在現實生活中,除了顏色以外,最重要的其實是光照,有了光照,才有了明暗、著色、高光等效果,在繼上節的紋理之后,這節來為場景加入光照效果。
在XNA中,可以簡單地把光照分為兩種,一種是環境光,一種是有向光。
環境光是不來自任何特殊方向的光,它有光源,但是被周圍環境的多次反射變得沒有確定的方向,物體各表面都均等受光。在使用時主要用環境光改變場景的基本光線顏色。
有向光是來自某個方向被物體表面反射的光,比如射燈的光等。在描述這種光線時,除了描述方向以外,還要描述散射光的顏色和物體表面高光區的顏色等其他屬性。
在使用光線的時候,還有一個額外的參數需要指定,那就是法線方向。不妨作這樣的思考,對于任意一個平面,渲染引擎是如何計算入射光和反射光的夾角呢?是如何確定該平面哪個方向為正方向的呢?其實,這些問題的答案就是依靠法線。
回顧一下法線的定義,簡單的說就是垂直于平面的垂線,對于曲面來說,就是垂直于曲面某點切線的線。法線在3D空間的重要作用就是確定面的正方向,通常定義由內部指向外部的方向為正方向,有了這個方向,渲染引擎在做光線運算和紋理貼圖時才能正確處理方向,從而達到預期的效果。
在場景中如果需要光照效果,就不能簡單的用VertexPositionTexture類了,XNA提供了VertexPositionNormalTexture類,這個類提供了對法線的表示方法。下面,我們在前面的三角形定義的基礎上,改用這個新的類,代碼如下:
~~~
??????????triangle = new VertexPositionNormalTexture[]{
??????????????new VertexPositionNormalTexture(new Vector3(0, 1, 0),new Vector3(0,0,1),new Vector2(0.5f,0)),
??????????????new VertexPositionNormalTexture(new Vector3(1, -1, 0),newVector3(0,0,1), new Vector2(1,1)),
??????????????new VertexPositionNormalTexture(new Vector3(-1,-1, 0),newVector3(0,0,1), new Vector2(0,1))
?????????? };
~~~
注意到每個點的法線方向都用了(0,0,1),即全部指向z軸的正方向,從而確定了整個三角形的正方向是從手機屏幕向外指向用戶。
有了這個數據定義,就可以通過BasicEffect對象添加光照效果了。代碼如下:
~~~
??????????basicEffect.LightingEnabled = true;
??????????basicEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f);
??????????basicEffect.DirectionalLight0.DiffuseColor = Color.Red.ToVector3();
??????????basicEffect.DirectionalLight0.Direction = Vector3.Normalize(newVector3(-0.5f, 0.5f, -1));
??????????basicEffect.DirectionalLight0.SpecularColor = Color.White.ToVector3();
??????????basicEffect.DirectionalLight0.Enabled = true;
~~~
通過LightingEnabled=true可以啟動光照效果,只有該變量的值為true,后續語句中設置的光照才會得到渲染。
AmbientLightColor指定的是環境光的顏色。
通過BasicEffect可以設置環境光、漫反射光、高光以及3個有向光的效果。在上述的代碼中,通過對DirectionalLight0的設置,就是確定了一個有向光的屬性。這些屬性中,DiffuseColor是其漫反射光的顏色,Direction是一個歸一化的三維向量,用于指定光線的方向,SpecularColor是定義高光的顏色,Enabled是啟用該有向光的效果渲染。
最終的運行結果如圖所示。光源的方向是從右下角到左上角并指向屏幕內部,因此右下角的高光效果較明顯。而且整個物體被漫反射光映成了紅色,像是被夕陽照射的一樣。

其余的光照效果需要在實踐中不斷的積累,相信有了上述的學習,在運用時能夠達到目標效果。
附本節Game1類的完整源碼:
~~~
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
Camera camera;
Matrix world = Matrix.Identity;
BasicEffect basicEffect;
VertexPositionNormalTexture[] triangle;
Matrix translateMatrix=Matrix.Identity;
Matrix scaleMatrix = Matrix.Identity;
Matrix rotateMatrix = Matrix.Identity;
Texture2D texture;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromTicks(333333);
// Extend battery life under lock.
InactiveSleepTime = TimeSpan.FromSeconds(1);
graphics.IsFullScreen = true;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
camera = new Camera(this, new Vector3(0, 0, 5), Vector3.Zero, Vector3.Up, MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 1.0f, 50.0f);
Components.Add(camera);
basicEffect = new BasicEffect(GraphicsDevice);
triangle = new VertexPositionNormalTexture[]{
new VertexPositionNormalTexture(new Vector3(0, 1, 0),new Vector3(0,0,1), new Vector2(0.5f,0)),
new VertexPositionNormalTexture(new Vector3(1, -1, 0),new Vector3(0,0,1), new Vector2(1,1)),
new VertexPositionNormalTexture(new Vector3(-1,-1, 0),new Vector3(0,0,1), new Vector2(0,1))
};
texture = Content.Load<Texture2D>(@"Tulips");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
TouchPanel.EnabledGestures = GestureType.Tap;
if (TouchPanel.IsGestureAvailable)
{
GestureSample gestureSample = TouchPanel.ReadGesture();
if (gestureSample.GestureType == GestureType.Tap)
{
translateMatrix *= Matrix.CreateTranslation(0.3f, 0, 0);
//scaleMatrix = Matrix.CreateScale(0.9f);
rotateMatrix *= Matrix.CreateRotationY(MathHelper.ToRadians(10));
}
}
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
RasterizerState rasterizerState = new RasterizerState();
rasterizerState.CullMode = CullMode.None;
GraphicsDevice.RasterizerState = rasterizerState;
basicEffect.World = scaleMatrix * translateMatrix * rotateMatrix;
basicEffect.View = camera.view;
basicEffect.Projection = camera.projection;
basicEffect.TextureEnabled = true;
basicEffect.Texture = texture;
GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
basicEffect.LightingEnabled = true;
basicEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f);
basicEffect.DirectionalLight0.DiffuseColor = Color.Red.ToVector3();
basicEffect.DirectionalLight0.Direction = Vector3.Normalize(new Vector3(-0.5f, 0.5f, -1));
basicEffect.DirectionalLight0.SpecularColor = Color.White.ToVector3();
basicEffect.DirectionalLight0.Enabled = true;
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawUserPrimitives<VertexPositionNormalTexture>(PrimitiveType.TriangleStrip, triangle, 0, 1);
}
base.Draw(gameTime);
}
}
~~~
——歡迎轉載,請注明出處 [http://blog.csdn.net/caowenbin](http://blog.csdn.net/caowenbin) ——
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