截图:
参考对比下纯D3D的实现:
《精通DirectX 3D》第十二章 高级纹理应用 06_SphericalEnvMapping
原理都是一样的,都是有个环境贴图,假的环境映射!
实现很简单,override createScene成员函数就可以了
// Just override the mandatory create scene method
void createScene(void)
{
// Set ambient light
mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5));
// Create a point light
Light* l = mSceneMgr->createLight("MainLight");
// Accept default settings: point light, white diffuse, just set position
// NB I could attach the light to a SceneNode if I wanted it to move automatically with
// other objects, but I don't
l->setPosition(20,80,50);
Entity *ent = mSceneMgr->createEntity("head", "ogrehead.mesh");
// Set material loaded from Example.material
ent->setMaterialName("Examples/EnvMappedRustySteel");
// Add entity to the root scene node
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ent);
}
对应的材质脚本在
ogrenew\Samples\Media\materials\scripts\Example.material
里,如下:
material Examples/EnvMappedRustySteel
{
technique
{
pass
{
texture_unit
{
texture RustySteel.jpg
}
texture_unit
{
texture spheremap.png
colour_op_ex add src_texture src_current
colour_op_multipass_fallback one one
env_map spherical // hew:这里指明环境映射的类型是球形环境映射
}
}
}
}
ogrenew\Samples\Media\materials\textures\spheremap.png
ogrenew\Samples\Media\materials\textures\RustySteel.jpg
posted on 2008-04-28 23:03
七星重剑 阅读(1549)
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