Ich erstelle die MC-ähnliche Geländemaschine, und ich habe gedacht, dass die Beleuchtung sie viel schöner aussehen lässt. Das Problem ist, dass die Blöcke nicht richtig beleuchtet werden, wenn ein Licht emittierender Block platziert wird (siehe die Screenshots unten) auf der Seite.
Bisher möchte ich die "blockige" Beleuchtung von minecraft implementieren. Also habe ich ein VertexFormat erstellt:
struct VertexPositionTextureLight
{
Vector3 position;
Vector2 textureCoordinates;
float light;
public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
new VertexElement(sizeof(float) * 3, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0),
new VertexElement(sizeof(float) * 5, VertexElementFormat.Single, VertexElementUsage.TextureCoordinate, 1)
);
public VertexPositionTextureLight(Vector3 position, Vector3 normal, Vector2 textureCoordinate, float light)
{
// I don't know why I included normal data :)
this.position = position;
this.textureCoordinates = textureCoordinate;
this.light = light;
}
}
Ich denke, wenn ich Beleuchtung implementieren möchte, muss ich für jeden Scheitelpunkt ein Licht angeben ... Und jetzt möchte ich in meiner Effektdatei diesen Wert nehmen und den Scheitelpunkt entsprechend beleuchten können:
float4x4 World;
float4x4 Projection;
float4x4 View;
Texture Texture;
sampler2D textureSampler = sampler_state {
Texture = <Texture>;
MipFilter = Point;
MagFilter = Point;
MinFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
struct VertexToPixel {
float4 Position : POSITION;
float4 TexCoords : TEXCOORD0;
float4 Light : TEXCOORD01;
};
struct PixelToFrame {
float4 Color : COLOR0;
};
VertexToPixel VertexShaderFunction(float4 inPosition : POSITION, float4 inTexCoords : TEXCOORD0, float4 light : TEXCOORD01) {
VertexToPixel Output = (VertexToPixel)0;
float4 worldPos = mul(inPosition, World);
float4 viewPos = mul(worldPos, View);
Output.Position = mul(viewPos, Projection);
Output.TexCoords = inTexCoords;
Output.Light = light;
return Output;
}
PixelToFrame PixelShaderFunction(VertexToPixel PSIn) {
PixelToFrame Output = (PixelToFrame)0;
float4 baseColor = 0.086f;
float4 textureColor = tex2D(textureSampler, PSIn.TexCoords);
float4 colorValue = pow(PSIn.Light / 16.0f, 1.4f) + baseColor;
Output.Color = textureColor;
Output.Color.r *= colorValue;
Output.Color.g *= colorValue;
Output.Color.b *= colorValue;
Output.Color.a = 1;
return Output;
}
technique Block {
pass Pass0 {
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
VertexToPixel VertexShaderBasic(float4 inPosition : POSITION, float4 inTexCoords : TEXCOORD0) {
VertexToPixel Output = (VertexToPixel)0;
float4 worldPos = mul(inPosition, World);
float4 viewPos = mul(worldPos, View);
Output.Position = mul(viewPos, Projection);
Output.TexCoords = inTexCoords;
return Output;
}
PixelToFrame PixelShaderBasic(VertexToPixel PSIn) {
PixelToFrame Output = (PixelToFrame)0;
Output.Color = tex2D(textureSampler, PSIn.TexCoords);
return Output;
}
technique Basic {
pass Pass0 {
VertexShader = compile vs_2_0 VertexShaderBasic();
PixelShader = compile ps_2_0 PixelShaderBasic();
}
}
Und dies ist ein Beispiel, wie ich Beleuchtung anwende:
case BlockFaceDirection.ZDecreasing:
light = world.GetLight((int)(backNormal.X + pos.X), (int)(backNormal.Y + pos.Y), (int)(backNormal.Z + pos.Z));
SolidVertices.Add(new VertexPositionTextureLight(bottomRightBack, backNormal, bottomLeft, light));
SolidVertices.Add(new VertexPositionTextureLight(bottomLeftBack, backNormal, bottomRight, light));
SolidVertices.Add(new VertexPositionTextureLight(topRightBack, backNormal, topLeft, light));
SolidVertices.Add(new VertexPositionTextureLight(topLeftBack, backNormal, topRight, light));
AddIndices(0, 2, 3, 3, 1, 0);
break;
Und zu guter Letzt ist hier der Algorit, der alles berechnet:
public void AddCubes(Vector3 location, float light)
{
AddAdjacentCubes(location, light);
Blocks = new List<Vector3>();
}
public void Update(World world)
{
this.world = world;
}
public void AddAdjacentCubes(Vector3 location, float light)
{
if (light > 0 && !CubeAdded(location))
{
world.SetLight((int)location.X, (int)location.Y, (int)location.Z, (int)light);
Blocks.Add(location);
// Check ajacent cubes
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
for (int z = -1; z <= 1; z++)
{
// Make sure the cube checked it not the centre one
if (!(x == 0 && y == 0 && z == 0))
{
Vector3 abs_location = new Vector3((int)location.X + x, (int)location.Y + y, (int)location.Z + z);
// Light travels on transparent block ie not solid
if (!world.GetBlock((int)location.X + x, (int)location.Y + y, (int)location.Z + z).IsSolid)
{
AddAdjacentCubes(abs_location, light - 1);
}
}
}
}
}
}
}
public bool CubeAdded(Vector3 location)
{
for (int i = 0; i < Blocks.Count; i++)
{
if (location.X == Blocks[i].X &&
location.Y == Blocks[i].Y &&
location.Z == Blocks[i].Z)
{
return true;
}
}
return false;
}
Anregungen und Hilfe wäre sehr dankbar
SCREENSHOTS Beachten Sie die Artefakte oben im Gelände und wie nur der linke Teil teilweise beleuchtet wird ... Aus irgendeinem Grund werden nur bestimmte Seiten des Würfels beleuchtet und der Boden wird nicht beleuchtet
Mein Problem herausgefunden! Ich habe nicht überprüft, ob dieser Block bereits beleuchtet ist und wenn ja, in welchem Maße (wenn er niedriger ist, ist er höher).
public void DoLight(int x, int y, int z, float light)
{
Vector3 xDecreasing = new Vector3(x - 1, y, z);
Vector3 xIncreasing = new Vector3(x + 1, y, z);
Vector3 yDecreasing = new Vector3(x, y - 1, z);
Vector3 yIncreasing = new Vector3(x, y + 1, z);
Vector3 zDecreasing = new Vector3(x, y, z - 1);
Vector3 zIncreasing = new Vector3(x, y, z + 1);
if (light > 0)
{
light--;
world.SetLight(x, y, z, (int)light);
Blocks.Add(new Vector3(x, y, z));
if (world.GetLight((int)yDecreasing.X, (int)yDecreasing.Y, (int)yDecreasing.Z) < light &&
world.GetBlock((int)yDecreasing.X, (int)yDecreasing.Y, (int)yDecreasing.Z).BlockType == BlockType.none)
DoLight(x, y - 1, z, light);
if (world.GetLight((int)yIncreasing.X, (int)yIncreasing.Y, (int)yIncreasing.Z) < light &&
world.GetBlock((int)yIncreasing.X, (int)yIncreasing.Y, (int)yIncreasing.Z).BlockType == BlockType.none)
DoLight(x, y + 1, z, light);
if (world.GetLight((int)xDecreasing.X, (int)xDecreasing.Y, (int)xDecreasing.Z) < light &&
world.GetBlock((int)xDecreasing.X, (int)xDecreasing.Y, (int)xDecreasing.Z).BlockType == BlockType.none)
DoLight(x - 1, y, z, light);
if (world.GetLight((int)xIncreasing.X, (int)xIncreasing.Y, (int)xIncreasing.Z) < light &&
world.GetBlock((int)xIncreasing.X, (int)xIncreasing.Y, (int)xIncreasing.Z).BlockType == BlockType.none)
DoLight(x + 1, y, z, light);
if (world.GetLight((int)zDecreasing.X, (int)zDecreasing.Y, (int)zDecreasing.Z) < light &&
world.GetBlock((int)zDecreasing.X, (int)zDecreasing.Y, (int)zDecreasing.Z).BlockType == BlockType.none)
DoLight(x, y, z - 1, light);
if (world.GetLight((int)zIncreasing.X, (int)zIncreasing.Y, (int)zIncreasing.Z) < light &&
world.GetBlock((int)zIncreasing.X, (int)zIncreasing.Y, (int)zIncreasing.Z).BlockType == BlockType.none)
DoLight(x, y, z + 1, light);
}
}
Obgleich das oben genannte funktioniert, würde jemand wissen, wie ich es leistungsfähiger machen würde?