m_pImmediateContext);123 m_pImmediateContext->DrawIndexed(m_indices.size(), 0, 0);124 }125 126 m_pSwapChain->Present(0, 0);127 }128 129 bool TerrainDemo::OnResize()130 {131 if (!Dx11Base::OnResize())132 return false;133 //更新camera参数134 m_camera.SetLens(XM_PIDIV4, AspectRatio(), 1.f, 1000.f);135 136 return true;137 }138 139 bool TerrainDemo::BuildBuffers()140 {141 //创建顶点缓冲区142 D3D11_BUFFER_DESC vertexDesc;143 ZeroMemory(&vertexDesc, sizeof(vertexDesc));144 vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;145 vertexDesc.ByteWidth = sizeof(Vertex) * m_numsVertices;146 vertexDesc.Usage = D3D11_USAGE_IMMUTABLE;147 148 D3D11_SUBRESOURCE_DATA vertexData;149 vertexData.pSysMem = &m_vertices[0];150 vertexData.SysMemPitch = 0;151 vertexData.SysMemSlicePitch = 0;152 if (FAILED(m_pd3dDevice->CreateBuffer(&vertexDesc, &vertexData, &m_pVertexBuffer)))153 {154 MessageBox(nullptr, L"Create Vertex Buffer failed!", L"Error", MB_OK);155 return false;156 }157 158 //创建索引缓冲区159 D3D11_BUFFER_DESC indexDesc;160 ZeroMemory(&indexDesc, sizeof(indexDesc));161 indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;162 indexDesc.ByteWidth = sizeof(UINT) * m_indices.size();163 indexDesc.Usage = D3D11_USAGE_IMMUTABLE;164 165 D3D11_SUBRESOURCE_DATA indexData;166 indexData.pSysMem = &m_indices[0];167 indexData.SysMemPitch = 0;168 indexData.SysMemSlicePitch = 0;169 if (FAILED(m_pd3dDevice->CreateBuffer(&indexDesc, &indexData, &m_pIndexBuffer)))170 {171 MessageBox(nullptr, L"Create Index Buffer failed!", L"Error", MB_OK);172 return false;173 }174 175 return true;176 }177 178 bool TerrainDemo::BuildSRVs()179 {180 if (FAILED(CreateWICTextureFromFile(m_pd3dDevice, L"Texture\\desert.bmp", nullptr, &m_pSRVTerrain)))181 {182 MessageBox(nullptr, L"create texture failed!", L"error", MB_OK);183 return false;184 }185 return true;186 }187 188 bool TerrainDemo::BuildInputLayouts()189 {190 D3D11_INPUT_ELEMENT_DESC layout[] = 191 {192 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },193 { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12,D3D11_INPUT_PER_VERTEX_DATA, 0 },194 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24,D3D11_INPUT_PER_VERTEX_DATA, 0 }195 };196 197 UINT numLayoutElements = ARRAYSIZE(layout);198 D3DX11_PASS_DESC passDesc;199 Effects::ms_pBasicEffect->m_pFxLight3TexTech->GetPassByIndex(0)->GetDesc(&passDesc);200 if (FAILED(m_pd3dDevice->CreateInputLayout(layout, numLayoutElements, passDesc.pIAInputSignature,201 passDesc.IAInputSignatureSize, &m_pInputLayout)))202 {203 MessageBox(nullptr, L"create inputLayout failed!", L"error", MB_OK);204 return false;205 }206 return true;207 }208 209 void TerrainDemo::UpdateCamera(float dt)210 {211 //前后左右行走212 if (Input::GetInstance()->IsKeyDown(‘A‘))213 {214 m_camera.Strafe(-60.f*dt);215 }216 else if (Input::GetInstance()->IsKeyDown(‘D‘))217 {218 m_camera.Strafe(60.f*dt);219 }220 if (Input::GetInstance()->IsKeyDown(‘W‘))221 {222 m_camera.Walk(60.f*dt);223 }224 else if (Input::GetInstance()->IsKeyDown(‘S‘))225 {226 m_camera.Walk(-60.f*dt);227 }228 229 230 if (Input::GetInstance()->IsMouseMove())231 {232 float mouseX = Input::GetInstance()->GetMouseX();233 float mouseY = Input::GetInstance()->GetMouseY();234 if (Input::GetInstance()->IsLMouseDown())235 {236 float dx = XMConvertToRadians(0.25f*(mouseX - m_lastMousePos.x));237 float dy = XMConvertToRadians(0.25f*(mouseY - m_lastMousePos.y));238 239 OutputDebugString(L"left btn click");240 m_camera.Pitch(dy);241 m_camera.RotateY(dx);242 }243 m_lastMousePos.x = mouseX;244 m_lastMousePos.y = mouseY;245 }246 247 m_camera.UpdateViewMatrix();248 }249 250 //读取高度图信息251 bool TerrainDemo::ReadRawFile(std::string filePath)252 {253 std::ifstream inFile;254 //二进制方式打开文件255 inFile.open(filePath.c_str(), std::ios::binary);256 //文件指针移动到末尾257 inFile.seekg(0, std::ios::end);258 //大小为当前缓冲区大小259 std::vector<BYTE> inData(inFile.tellg());260 //文件指针移动到开头261 inFile.seekg(std::ios::beg);262 //读取高度信息263 inFile.read((char*)&inData[0], inData.size());264 inFile.close();265 266 m_heightInfos.resize(inData.size());267 for (int i = 0; i < inData.size(); ++i)268 {269 m_heightInfos[i] = inData[i];270 }271 272 return true;273 }274 275 bool TerrainDemo::InitTerrain(float width, float height, UINT m, UINT n,float scale)276 {277 m_cellsPerRow = m;278 m_cellsPerCol = n;279 m_verticesPerRow = m + 1;280 m_verticesPerCol = n + 1;281 m_numsVertices = m_verticesPerRow*m_verticesPerCol;282 m_width = width;283 m_height = height;284 m_heightScale = scale;285 286 //得到缩放后的高度287 for (auto& item : m_heightInfos)288 {289 item *= m_heightScale;290 }291 292 //起始x z坐标293 float oX = -width * 0.5f;294 float oZ = height * 0.5f;295 //每一格坐标变化296 float dx = width / m;297 float dz = height / n;298 299 m_vertices.resize(m_numsVertices);300 //计算顶点301 for (UINT i = 0; i < m_verticesPerCol; ++i)302 {303 float tempZ = oZ - dz * i;304 for (UINT j = 0; j < m_verticesPerRow; ++j)305 {306 UINT index = m_verticesPerRow * i + j;307 m_vertices[index].pos.x = oX + dx * j;308 m_vertices[index].pos.y = m_heightInfos[index];309 m_vertices[index].pos.z = tempZ;310 311 m_vertices[index].tex = XMFLOAT2(dx*i, dx*j);312 }313 }314 315 //计算索引和法线316 //总格子数量:m * n317 //因此总索引数量: 6 * m * n318 UINT nIndices = m * n * 6;319 m_indices.resize(nIndices);320 UINT tmp = 0;321 for (UINT i = 0; i < n; ++i)322 {323 for (UINT j = 0; j < m; ++j)324 {325 m_indices[tmp] = i * m_verticesPerRow + j;326 m_indices[tmp + 1] = i * m_verticesPerRow + j + 1;327 m_indices[tmp + 2] = (i + 1) * m_verticesPerRow + j;328 329 //计算法线330 XMFLOAT3 temp;331 ComputeNomal(m_vertices[m_indices[tmp]], m_vertices[m_indices[tmp + 1]], 332 m_vertices[m_indices[tmp + 2]], temp);333 m_vertices[m_indices[tmp]].normal = temp;334 m_vertices[m_indices[tmp + 1]].normal = temp;335 m_vertices[m_indices[tmp + 2]].normal = temp;336 337 m_indices[tmp + 3] = i * m_verticesPerRow + j + 1;338 m_indices[tmp + 4] = (i + 1) * m_verticesPerRow + j + 1;339 m_indices[tmp + 5] = (i + 1) * m_verticesPerRow + j;340 341 ComputeNomal(m_vertices[m_indices[tmp + 3]], m_vertices[m_indices[tmp + 4]],342 m_vertices[m_indices[tmp + 5]], temp);343 m_vertices[m_indices[tmp + 3]].normal = temp;344 m_vertices[m_indices[tmp + 4]].normal = temp;345 m_vertices[m_indices[tmp + 5]].normal = temp;346 347 tmp += 6;348 }349 }350 351 return true;352 }353 354 //计算法线355 void TerrainDemo::ComputeNomal(Vertex& v1, Vertex& v2, Vertex& v3, XMFLOAT3& normal)356 {357 XMFLOAT3 f1(v2.pos.x - v1.pos.x, v2.pos.y - v1.pos.y, v2.pos.z - v1.pos.z);358 XMFLOAT3 f2(v3.pos.x - v1.pos.x, v3.pos.y - v1.pos.y, v3.pos.z - v1.pos.z);359 XMVECTOR vec1 = XMLoadFloat3(&f1);360 XMVECTOR vec2 = XMLoadFloat3(&f2);361 XMVECTOR temp = XMVector3Normalize(XMVector3Cross(vec1, vec2));362 XMStoreFloat3(&normal, temp);363 }364 365 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdLine, int cmdShow)366 {367 std::shared_ptr<Dx11Base> bd(new TerrainDemo(hInstance));368 if (!bd->Init())369 return -1;370 return bd->Run();371 }
Directx11学习笔记【二十二】 用高度图实现地形
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