第二人生的源码分析 12 天空显示的实现

在虚拟世界里,自然现象的实现是最需要实现的,比如天空的实现,以便反映是白天还是晚上,这样才逼真反映现实世界。在第二人生里实现的天空,还是比较好的,如下图所示:
蔡军生 2008/01/10 QQ:9073204 深圳
从上面的图片里,可以看到太阳在远处,并具有雾化的效果,这是早上太阳升起的效果。看到远处是浅蓝色的天空,与海边连接成一体。在室外场境的模拟中,最重要的就是天空体的实现。目前实现天空体有两种不同的实现方式:天体盒和天空穹。而第二人生里是采用天空盒的实现方式,这种方式是渲染的速度比较快,但纹理需要特别处理,才让人们看到的所有地方一样远的感觉。跟实现地面是一样的,都是使用网格和纹理来实现。下面就来通过代码仔细地分析怎么创建天空盒的网格,以及纹理的坐标设置。
 
#001 
#002 BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
#003 {
#004       if (mFace[FACE_REFLECTION] == NULL)
#005       {
#006              LLDrawPoolWater *poolp = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER);
#007              mFace[FACE_REFLECTION] = drawable->addFace(poolp, NULL);
#008       }
创建反射表面。
 
#009 
#010       mCameraPosAgent = drawable->getPositionAgent();
#011       mEarthCenter.mV[0] = mCameraPosAgent.mV[0];
#012       mEarthCenter.mV[1] = mCameraPosAgent.mV[1];
#013 
#014       LLVector3 v_agent[8];
#015       for (S32 i = 0; i < 8; ++i)
#016       {
#017               F32 x_sgn = (i&1) ? 1.f : -1.f;
#018               F32 y_sgn = (i&2) ? 1.f : -1.f;
#019               F32 z_sgn = (i&4) ? 1.f : -1.f;
#020              v_agent[i] = HORIZON_DIST*0.25f * LLVector3(x_sgn, y_sgn, z_sgn);
#021       }
#022 
#023       LLStrider<LLVector3> verticesp;
#024       LLStrider<LLVector3> normalsp;
#025       LLStrider<LLVector2> texCoordsp;
#026       LLStrider<U32> indicesp;
#027       S32 index_offset;
#028       LLFace *face;     
#029 
 
下面开始创建天空盒的6个平面。
#030       for (S32 side = 0; side < 6; ++side)
#031       {
#032              face = mFace[FACE_SIDE0 + side];
#033 
#034              if (face->mVertexBuffer.isNull())
#035              {
#036                     face->setSize(4, 6);
设置每个表面有4个顶点构成,共有6个索引顶点。
 
#037                     face->setGeomIndex(0);
#038                     face->setIndicesIndex(0);
#039                     face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
#040                     face->mVertexBuffer->allocateBuffer(4, 6, TRUE);
上面分配顶点缓冲区和索引缓冲区。
 
#041                    
#042                     index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
#043                    
#044                     S32 vtx = 0;
#045                     S32 curr_bit = side >> 1; // 0/1 = Z axis, 2/3 = Y, 4/5 = X
#046                     S32 side_dir = side & 1; // even - 0, odd - 1
#047                     S32 i_bit = (curr_bit + 2) % 3;
#048                     S32 j_bit = (i_bit + 2) % 3;
#049 
#050                     LLVector3 axis;
#051                     axis.mV[curr_bit] = 1;
#052                     face->mCenterAgent = (F32)((side_dir << 1) - 1) * axis * HORIZON_DIST;
#053 
#054                     vtx = side_dir << curr_bit;
#055                     *(verticesp++) = v_agent[vtx];
#056                     *(verticesp++) = v_agent[vtx | 1 << j_bit];
#057                     *(verticesp++) = v_agent[vtx | 1 << i_bit];
#058                     *(verticesp++) = v_agent[vtx | 1 << i_bit | 1 << j_bit];
上面计算4个顶点坐标。
 
#059 
#060                     *(texCoordsp++) = TEX00;
#061                     *(texCoordsp++) = TEX01;
#062                     *(texCoordsp++) = TEX10;
#063                     *(texCoordsp++) = TEX11;
#064 
设置4个顶点的纹理坐标。
 
#065                     // Triangles for each side
#066                     *indicesp++ = index_offset + 0;
#067                     *indicesp++ = index_offset + 1;
#068                     *indicesp++ = index_offset + 3;
#069 
#070                     *indicesp++ = index_offset + 0;
#071                     *indicesp++ = index_offset + 3;
#072                     *indicesp++ = index_offset + 2;
上面设置每个表面由两个三角形构成索引。
 
#073              }
#074       }
#075 
#076       const LLVector3 &look_at = gCamera->getAtAxis();
#077       LLVector3 right = look_at % LLVector3::z_axis;
#078       LLVector3 up = right % look_at;
#079       right.normVec();
#080       up.normVec();
#081 
#082       const static F32 elevation_factor = 0.0f/sResolution;
#083       const F32 cos_max_angle = cosHorizon(elevation_factor);
#084       mSun.setDraw(updateHeavenlyBodyGeometry(drawable, FACE_SUN, TRUE, mSun, cos_max_angle, up, right));
#085       mMoon.setDraw(updateHeavenlyBodyGeometry(drawable, FACE_MOON, FALSE, mMoon, cos_max_angle, up, right));
#086 
#087       const F32 water_height = gAgent.getRegion()->getWaterHeight() + 0.01f;
#088              // gWorldPointer->getWaterHeight() + 0.01f;
#089       const F32 camera_height = mCameraPosAgent.mV[2];
#090       const F32 height_above_water = camera_height - water_height;
#091 
#092       BOOL sun_flag = FALSE;
#093 
#094       if (mSun.isVisible())
#095       {
#096              if (mMoon.isVisible())
#097              {
#098                     sun_flag = look_at * mSun.getDirection() > 0;
#099              }
#100              else
#101              {
#102                     sun_flag = TRUE;
#103              }
#104       }
#105      
#106       if (height_above_water > 0)
#107       {
#108 #if 1 //1.9.1
#109              BOOL render_ref = gPipeline.getPool(LLDrawPool::POOL_WATER)->getVertexShaderLevel() == 0;
#110 #else
#111              BOOL render_ref = !(gPipeline.getVertexShaderLevel(LLPipeline::SHADER_ENVIRONMENT) >= LLDrawPoolWater::SHADER_LEVEL_RIPPLE);
#112 #endif
#113              if (sun_flag)
#114              {
#115                     setDrawRefl(0);
#116                     if (render_ref)
#117                     {
#118                            updateReflectionGeometry(drawable, height_above_water, mSun);
#119                     }
#120              }
#121              else
#122              {
#123                     setDrawRefl(1);
#124                     if (render_ref)
#125                     {
#126                            updateReflectionGeometry(drawable, height_above_water, mMoon);
#127                     }
#128              }
#129       }
#130       else
#131       {
#132              setDrawRefl(-1);
#133       }
#134 
#135 
#136       LLPipeline::sCompiles++;
#137       return TRUE;
#138 }
#139 
上面计算太阳和月亮的出现位置以及光照效果。
 
通过上面的分析,了解天空体的网格创建,纹理坐标的设置,以及太阳、月亮的效果计算。
 

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转载自www.cnblogs.com/skiwnchh/p/10347122.html
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