用Ogre生成天龙八部的lightmap和minimap的简单方法

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、、、、、、、、、、、、、、、、、、、、、、、、、、

用Ogre生成天龙八部的lightmap和minimap的简单方法_第1张图片

 

//////////////////////////这是贴上lightmap的图片

用Ogre生成天龙八部的lightmap和minimap的简单方法_第2张图片

./////////////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); } }

 

原创文章,转载请注明,谢谢!

你可能感兴趣的:(exception,vector,String,object,shader,distance)