我們在設計和開發3D的時候最常用的就是燈光,它有的時候比錄影機還要重要,一些花哨漂亮的表現主要通過燈光實作,相比場景中隻有一個的主要錄影機以外,燈光的類型和内容更加豐富,今天暫用小段時間一起研究一下Silverlight3D當中的燈光。下圖是具體實作的預覽效果:
<a target="_blank" href="http://blog.51cto.com/attachment/201111/113359983.jpg"></a>
在開始之前,需要了解一下基本的燈光類型,Balder3D裡有三種燈光類型,分别是OmniLight、ViewLight、DirectionalLight,如果玩過3Dmax的朋友應該是相當的熟悉,這些光的表現形式組合構成了遊戲世界的絢麗多彩,沒有光的世界大家可以通過最後程式實驗一下,看看會如何呢。
OmniLight:也稱泛光燈或者點光,比較清楚了解,它就是一個點發出的光源
ViewLight:有了方向和目标,除了這個方向方位之内的都不會被照亮
DirectionalLight:是方向光,它是一個方向的照亮
具體内容可以參考下面的圖檔說明來了解他們,圖檔截取自3DMAX,資源來源于網絡。
<a target="_blank" href="http://blog.51cto.com/attachment/201111/113411751.jpg"></a>
有一個好看的燈光,固然重要,但是我們要先學會如何控制它們,今次的代碼比較多,涉及到了界面的操作,我将Lesson05代碼全部貼上,我的建議還是下載下傳源檔案看比較好一些:)
首先建立Lesson05這個控件,XAML代碼如下:(下述代碼使用Blend工具制作生成)
Lesson05.xaml
<UserControl x:Class="Balder_Studio.Lesson05"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
d:DesignHeight="300" d:DesignWidth="400">
<Grid Background="White">
<Grid x:Name="LayoutRoot"/>
<StackPanel HorizontalAlignment="Left" Orientation="Vertical" VerticalAlignment="Top" Width="199" Height="132">
<StackPanel Orientation="Horizontal">
<TextBlock TextWrapping="Wrap" Text="X軸" Width="38" Height="14"/>
<Slider Height="23" x:Name="slider_axis_x" SmallChange="1" Maximum="100" LargeChange="10" Margin="0" Width="100" Minimum="-100" />
<TextBlock x:Name="axis_x" TextWrapping="Wrap" Width="38" Height="14" Text="0"/>
</StackPanel>
<TextBlock TextWrapping="Wrap" Width="38" Height="14"><Run Text="Y"/><Run Text="軸"/></TextBlock>
<Slider Height="23" x:Name="slider_axis_y" SmallChange="1" Maximum="100" LargeChange="10" Margin="0" Width="100" Minimum="-100" />
<TextBlock x:Name="axis_y" TextWrapping="Wrap" Width="38" Height="14" Text="0"/>
<TextBlock TextWrapping="Wrap" Width="38" Height="14"><Run Text="Z"/><Run Text="軸"/></TextBlock>
<Slider Height="23" x:Name="slider_axis_z" SmallChange="1" Maximum="100" LargeChange="10" Margin="0" Width="100" Minimum="-100" />
<TextBlock x:Name="axis_z" TextWrapping="Wrap" Width="38" Height="14" Text="0"/>
<TextBlock TextWrapping="Wrap" Width="38" Height="14" Text="亮度"/>
<Slider Height="23" x:Name="slider_Strength" Maximum="2" LargeChange="0.1" Margin="0" Width="100" Value="1" />
<TextBlock x:Name="StrengthText" Width="38" Height="14" Text="1"/>
<TextBlock TextWrapping="Wrap" Width="38" Height="14" Text="類型"/>
<ComboBox x:Name="LightType" Width="98"/>
<StackPanel x:Name="LightExSetting" HorizontalAlignment="Left" Orientation="Vertical" VerticalAlignment="Top" Width="199" Height="132" Margin="198,0,-2,0" Visibility="Collapsed">
<TextBlock TextWrapping="Wrap" Text="偏移/方向X" Width="64" Height="14"/>
<Slider Height="23" x:Name="slider_axis_x1" SmallChange="1" Maximum="100" LargeChange="10" Margin="0" Width="100" Minimum="-100" />
<TextBlock x:Name="axis_x1" TextWrapping="Wrap" Width="38" Height="14" Text="0"/>
<TextBlock TextWrapping="Wrap" Width="64" Height="14"><Run Text="偏移/方向"/><Run Text="Y"/></TextBlock>
<Slider Height="23" x:Name="slider_axis_y1" SmallChange="1" Maximum="100" LargeChange="10" Margin="0" Width="100" Minimum="-100" />
<TextBlock x:Name="axis_y1" TextWrapping="Wrap" Width="38" Height="14" Text="0"/>
<TextBlock TextWrapping="Wrap" Width="64" Height="14"><Run FontFamily="Verdana, Arial, Arial Unicode MS, Lucida Sans Unicode, Lucida Grande" Text="偏移/方向"/><Run FontFamily="Verdana, Arial, Arial Unicode MS, Lucida Sans Unicode, Lucida Grande" Text="Z"/></TextBlock>
<Slider Height="23" x:Name="slider_axis_z1" SmallChange="1" Maximum="100" LargeChange="10" Margin="0" Width="100" Minimum="-100" />
<TextBlock x:Name="axis_z1" TextWrapping="Wrap" Width="38" Height="14" Text="0"/>
<StackPanel Orientation="Horizontal" Visibility="Collapsed">
<Slider Height="23" x:Name="slider_Strength1" Maximum="1" LargeChange="0.1" Margin="0" Width="100" Value="1" />
<TextBlock x:Name="StrengthText1" Width="38" Height="14" Text="1"/>
</Grid>
</UserControl>
Lesson05.xaml.cs
using System;
using System.Windows.Threading;
using System.Windows.Controls;
using System.Windows.Media;
using Balder.Math;
using Balder.Objects.Geometries;
using Balder.View;
using Balder.Lighting;
using Balder.Execution;
namespace Balder_Studio
{
public partial class Lesson05 : UserControl
//選擇的燈光
Light _SelectedLight = null;
public Lesson05()
InitializeComponent();
slider_axis_x.ValueChanged += new System.Windows.RoutedPropertyChangedEventHandler<double>(slider_axis_ValueChanged);
slider_axis_y.ValueChanged += new System.Windows.RoutedPropertyChangedEventHandler<double>(slider_axis_ValueChanged);
slider_axis_z.ValueChanged += new System.Windows.RoutedPropertyChangedEventHandler<double>(slider_axis_ValueChanged);
slider_Strength.ValueChanged += new System.Windows.RoutedPropertyChangedEventHandler<double>(slider_axis_ValueChanged);
slider_axis_x1.ValueChanged += new System.Windows.RoutedPropertyChangedEventHandler<double>(slider_Offset_ValueChanged);
slider_axis_y1.ValueChanged += new System.Windows.RoutedPropertyChangedEventHandler<double>(slider_Offset_ValueChanged);
slider_axis_z1.ValueChanged += new System.Windows.RoutedPropertyChangedEventHandler<double>(slider_Offset_ValueChanged);
OmniLight _OmniLight = new OmniLight();
ViewLight _ViewLight = new ViewLight();
DirectionalLight _DirectionalLight = new DirectionalLight() {Direction=new Coordinate(-1,-1,0) };
//設定在同一個預設位置
_OmniLight.Position = _ViewLight.Position = _DirectionalLight.Position = new Coordinate(0, 0, 0);
//最開始的時候都不會亮
_OmniLight.IsEnabled = _ViewLight.IsEnabled = _DirectionalLight.IsEnabled = false;
LightType.Items.Add(new TextBlock() { Text = "點光源", Tag = _OmniLight });
LightType.Items.Add(new TextBlock() { Text = "聚光源", Tag = _ViewLight });
LightType.Items.Add(new TextBlock() { Text = "方向光", Tag = _DirectionalLight });
LightType.SelectedIndex = 0;
LightType.SelectionChanged += new SelectionChangedEventHandler(LightType_SelectionChanged);
#region L1 - L4的代碼
//L1
Game game = new Game() { Width = 600, Height = 400 };
game.Camera = new Camera();
game.Camera.Position = new Coordinate(100, 120, 150);
game.Camera.Target = new Coordinate(0, 0, 0);
#endregion
game.Children.Add(_OmniLight);
_OmniLight.IsEnabled = true;
_SelectedLight = _OmniLight;
game.Children.Add(_ViewLight);
game.Children.Add(_DirectionalLight);
//L3
Game_Axis axis_x = new Game_Axis(new Vertex(-300, 0, 0), new Vertex(300, 0, 0), Colors.Red);
Game_Axis axis_y = new Game_Axis(new Vertex(0, -300, 0), new Vertex(0, 300, 0), Colors.Blue);
Game_Axis axis_z = new Game_Axis(new Vertex(0, 0, -300), new Vertex(0, 0, 300), Colors.Green);
//L4
Balder.Objects.Geometries.Geometry group = new Balder.Objects.Geometries.Geometry() { Name = "MeshGroup" };
group.InteractionEnabled = true;
group.Children.Add(axis_x);
group.Children.Add(axis_y);
group.Children.Add(axis_z);
//L2
Mesh Teapot = new Mesh();
Teapot.Position = new Coordinate(0, 0, 0);
Teapot.AssetName = new Uri("/Balder_Studio;component/Res/teapot.ase", UriKind.Relative);
group.Children.Add(Teapot);
group.Children.Add(new Box() { Dimension = new Coordinate(10, 20, 30), Position = new Coordinate(100, 10, 0), Name = "MyBox" });
group.Children.Add(new Box() { Dimension = new Coordinate(10, 30, 10), Position = new Coordinate(10, 10, -100) });
game.Children.Add(group);
LayoutRoot.Children.Add(game);
}
#region 控制燈光的界面事件
void LightType_SelectionChanged(object sender, SelectionChangedEventArgs e)
//選擇一個新的光源之時
if (_SelectedLight != null)
_SelectedLight.IsEnabled = false;
_SelectedLight = ((LightType.SelectedItem as TextBlock).Tag as Light);
_SelectedLight.IsEnabled = true;
if (_SelectedLight is OmniLight)
LightExSetting.Visibility = System.Windows.Visibility.Collapsed;
else
LightExSetting.Visibility = System.Windows.Visibility.Visible;
void slider_axis_ValueChanged(object sender, System.Windows.RoutedPropertyChangedEventArgs<double> e)
axis_z.Text = ((int)slider_axis_z.Value).ToString();
_SelectedLight.Position.Z = slider_axis_z.Value;
axis_y.Text = ((int)slider_axis_y.Value).ToString();
_SelectedLight.Position.Y = slider_axis_y.Value;
axis_x.Text = ((int)slider_axis_x.Value).ToString();
_SelectedLight.Position.X = slider_axis_x.Value;
StrengthText.Text = slider_Strength.Value.ToString();
_SelectedLight.Strength = slider_Strength.Value;
void slider_Offset_ValueChanged(object sender, System.Windows.RoutedPropertyChangedEventArgs<double> e)
axis_z1.Text = ((int)slider_axis_z1.Value).ToString();
axis_y1.Text = ((int)slider_axis_y1.Value).ToString();
axis_x1.Text = ((int)slider_axis_x1.Value).ToString();
if (_SelectedLight is ViewLight)
var l = _SelectedLight as ViewLight;
l.XAngleOffset = slider_axis_x1.Value;
l.YAngleOffset = slider_axis_y1.Value;
l.ZAngleOffset = slider_axis_z1.Value;
var l = _SelectedLight as DirectionalLight;
var X = slider_axis_x1.Value / slider_axis_x1.Maximum;
var Y = slider_axis_y1.Value / slider_axis_y1.Maximum;
var Z = slider_axis_z1.Value / slider_axis_z1.Maximum;
l.Direction = new Coordinate(X, Y, Z);
我在其中加入了一些注釋,希望有用:)細心的朋友可能會發現,這次沒有講解有關燈光顔色的問題,下次我專門寫一篇有關顔色的部分,這樣看起來更加直覺,期望各位能夠對Silverlight3D産生一些興趣,加入這個開發方向上來。
本文轉自nowpaper 51CTO部落格,原文連結:http://blog.51cto.com/nowpaper/712291