Camera 相机:
相机基础知识不写了,需要注意的是:axiom目前不支持同时操作多个相机.
创建,设置位置基本操作.
_camera = _scene.CreateCamera("MainCamera");
_camera.Position = new Vector3(, , );
_camera.LookAt(Vector3.Zero);
_camera.Near = 5;
决定了相机可视范围.
ViewPort(视口)
当要显示多个窗口时候用,这个我不怎么需要,就不写了.
Shadows in Axiom(重点来了)
Axiom有3种不同阴影.
- 纹理阴影:计算成本最低的一种.
- Modulative Stencil Shadows:较第三种没那么密集
- Additive Stencil Shadows:会叠加计算每个灯光的阴影,对GPU来说是比较大的负担.
遗憾的是:Axiom不支持软阴影,如果需要软阴影,需要自己写顶点和片段程序.
使用阴影非常容易:
scene.AmbientLight = ColorEx.Black;
scene.ShadowTechnique = ShadowTechnique.StencilAdditive; Entity ent = scene.CreateEntity("ninja", "ninja.mesh");
ent.CastShadows = true;
scene.RootSceneNode.CreateChildSceneNode().AttachObject(ent);
灯光:
灯光类型:
- Point (LightType.Point) - 点光源,各个方向.
- Spotlight (LightType.Spotlight) - 聚光灯
- Directional (LightType.Directional) - 平行光
创建灯:
Light pointLight = scene.CreateLight("pointLight");
pointLight.Type = LightType.Point;
pointLight.Position = new Vector3(, , ); pointLight.DiffuseColor = ColorEx.Red;
pointLight.SpecularColor = ColorEx.Red;
Light spotLight = scene.CreateLight("spotLight");
spotLight.Type = LightType.SpotLight;
spotLight.DiffuseColor = ColorEx.Blue;
spotLight.SpecularColor = ColorEx.Blue;
spotLight.Direction = new Vector3(-, -, );
spotLight.Position = new Vector3(, , );