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用Ogre固定渲染管线实现火炬之光X-RAY效果 .

2011-09-14 05:04 471 查看
游戏的遮挡半透,一般2种方法,一种是天龙的那种,让遮挡的建筑物半透明,一种是火炬之光的这种,X射线

那种好?其实达到效果都行,

火炬之光不能用第一种,因为他的模型都是很大很大的,建筑一透,全透了,很多地方可能还会穿帮,

我的游戏一直用的第一种,也没去研究Xray,但是有朋友问起这个问题,就花了2天时间详细研究了一下.

不研究不知道,一研究才发现,其实有很多细节要注意的呢,那我们开始分析了

1.火炬之光中人物不能自己挡自己.

解决方案:不写深度就完了,深度永远控制在遮挡物那里,

2.火炬之光中有的建筑可以透,有的却不能透,不是所有建筑都能透的哦

解决方案:分渲染队列,可以透的渲染队列为3,人物的渲染队列为4,不能透的建筑渲染队列为5

3.火炬之光中没用shader实现,而且角色材质里面只是一些简单的pass

解决方案:说明火炬之光是固定渲染管线实现的,而且不是在material中写的,而是代码中实现,操作整个渲染队列实现的

,其实这种操作整个渲染队列的方法很好,不用更改角色材质,就可以实现效果.那我也照做,

我的整个实现思路为,

1.监听整个角色的渲染队列,

2.角色队列渲染2次,第一次渲染被遮挡像素,第2次渲染未被遮挡像素

3.渲染被遮挡像素的时候,禁用渲染状态的改变(就是禁止角色的材质),用自己设置的渲染状态去渲染光照信息

场景混合采用add,因为火炬之光就是add,

网上有人用alpha混合去实现的...如果用光照亮度当alpha混合,那么固定渲染管线是实现不了的,因为要在片段程序里面才能把输出颜色加上alpha...而火炬之光也没有用shader...so,我们用固定渲染管线...

代码

由于公司的一些原因,代码只好取消了,前一周我是提供了代码的.见谅

第一步,初始化上面这个类:

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mSceneManager = mRoot->createSceneManager("OctreeSceneManager");

// 2011.4.5 LuoYinan 实现X-Ray半透效果

static XRayRenderQueueListener sXRayRenderQueueListener;

mSceneManager->addRenderQueueListener(&sXRayRenderQueueListener);

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mSceneManager = mRoot->createSceneManager("OctreeSceneManager");

// 2011.4.5 LuoYinan 实现X-Ray半透效果

static XRayRenderQueueListener sXRayRenderQueueListener;

mSceneManager->addRenderQueueListener(&sXRayRenderQueueListener);

第二步:更改Ogre源码,因为Ogre有个bug,调用_suppressRenderStateChanges以后,不会去渲染不接受阴影的对象

找个这个函数renderBasicQueueGroupObjects.改成如下:

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//-----------------------------------------------------------------------

void SceneManager::renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,

QueuedRenderableCollection::OrganisationMode om)

{

// Basic render loop

// Iterate through priorities

RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();

while (groupIt.hasMoreElements())

{

RenderPriorityGroup* pPriorityGrp = groupIt.getNext();

// Sort the queue first

pPriorityGrp->sort(mCameraInProgress);

// Do solids

renderObjects(pPriorityGrp->getSolidsBasic(), om, true, true);

// 2011.4.5 modify by LuoYinan

renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true, true);

// Do unsorted transparents

renderObjects(pPriorityGrp->getTransparentsUnsorted(), om, true, true);

// Do transparents (always descending)

renderObjects(pPriorityGrp->getTransparents(),

QueuedRenderableCollection::OM_SORT_DESCENDING, true, true);

}// for each priority

}

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//-----------------------------------------------------------------------

void SceneManager::renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,

QueuedRenderableCollection::OrganisationMode om)

{

// Basic render loop

// Iterate through priorities

RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();

while (groupIt.hasMoreElements())

{

RenderPriorityGroup* pPriorityGrp = groupIt.getNext();

// Sort the queue first

pPriorityGrp->sort(mCameraInProgress);

// Do solids

renderObjects(pPriorityGrp->getSolidsBasic(), om, true, true);

// 2011.4.5 modify by LuoYinan

renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true, true);

// Do unsorted transparents

renderObjects(pPriorityGrp->getTransparentsUnsorted(), om, true, true);

// Do transparents (always descending)

renderObjects(pPriorityGrp->getTransparents(),

QueuedRenderableCollection::OM_SORT_DESCENDING, true, true);

}// for each priority

}

另外,合成器的源码也要小改,合成器链有个队列监听,那个监听在某些时候会跳过我们的队列,导致合成器的问题,不能让他跳过队列所以

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void CompositorChain::RQListener::renderQueueStarted(uint8 id,

const String& invocation, bool& skipThisQueue)

{

// Skip when not matching viewport

// shadows update is nested within main viewport update

if (mSceneManager->getCurrentViewport() != mViewport)

return;

flushUpTo(id);

/// If noone wants to render this queue, skip it

/// Don't skip the OVERLAY queue because that's handled seperately

if(!mOperation->renderQueues.test(id) && id!=RENDER_QUEUE_OVERLAY

&& id != RENDER_QUEUE_4) // 2011.4.15 add by LuoYinan. don't skip XRay queue

{

skipThisQueue = true;

}

}

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void CompositorChain::RQListener::renderQueueStarted(uint8 id,

const String& invocation, bool& skipThisQueue)

{

// Skip when not matching viewport

// shadows update is nested within main viewport update

if (mSceneManager->getCurrentViewport() != mViewport)

return;

flushUpTo(id);

/// If noone wants to render this queue, skip it

/// Don't skip the OVERLAY queue because that's handled seperately

if(!mOperation->renderQueues.test(id) && id!=RENDER_QUEUE_OVERLAY

&& id != RENDER_QUEUE_4) // 2011.4.15 add by LuoYinan. don't skip XRay queue

{

skipThisQueue = true;

}

}

第三步:记得设置渲染队列

RENDER_QUEUE_3 -->要半透的建筑队列

RENDER_QUEUE_4 -->玩家队列

RENDER_QUEUE_MAIN -->不透的建筑队列

-------------------------------------------------------------------------------------------------

最后效果,颜色可能还要调试下





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