当Direct3D渲染一个图元时,必须将它通过坐标变换映射到二维屏幕上。如果图元有纹理,Direct3D就需要用纹理来产生图元的二维渲染图像上每个像素的颜色。对于图元在二维屏幕上图像的每个像素来说,都必须从纹理中获得一个颜色,从纹理中为每个像素获取颜色的过程称为纹理过滤(texture
filtering)。
大多数情况下,屏幕显示的图形大小与纹理贴图大小不相同,换句话说,这个纹理将被映射到一个比它大或小的图元的图像上,这样纹理常常会被放大或缩小。对纹理的放大会造成许多像素被映射到同一个纹理元素,图形渲染结果会有色块的感觉。缩小一个纹理意味着一个像素被映射到许多纹理元素,图形看上去会闪烁失真或有锯齿。为了解决这些问题,可以将相关纹理元素的颜色融合到一个像素上,如何将多个纹理元素的颜色融合到一个像素上取决于纹理过滤方式。
Direct3D支持4种纹理过滤方式,分别是:最近点采样(nearest-point sampling)、线性纹理过滤(linear
texture filtering)、各向异性纹理过滤(anisotropic texture
filtering)和多级渐进纹理过滤(texture filtering with mipmaps)。不同的纹理过滤方式产生的图像效果差别可能很大。
4种纹理过滤方法各有优缺点。例如,线性过滤生成的图像较粗糙,但计算量小。多级渐进纹理过滤的效果通常最好,特别是和各项异性过滤联合使用时效果更好,但是它需要Direct3D提供的内存空间最多,计算量也最大。
纹理采样属性设置函数IDirect3DDevice9::SetSamplerState()可以用来设置纹理过滤方式。该函数的声明如下:
Sets the sampler state value.
HRESULT SetSamplerState(
DWORD Sampler,
D3DSAMPLERSTATETYPE Type,
DWORD Value
);
Parameters
- Sampler
- [in] The sampler stage index.
- Type
- [in] This parameter can be any member of the
D3DSAMPLERSTATETYPE enumerated type.
- Value
- [in] State value to set. The meaning of this value
is determined by the Type parameter.
Return Values
If the method succeeds, the return value is D3D_OK. If
the method fails, the return value can be D3DERR_INVALIDCALL.
参数Type属于D3DSAMPLERSTATETYPE类型,用来指定对哪种纹理采样属性赋值。
D3DSAMPLERSTATETYPE
Sampler states define texture sampling operations such
as texture addressing and texture filtering. Some sampler states set-up vertex
processing, and some set-up pixel processing. Sampler states can be saved and
restored using stateblocks (see State Blocks Save and Restore State (Direct3D
9)).
typedef enum D3DSAMPLERSTATETYPE
{
D3DSAMP_ADDRESSU = 1,
D3DSAMP_ADDRESSV = 2,
D3DSAMP_ADDRESSW = 3,
D3DSAMP_BORDERCOLOR = 4,
D3DSAMP_MAGFILTER = 5,
D3DSAMP_MINFILTER = 6,
D3DSAMP_MIPFILTER = 7,
D3DSAMP_MIPMAPLODBIAS = 8,
D3DSAMP_MAXMIPLEVEL = 9,
D3DSAMP_MAXANISOTROPY = 10,
D3DSAMP_SRGBTEXTURE = 11,
D3DSAMP_ELEMENTINDEX = 12,
D3DSAMP_DMAPOFFSET = 13,
D3DSAMP_FORCE_DWORD = 0x7fffffff,
} D3DSAMPLERSTATETYPE, *LPD3DSAMPLERSTATETYPE;
Constants
- D3DSAMP_ADDRESSU
- Texture-address mode for the u coordinate. The
default is D3DTADDRESS_WRAP. For more information, see D3DTEXTUREADDRESS.
- D3DSAMP_ADDRESSV
- Texture-address mode for the v coordinate. The
default is D3DTADDRESS_WRAP. For more information, see D3DTEXTUREADDRESS.
- D3DSAMP_ADDRESSW
- Texture-address mode for the w coordinate. The
default is D3DTADDRESS_WRAP. For more information, see D3DTEXTUREADDRESS.
- D3DSAMP_BORDERCOLOR
- Border color or type D3DCOLOR. The default color
is 0x00000000.
- D3DSAMP_MAGFILTER
- Magnification filter of type D3DTEXTUREFILTERTYPE.
The default value is D3DTEXF_POINT.
- D3DSAMP_MINFILTER
- Minification filter of type
D3DTEXTUREFILTERTYPE. The default value is D3DTEXF_POINT.
- D3DSAMP_MIPFILTER
- Mipmap filter to use during minification. See
D3DTEXTUREFILTERTYPE. The default value is D3DTEXF_NONE.
- D3DSAMP_MIPMAPLODBIAS
- Mipmap level-of-detail bias. The default value is
zero.
- D3DSAMP_MAXMIPLEVEL
- level-of-detail index of largest map to use.
Values range from 0 to (n - 1) where 0 is the largest. The default value is
zero.
- D3DSAMP_MAXANISOTROPY
- DWORD maximum anisotropy. The default value is 1.
- D3DSAMP_SRGBTEXTURE
- Gamma correction value. The default value is 0,
which means gamma is 1.0 and no correction is required. Otherwise, this
value means that the sampler should assume gamma of 2.2 on the content and
convert it to linear (gamma 1.0) before presenting it to the pixel shader.
- D3DSAMP_ELEMENTINDEX
- When a multielement texture is assigned to the
sampler, this indicates which element index to use. The default value is 0.
- D3DSAMP_DMAPOFFSET
- Vertex offset in the presampled displacement map.
This is a constant used by the tessellator, its default value is 0.
- D3DSAMP_FORCE_DWORD
- Forces this enumeration to compile to 32 bits in
size. Without this value, some compilers would allow this enumeration to
compile to a size other than 32 bits. This value is not used.
其中,D3DSAMP_MAGFILTER、D3DSAMP_MINFILTER、D3DSAMP_MIPFILTER、D3DSAMP_MIPMAPLODBIAS、D3DSAMP_MAXMIPLEVEL和D3DSAMP_MAXANISOTROPY用来控制纹理过滤方式。
D3DTEXTUREFILTERTYPE
Defines texture filtering modes for a texture stage.
typedef enum D3DTEXTUREFILTERTYPE
{
D3DTEXF_NONE = 0,
D3DTEXF_POINT = 1,
D3DTEXF_LINEAR = 2,
D3DTEXF_ANISOTROPIC = 3,
D3DTEXF_PYRAMIDALQUAD = 6,
D3DTEXF_GAUSSIANQUAD = 7,
D3DTEXF_CONVOLUTIONMONO = 8,
D3DTEXF_FORCE_DWORD = 0x7fffffff,
} D3DTEXTUREFILTERTYPE, *LPD3DTEXTUREFILTERTYPE;
Constants
- D3DTEXF_NONE
- Mipmapping disabled. The rasterizer should use the
magnification filter instead.
- D3DTEXF_POINT
- Point filtering used as a texture magnification or
minification filter. The texel with coordinates nearest to the desired pixel
value is used. The texture filter to be used between mipmap levels is
nearest-point mipmap filtering. The rasterizer uses the color from the texel
of the nearest mipmap texture.
- D3DTEXF_LINEAR
- Bilinear interpolation filtering used as a texture
magnification or minification filter. A weighted average of a 2 x 2 area of
texels surrounding the desired pixel is used. The texture filter to use
between mipmap levels is trilinear mipmap interpolation. The rasterizer
linearly interpolates pixel color, using the texels of the two nearest
mipmap textures.
- D3DTEXF_ANISOTROPIC
- Anisotropic texture filtering used as a texture
magnification or minification filter. Compensates for distortion caused by
the difference in angle between the texture polygon and the plane of the
screen.
- D3DTEXF_PYRAMIDALQUAD
- A 4-sample tent filter used as a texture
magnification or minification filter.
- D3DTEXF_GAUSSIANQUAD
- A 4-sample Gaussian filter used as a texture
magnification or minification filter.
- D3DTEXF_CONVOLUTIONMONO
- Convolution filter for monochrome textures. See
D3DFMT_A1.
Differences between Direct3D 9 and
Direct3D 9Ex:
This flag is available
in Direct3D 9Ex only.
|
- D3DTEXF_FORCE_DWORD
- Forces this enumeration to compile to 32 bits in
size. Without this value, some compilers would allow this enumeration to
compile to a size other than 32 bits. This value is not used.
Remarks
To check if a format supports texture filter types
other than D3DTEXF_POINT (which is always supported), call
IDirect3D9::CheckDeviceFormat with D3DUSAGE_QUERY_FILTER.
Set a texture stage's magnification filter by calling
IDirect3DDevice9::SetSamplerState with the D3DSAMP_MAGFILTER value as the second
parameter and one member of this enumeration as the third parameter.
Set a texture stage's minification filter by calling
IDirect3DDevice9::SetSamplerState with the D3DSAMP_MINFILTER value as the
second parameter and one member of this enumeration as the third parameter.
Set the texture filter to use between-mipmap levels by
calling IDirect3DDevice9::SetSamplerState with the D3DSAMP_MIPFILTER
value as the second parameter and one member of this enumeration as the third
parameter.
Not all valid filtering modes for a device will apply
to volume maps. In general, D3DTEXF_POINT and D3DTEXF_LINEAR magnification
filters will be supported for volume maps. If D3DPTEXTURECAPS_MIPVOLUMEMAP is
set, then the D3DTEXF_POINT mipmap filter and D3DTEXF_POINT and D3DTEXF_LINEAR
minification filters will be supported for volume maps. The device may or may
not support the D3DTEXF_LINEAR mipmap filter for volume maps. Devices that
support anisotropic filtering for 2D maps do not necessarily support anisotropic
filtering for volume maps. However, applications that enable anisotropic
filtering will receive the best available filtering (probably linear) if
anisotropic filtering is not supported.
Unsigned Formats
Data in an unsigned format must be positive. Unsigned
formats use combinations of (R)ed, (G)reen, (B)lue, (A)lpha, (L)uminance, and
(P)alette data. Palette data is also referred to as color indexed data because
the data is used to index a color palette.
Unsigned
format flags |
Value |
Format |
D3DFMT_R8G8B8 |
20 |
24-bit
RGB pixel format with 8 bits per channel. |
D3DFMT_A8R8G8B8 |
21 |
32-bit
ARGB pixel format with alpha, using 8 bits per channel. |
D3DFMT_X8R8G8B8 |
22 |
32-bit
RGB pixel format, where 8 bits are reserved for each color. |
D3DFMT_R5G6B5 |
23 |
16-bit
RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for
blue. |
D3DFMT_X1R5G5B5 |
24 |
16-bit
pixel format where 5 bits are reserved for each color. |
D3DFMT_A1R5G5B5 |
25 |
16-bit
pixel format where 5 bits are reserved for each color and 1 bit is
reserved for alpha. |
D3DFMT_A4R4G4B4 |
26 |
16-bit
ARGB pixel format with 4 bits for each channel. |
D3DFMT_R3G3B2 |
27 |
8-bit
RGB texture format using 3 bits for red, 3 bits for green, and 2 bits
for blue. |
D3DFMT_A8 |
28 |
8-bit
alpha only. |
D3DFMT_A8R3G3B2 |
29 |
16-bit
ARGB texture format using 8 bits for alpha, 3 bits each for red and
green, and 2 bits for blue. |
D3DFMT_X4R4G4B4 |
30 |
16-bit
RGB pixel format using 4 bits for each color. |
D3DFMT_A2B10G10R10 |
31 |
32-bit
pixel format using 10 bits for each color and 2 bits for alpha. |
D3DFMT_A8B8G8R8 |
32 |
32-bit
ARGB pixel format with alpha, using 8 bits per channel. |
D3DFMT_X8B8G8R8 |
33 |
32-bit
RGB pixel format, where 8 bits are reserved for each color. |
D3DFMT_G16R16 |
34 |
32-bit
pixel format using 16 bits each for green and red. |
D3DFMT_A2R10G10B10 |
35 |
32-bit
pixel format using 10 bits each for red, green, and blue, and 2 bits for
alpha. |
D3DFMT_A16B16G16R16 |
36 |
64-bit
pixel format using 16 bits for each component. |
D3DFMT_A8P8 |
40 |
8-bit
color indexed with 8 bits of alpha. |
D3DFMT_P8 |
41 |
8-bit
color indexed. |
D3DFMT_L8 |
50 |
8-bit
luminance only. |
D3DFMT_L16 |
81 |
16-bit
luminance only. |
D3DFMT_A8L8 |
51 |
16-bit
using 8 bits each for alpha and luminance. |
D3DFMT_A4L4 |
52 |
8-bit
using 4 bits each for alpha and luminance. |
D3DFMT_A1 |
118 |
1-bit
monochrome.
Differences between Direct3D 9 and Direct3D 9Ex:
This flag is available in Direct3D 9Ex only.
|
|
D3DFMT_BINARYBUFFER |
199 |
Binary
format indicating that the data has no inherent type.
Differences between Direct3D 9 and Direct3D 9Ex:
This flag is available in Direct3D 9Ex only.
|
|