我遇到了DirectX 9地形引擎的問題。它工作正常,除了一件事情,它沒有以適當的方式加載高度圖。 你可以在這裏看到問題的屏幕截圖:alt text http://img682.imageshack.us/img682/240/problemc.png 正如你所看到的那樣,整個地圖都有一條對角線的裂縫。一面應該被鏡像來正確渲染地圖。DirectX 9地形引擎問題C++
我幾乎可以肯定問題不在文件內,因爲其他程序似乎沒有問題。
我加載我的高度圖以這種方式(類的頭在前):
class Terrain
{
public:
Terrain(const char* fileName);
~Terrain();
void Update(int x, int y);
void Render(LPDIRECT3DDEVICE9 Device);
private:
float* Data;
int Width;
int TileWidth;
bool isRendering;
bool isSwapping;
std::vector<Chunk*> RenderChunks;
};
和構造:
Terrain::Terrain(const char* fileName)
{
std::fstream File(fileName, std::ios::in | std::ios::binary);
File.seekg(0, std::ios::end);
int Length = File.tellg();
File.seekg(0, std::ios::beg);
int w = (int)sqrt((float)Length/4.0)-1;
Data = new float[Length/4];
File.read((char*)Data, Length);
File.close();
Width = w;
int dataWidth = w+1;
TileWidth = w/16;
for (int y=0; y<TileWidth; y++)
{
for (int x=0; x<TileWidth; x++)
{
Chunk* c = new Chunk(x*16, y*16, 16, 512, Data);
RenderChunks.push_back(c);
}
}
}
每當我在調用高度圖的高度,我使用它是這樣的:Data [x + y * dataWidth](只是通常的方式) Chunk類是一個類,它只是呈現高度圖的一部分,只是隨着與相機距離的增加細節減少。
所以我的問題是:什麼會導致我的問題?
編輯:渲染代碼:(?或者您正在使用其他類型的原語)
void Terrain::Render(LPDIRECT3DDEVICE9 Device)
{
for (unsigned int i=0; i<RenderChunks.size(); ++i)
{
RenderChunks[i]->Render(Device);
}
}
Chunk::Chunk(int cX, int cY, int cW, int dW, float* Data):
Pos(cX, 0, cY)
{
Heights = new float[(cW + 1) * (cW + 1)];
ParentH = Data;
ParentOffset = cX + cY*dW;
ParentW = dW;
Width = cW + 1;
for (int y=0; y<Width; ++y)
{
memcpy(Heights + y*Width, Data + cX + (y+cY)*dW, sizeof(float)*Width);
}
Vertices = NULL;
Calculate(16, 16, 16, 16, 16);
}
void Chunk::Calculate(int L, int lod_L, int lod_R, int lod_U, int lod_D)
{
Detail = L;
if (Vertices) delete[] Vertices;
Vertices = new Vertex[(Width-1)*(Width-1)*6/(L*L)];
Count = (Width-1)*(Width-1)*2/(L*L);
float Height = 100.0f;
for (int y=0; y<Width-1; y += L)
{
for (int x=0; x<Width-1; x += L)
{
Vertex* thisQuad = Vertices + (y/L)*((Width-1)/L)*6 + (x/L)*6;
float heights[4] = {
Heights[(x ) + (y )*Width] * Height,
Heights[(x ) + (y + L)*Width] * Height,
Heights[(x + L) + (y )*Width] * Height,
Heights[(x + L) + (y + L)*Width] * Height};
float bonus[8] = {
heights[0],
heights[2],
heights[0],
heights[2],
heights[1],
heights[3],
heights[1],
heights[3]};
if (Pos.z + y > 0)
{
bonus[0] = ParentH[((int)Pos.x + x ) + ((int)Pos.z + y - L)*ParentW] * Height;
bonus[1] = ParentH[((int)Pos.x + x + L) + ((int)Pos.z + y - L)*ParentW] * Height;
}
if (Pos.x + x > 0)
{
bonus[2] = ParentH[((int)Pos.x + x - L) + ((int)Pos.z + y )*ParentW] * Height;
bonus[4] = ParentH[((int)Pos.x + x - L) + ((int)Pos.z + y + L)*ParentW] * Height;
}
if (Pos.x + x < ParentW-L-L)
{
bonus[3] = ParentH[((int)Pos.x + x+L+L) + ((int)Pos.z + y )*ParentW] * Height;
bonus[5] = ParentH[((int)Pos.x + x+L+L) + ((int)Pos.z + y + L)*ParentW] * Height;
}
if (Pos.z + y < ParentW-L-L)
{
bonus[6] = ParentH[((int)Pos.x + x ) + ((int)Pos.z + y+L+L)*ParentW] * Height;
bonus[7] = ParentH[((int)Pos.x + x + L) + ((int)Pos.z + y+L+L)*ParentW] * Height;
}
if (x == 0 && lod_L>L)
{
heights[0] = lerp(
Heights[(x ) + (((y )/lod_L)*lod_L )*Width],
Heights[(x ) + (((y )/lod_L)*lod_L + lod_L)*Width],
(float)((y ) % lod_L)/(float)lod_L) * Height;
heights[1] = lerp(
Heights[(x ) + (((y + L)/lod_L)*lod_L )*Width],
Heights[(x ) + (((y + L)/lod_L)*lod_L + lod_L)*Width],
(float)((y+L) % lod_L)/(float)lod_L) * Height;
}
if (x >= Width-2 && lod_R>L)
{
heights[2] = lerp(
Heights[(x + L) + (((y )/lod_R)*lod_R )*Width],
Heights[(x + L) + (((y )/lod_R)*lod_R + lod_R)*Width],
(float)((y ) % lod_R)/(float)lod_R) * Height;
heights[3] = lerp(
Heights[(x + L) + (((y + L)/lod_R)*lod_R )*Width],
Heights[(x + L) + (((y + L)/lod_R)*lod_R + lod_R)*Width],
(float)((y+L) % lod_R)/(float)lod_R) * Height;
}//*/
if (y == 0 && lod_U>L)
{
heights[0] = lerp(
Heights[(((x )/lod_U)*lod_U ) + (y )*Width],
Heights[(((x )/lod_U)*lod_U + lod_U) + (y )*Width],
(float)((x ) % lod_U)/(float)lod_U) * Height;
heights[2] = lerp(
Heights[(((x + L)/lod_U)*lod_U ) + (y )*Width],
Heights[(((x + L)/lod_U)*lod_U + lod_U) + (y )*Width],
(float)((x+L) % lod_U)/(float)lod_U) * Height;
}
if (y >= Width-2 && lod_D>L)
{
heights[1] = lerp(
Heights[(((x )/lod_D)*lod_D ) + (y + L)*Width],
Heights[(((x )/lod_D)*lod_D + lod_D) + (y + L)*Width],
(float)((x ) % lod_D)/(float)lod_D) * Height;
heights[3] = lerp(
Heights[(((x + L)/lod_D)*lod_D ) + (y + L)*Width],
Heights[(((x + L)/lod_D)*lod_D + lod_D) + (y + L)*Width],
(float)((x+L) % lod_D)/(float)lod_D) * Height;
}//*/
D3DXVECTOR3 fake(0,0,0);
Vertex p1(D3DXVECTOR3(x, heights[0], y ) + Pos, CalcNormal(bonus[2], heights[2], bonus[0], heights[1]));
Vertex p2(D3DXVECTOR3(x, heights[1], y + L) + Pos, CalcNormal(bonus[4], heights[3], heights[0], bonus[6]));
Vertex p3(D3DXVECTOR3(x + L, heights[2], y ) + Pos, CalcNormal(heights[0], bonus[3], bonus[1], heights[3]));
Vertex p4(D3DXVECTOR3(x + L, heights[3], y + L) + Pos, CalcNormal(heights[1], bonus[5], heights[2], bonus[7]));
thisQuad[0] = p1;
thisQuad[1] = p2;
thisQuad[2] = p3;
thisQuad[3] = p3;
thisQuad[4] = p2;
thisQuad[5] = p4;
}
}
}
void Chunk::Render(LPDIRECT3DDEVICE9 Device)
{
Device->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL);
Device->DrawPrimitiveUP(
D3DPT_TRIANGLELIST,
Count,
Vertices,
sizeof(Vertex));
}
哇,很好的分析 –
這是dW參數給出的問題 – Brammie