Mogre学习笔记(二)

来源:互联网 发布:大数据入门 编辑:程序博客网 时间:2024/05/23 15:41
 Section 2: Terrain, Sky, Fog, and the Root object

还是先给出代码:

using System;
using System.Windows.Forms;
using MogreFramework;
using Mogre;

namespace Tutorial03
{
    static class Program
    {
        [STAThread]
        static void Main()
        {
            try
            {
                MyOgreWindow win = new MyOgreWindow();
                new SceneCreator(win);
                win.Go();
            }
            catch (System.Runtime.InteropServices.SEHException)
            {
                if (OgreException.IsThrown)
                    MessageBox.Show(OgreException.LastException.FullDescription, "An Ogre exception has occurred!");
                else
                    throw;
            }
        }
    }

    class MyOgreWindow : OgreWindow
    {
        protected override void CreateSceneManager()
        {
            SceneManager = Root.CreateSceneManager(SceneType.ST_EXTERIOR_CLOSE);
        }

        protected override void CreateCamera()
        {
            Camera = this.SceneManager.CreateCamera("PlayerCam");
            Camera.Position = new Vector3(0, 10, 500);
            Camera.LookAt(Vector3.ZERO);
            Camera.NearClipDistance = 5;

        }

        protected override void CreateViewport()
        {
            Viewport = this.RenderWindow.AddViewport(Camera);
            Camera.AspectRatio = Viewport.ActualWidth / Viewport.ActualHeight;

        }

    }

    class SceneCreator
    {
        public SceneCreator(OgreWindow win)
        {
            win.SceneCreating += new OgreWindow.SceneEventHandler(SceneCreating);
        }

        void SceneCreating(OgreWindow win)
        {
            ColourValue fadeColour = new ColourValue(0.1f, 0.1f, 0.1f);
            win.Viewport.BackgroundColour = fadeColour;
            win.SceneManager.SetFog(FogMode.FOG_LINEAR, fadeColour, 0, 10, 150);
            win.SceneManager.SetWorldGeometry("terrain.cfg");

            Plane plane;
            plane.d = 10;
            plane.normal = Vector3.NEGATIVE_UNIT_Y;

            win.SceneManager.SetSkyPlane(true, plane, "Examples/SpaceSkyPlane", 100, 45, true, 0.5f, 150, 150);

        }
    }
}

运行结果截图如下:

image

接下来,我们就对其做相应的解释:

Root

Root对象是OGRE的核心对象,在我的OGRE学习笔记中可以看到Root和其他对象的UML关系图。在本例中,我们需要用Root新建一个SceneManager,代码如下:

protected override void CreateSceneManager(){    SceneManager = Root.CreateSceneManager(SceneType.ST_EXTERIOR_CLOSE);}

Terrain

在本例中,我们要改变MogreFramework原来提供的Terrain,SceneManager提供了SetWorldGeometry:

win.SceneManager.SetWorldGeometry("terrain.cfg");

Sky

  1. SkyBox: 一个巨大的立方体形的天空,它环绕在场景中所有的对象周围;
  2. SkyDome:类似于SkyBox,但是它是圆屋顶形,不会盖住地面;
  3. SkyPlane:它与SkyBox和SkyDome有很大的不同,是一个平面的天空。

本例中使用了SkyPlane,代码如下:

Plane plane;
plane.d = 10;
plane.normal = Vector3.NEGATIVE_UNIT_Y;

win.SceneManager.SetSkyPlane(true, plane, "Examples/SpaceSkyPlane", 100, 45, true, 0.5f, 150, 150);

Fog

Ogre中,Fog的使用非常简单, 主要有两种基本类型的Fog:

  1. linear:雾线性的变浓,
  2. exponential:雾指数级的变浓。

在本例中,使用了linear的Fog,代码如下:

ColourValue fadeColour = new ColourValue(0.1f, 0.1f, 0.1f);
win.Viewport.BackgroundColour = fadeColour;
win.SceneManager.SetFog(FogMode.FOG_LINEAR, fadeColour, 0, 10, 150);

按F5运行,可以看到以上结果了。

原创粉丝点击