自从在一家创业小公司当了客户端主程以后,就忙的没有时间写博客了,整个公司没有一个人有完整的项目经验,所有一切都在摸索中前进,但初生牛犊不怕虎,项目还算进展顺利。但我始终认为,安静下来总结整理一下工作心得是必要的,可惜这个愿望恐怕得等到这个项目忙完以后。
周末有点时间,还是可以抽空随便写点东西。
lightmap的重要性不用多说,没必要所有阴影都动态去渲染,那些一辈子也不会动的静态物体,贴一张lightmap就行了,可惜Ogre只提供动态阴影给我们,帮人也不帮到底。
如何生成天龙八部一样lightmap,如果你去百度一下,他们会告诉你各种方法,什么光线追踪,shader,之类
以上都是告诉你,自己去产生一个阴影。但是Ogre已经帮我们产生了动态阴影,我们就没必要再自己去生成阴影,
只要用动态阴影的渲染一张静态阴影图,保存下来不就行了么。
那么如何用Ogre的动态阴影去产生一张静态的阴影图呢?
1)先学会渲染一张minimap的缩略图,缩略图大家都应该会吧,创建一个垂直俯瞰的摄像机,平行投影拍一张就是
2)改进minimap,让垂直俯瞰的摄像机的视口只渲染地形队列。不渲染其他队列
这样拍出来的minimap就只有阴影和地形纹理混合后效果了
Ogre::RenderQueueInvocationSequence* rqis =
Ogre::Root::getSingleton().createRenderQueueInvocationSequence(“Lightmap maker”);
Ogre::RenderQueueInvocation* rqi =
rqis->add(Ogre::RENDER_QUEUE_WORLD_GEOMETRY_1, “World Geometry”);
viewport->setRenderQueueInvocationSequenceName(“Lightmap maker”);
3)再改进一下,把地形材质设置为BaseWhite,全白,那么minimap就变成了lightmap了。
4)Ogre的阴影并不好用,所以你需要优化,怎么优化,或者用shader实现,以后再写。
//这是动态阴影的图片、、、、、、、、、、、、、、、、、、、、、、、、、、
//这是贴上lightmap的图片
./这是阴影图、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、、
附上代码,看看思路就好!
- /*
- @filename WXLightMapMaker.h
- @creator LuoYinan
- @data 2010.6.14
- @remarks 创建场景光照图
- */
- #ifndef __WX_LIGHTMAP_MAKER_H__
- #define __WX_LIGHTMAP_MAKER_H__
- #include ”SceneManipulator.h”
- namespace WX
- {
- class LightMapMaker
- {
- public:
- LightMapMaker(SceneManipulator* manipulator);
- ~LightMapMaker(void);
- // 初始化,包括创建render texture,camera等
- void initial(void);
- // 销毁render texture
- void destroy(void);
- // 保存光照图到文件
- // 格式 ”emei.lightmap.png”,也支持全路径,比如../../Data/Scene/emei.lightmap.png”
- void outputTexture(const Ogre::String& fileName);
- protected:
- SceneManipulator* mSceneManipulator;
- Ogre::RenderTexture* mRenderTexture;
- };
- }
- #endif
- #include ”WXLightMapMaker.h”
- #include ”GameScene/TerrainData.h”
- #include ”GameScene/WXScene.h”
- #include ”GameScene/WXSceneInfo.h”
- #include ”GameScene/WXStaticEntityObject.h”
- #include ”GameScene/WXModelObject.h”
- namespace WX
- {
- //———————————————————————————-
- LightMapMaker::LightMapMaker(SceneManipulator* manipulator)
- : mSceneManipulator(manipulator)
- , mRenderTexture(0)
- {
- }
- //——————————————————————————–
- LightMapMaker::~LightMapMaker(void)
- {
- }
- //——————————————————————————–
- void LightMapMaker::initial(void)
- {
- // 确保地形已经载入
- TerrainData* data = mSceneManipulator->getTerrainData();
- assert(data && “TerrainData* == NULL”);
- // 创建lightmap摄像机,垂直俯瞰整个地图
- Ogre::SceneManager* mSceneManager = mSceneManipulator->getSceneManager();
- //if (mSceneManipulator->getTerrainData()->mLightmapImage == NULL)
- {
- static const String msLightmapMaker(“Lightmap maker”);
- Ogre::Camera* camera = 0;
- try
- {
- camera = mSceneManager->getCamera(msLightmapMaker);
- }
- catch (const Ogre::Exception& e)
- {
- // 只提示异常,而不退出程序
- if (e.getNumber() == e.ERR_ITEM_NOT_FOUND)
- {
- //MessageBox(NULL, e.what(), ”An exception has occured!”, MB_OK | MB_ICONERROR | MB_TASKMODAL);
- }
- else
- {
- throw;
- }
- }
- if (!camera)
- {
- camera = mSceneManager->createCamera(msLightmapMaker);
- camera->setAutoAspectRatio(true);
- camera->setProjectionType(Ogre::PT_ORTHOGRAPHIC); // 平行投影
- // 在Ogre1.6版本中,平行投影的大小改为setOrthoWindowWidth和setOrthoWindowHeight来决定,
- // 而不是以前版本用的FOV和近截面,so…
- camera->setFOVy(Ogre::Degree(90));
- camera->setOrthoWindowWidth(mSceneManipulator->getTerrainData()->getXSize()*mSceneManipulator->getBaseScale());
- camera->setOrthoWindowHeight(mSceneManipulator->getTerrainData()->getZSize()*mSceneManipulator->getBaseScale());
- Ogre::Quaternion orientation;
- orientation.FromAxes(Ogre::Vector3::UNIT_X, Ogre::Vector3::NEGATIVE_UNIT_Z, Ogre::Vector3::UNIT_Y);
- camera->setOrientation(orientation);
- }
- // 计算所有对象包围盒,以此来决定摄像机的参数
- Ogre::AxisAlignedBox aabb;
- Ogre::SceneManager::MovableObjectIterator itm =
- mSceneManager->getMovableObjectIterator(Ogre::EntityFactory::FACTORY_TYPE_NAME);
- while (itm.hasMoreElements())
- {
- Ogre::MovableObject* movable = itm.getNext();
- aabb.merge(movable->getWorldBoundingBox(true));
- }
- camera->setNearClipDistance(32 * mSceneManipulator->getBaseScale() / 2);
- camera->setFarClipDistance(camera->getNearClipDistance() + aabb.getMaximum().y - aabb.getMinimum().y);
- camera->setPosition(0, camera->getNearClipDistance() + aabb.getMaximum().y, 0);
- // 调整阴影参数
- Ogre::Real distance = camera->getNearClipDistance() * Ogre::Math::Sqrt(1 + Ogre::Math::Sqr(camera->getAspectRatio()));
- mSceneManager->setShadowFarDistance(distance);
- Ogre::Real camHeight = camera->getPosition().y;
- mSceneManager->setShadowDirLightTextureOffset(camHeight / distance);
- // 创建lightmap的Rtt纹理,和天龙一样,设为地形大小的8倍
- Ogre::TexturePtr pTexture = (Ogre::TexturePtr)Ogre::TextureManager::getSingleton().getByName(“LightmapRttTex”);
- if (pTexture.isNull())
- {
- size_t width = data->getXSize() * 8;
- size_t height = data->getZSize() * 8;
- pTexture = Ogre::TextureManager::getSingleton().createManual(
- “LightmapRttTex”, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
- Ogre::TEX_TYPE_2D,
- width, height, 1, 0, Ogre::PF_BYTE_RGB,
- Ogre::TU_RENDERTARGET, 0);
- }
- Ogre::HardwarePixelBufferSharedPtr pBuffer = pTexture->getBuffer(0, 0);
- mRenderTexture = pBuffer->getRenderTarget(0);
- // 创建lightmap的视口
- Ogre::Viewport* viewport = mRenderTexture->addViewport(mSceneManipulator->getSceneManager()->getCamera(“Lightmap maker”));
- viewport->setOverlaysEnabled(false);
- viewport->setSkiesEnabled(false);
- viewport->setShadowsEnabled(true);
- // 自定义一个渲染队列调用组,只渲染地形队列,这是关键,我们只要阴影,不要其他的.
- // 如果你全部都渲染了,那就变成了minimap,缩略图了.
- Ogre::RenderQueueInvocationSequence* rqis =
- Ogre::Root::getSingleton().createRenderQueueInvocationSequence(“Lightmap maker”);
- Ogre::RenderQueueInvocation* rqi =
- rqis->add(Ogre::RENDER_QUEUE_WORLD_GEOMETRY_1, “World Geometry”);
- viewport->setRenderQueueInvocationSequenceName(“Lightmap maker”);
- }
- }
- //——————————————————————————–
- void LightMapMaker::destroy(void)
- {
- if (mRenderTexture)
- {
- mSceneManipulator->getSceneManager()->destroyCamera(“Lightmap maker”);
- mRenderTexture->removeAllViewports();
- Ogre::TextureManager::getSingleton().remove(“LightmapRttTex”);
- mRenderTexture = NULL;
- }
- }
- //——————————————————————————–
- void LightMapMaker::outputTexture(const Ogre::String& fileName)
- {
- // 如果已经有lightmap了,跳过
- if (mSceneManipulator->getTerrainData()->mLightmapImage)
- {
- // 需要提示么?
- return;
- }
- // 让所有静态物体都可以投射阴影,来制作lightmap
- Scene::ObjectsByTypeRange objests = mSceneManipulator->getSceneInfo()->findObjectsByType(StaticEntityObject::msType);
- for (Scene::ObjectsByTypeIterator it = objests.first; it != objests.second; ++ it)
- {
- ObjectPtr object = (*it);
- object->setPropertyAsString(“cast shadows”, “true”);
- //object->setPropertyAsString(“receive shadows”, ”true”);
- }
- objests = mSceneManipulator->getSceneInfo()->findObjectsByType(ModelObject::msType);
- for (Scene::ObjectsByTypeIterator it = objests.first; it != objests.second; ++ it)
- {
- ObjectPtr object = (*it);
- object->setPropertyAsString(“cast shadows”, “true”);
- //object->setPropertyAsString(“receive shadows”, ”true”);
- }
- // 用BaseWhite代替原来的地形材质,并重构地形
- TerrainData::MaterialTemplates& materials = mSceneManipulator->getTerrainData()->mMaterialTemplates;
- TerrainData::MaterialTemplates materialsCopy(materials);
- materials["OneLayer"] = “BaseWhite”;
- materials["OneLayerLightmap"] = “BaseWhite”;
- materials["TwoLayer"] = “BaseWhite”;
- materials["TwoLayerLightmap"] = “BaseWhite”;
- mSceneManipulator->getTerrain()->buildGeometry(mSceneManipulator->getBaseSceneNode(), true);
- // 更新
- //mSceneManipulator->getSceneManager()->_updateSceneGraph(mSceneManipulator->getSceneManager()->getCamera(“Lightmap maker”));
- mRenderTexture->update();
- // 保存lightmap到文件
- Ogre::String LightmapFileName(fileName);
- String baseName, path, outExtention;
- if (fileName.empty())
- {
- WX::TerrainData* data = mSceneManipulator->getTerrainData();
- Ogre::StringUtil::splitBaseFilename(data->mHeightmapFilename, baseName, outExtention);
- LightmapFileName = baseName + “.lightmap.png”;
- }
- mRenderTexture->writeContentsToFile(LightmapFileName);
- // 载入lightmap
- static const String TEMP_GROUP_NAME = “#TEMP#”; // 临时资源组
- Ogre::StringUtil::splitFilename(LightmapFileName, baseName, path);
- mSceneManipulator->getTerrainData()->mLightmapFilename = baseName;
- Ogre::ResourceGroupManager& rgm = Ogre::ResourceGroupManager::getSingleton();
- rgm.addResourceLocation(path, “FileSystem”, TEMP_GROUP_NAME, false);
- // 这个函数本来是protected,以后最好还是重新载入整个地形,而不是单独载入lightmap
- mSceneManipulator->getTerrainData()->_loadLightmap(baseName, “image”, TEMP_GROUP_NAME);
- // 换回原来的地形材质,并重构地形
- std::swap(materials, materialsCopy);
- mSceneManipulator->getTerrain()->buildGeometry(mSceneManipulator->getBaseSceneNode(), true);
- // 所有静态物体不再需要投射阴影了,因为我们有lightmap
- objests = mSceneManipulator->getSceneInfo()->findObjectsByType(StaticEntityObject::msType);
- for (Scene::ObjectsByTypeIterator it = objests.first; it != objests.second; ++ it)
- {
- ObjectPtr object = (*it);
- object->setPropertyAsString(“cast shadows”, “false”);
- //object->setPropertyAsString(“receive shadows”, ”true”);
- }
- objests = mSceneManipulator->getSceneInfo()->findObjectsByType(ModelObject::msType);
- for (Scene::ObjectsByTypeIterator it = objests.first; it != objests.second; ++ it)
- {
- ObjectPtr object = (*it);
- object->setPropertyAsString(“cast shadows”, “false”);
- //object->setPropertyAsString(“receive shadows”, ”true”);
- }
- // 销毁临时资源组
- rgm.destroyResourceGroup(TEMP_GROUP_NAME);
- }
- }