Special Effects
This topic contains examples of special effects accomplished with texture coordinate processing.
Animating textures (by translation or rotation) on a model
- Define two-dimensional (2-D) texture coordinates in your vertex format.
// Use a single texture, with 2-D texture coordinates. This
// bit-pattern should be expanded to include position, normal,
// and color information as needed.
DWORD dwFVFTex = D3FVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0);
- Configure the rasterizer to use 2-D texture coordinates.
SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
- Define and set an appropriate texture coordinate transformation matrix.
// M is a D3DMATRIX being set to translate texture
// coordinates in the U and V directions.
// 1 0 0 0
// 0 1 0 0
// du dv 1 0 (du and dv change each frame)
// 0 0 0 1
D3DMATRIX M = D3DXMatrixIdentity(); // declared in d3dutil.h
M._31 = du;
M._32 = dv;
Creating texture coordinates as a linear function of a model's camera-space position
- Use the D3DTSS_TCI_CAMERASPACEPOSITION flag to instruct the system to pass the vertex position, in camera space, as input to a texture transformation.
// The input vertices have no texture coordinates, saving
// bandwidth. Three texture coordinates are generated by
// using vertex position in camera space (x, y, z).
SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
- Instruct the rasterizer to expect 2-D texture coordinates.
// Two output coordinates are used.
SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
- Define and set a matrix that applies a linear function.
// Generate texture coordinates as linear functions
// so that:
// u = Ux*x + Uy*y + Uz*z + Uw
// v = Vx*x + Vy*y + Vz*z + Vw
// The matrix M for this case is:
// Ux Vx 0 0
// Uy Vy 0 0
// Uz Vz 0 0
// Uw Vw 0 0
SetTransform(D3DTS_TEXTURE0, &M);
Performing environment mapping with a cubic environment map
- Use the D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR flag to instruct the system to automatically generate texture coordinates as reflection vectors for cubic mapping.
SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
- Instruct the rasterizer to expect texture coordinates with three elements.
SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
Performing projective texturing
- Use the D3DTSS_TCI_CAMERASPACEPOSITION flag to instruct the system to pass the vertex position as input to a texture transformation matrix.
SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
- Create and apply the texture projection matrix. This is beyond the scope of this documentation, and is the topic of several industry articles.
- Instruct the rasterizer to expect three-element projected texture coordinates.
// Two output coordinates are used.
SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTF_PROJECTED | D3DTTFF_COUNT3);