Xbox 360 的 XNA 4.0 中的照明设计模式?

发布于 2024-10-08 16:30:05 字数 199 浏览 6 评论 0原文

我想知道是否有人有任何好的模式来处理 Xbox 360 的 XNA 中的照明。我目前正在尝试实现聚光灯组件。我读过有关延迟着色作为降低复杂性的一种方法的内容。我还听说这对于 Xbox 360 来说不是一个好主意,并且在 XNA 4.0 中比在 XNA 3.0 中更困难。我的目标是制作一个可重用的组件,封装可在游戏中使用的聚光灯效果。

谢谢,

-约翰

I am wondering if anyone has any good patterns for handling lighting in XNA for the Xbox 360. I am currently trying to implement a spotlight component. I have read about deferred shading as a means of reducing complexity. I have also heard that this is not a good idea for the Xbox 360 and that it is more difficult in XNA 4.0 than it was in XNA 3.0. My goal is to make a reusable component that encapsulates a spotlight effect that can be used through a game.

Thanks,

-John

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葬花如无物 2024-10-15 16:30:05

延迟渲染允许您在渲染世界本身后应用照明。

  • 它确实降低了复杂性,因为您不必在绘制模型之前被迫选择哪些灯光会影响模型(通常是最接近/最重要的灯光)。

  • 它可以使半透明处理和抗锯齿更加复杂。

  • 它允许应用许多灯光,并在场景中移动,这对于前向照明来说是不切实际的。

  • 它需要存在多个缓冲区 - 至少需要一个几何缓冲区,但法线缓冲区和镜面缓冲区也很有帮助。存在打包此类缓冲区的技术,但它们确实需要更多内存,并且需要使用带宽来写入。这意味着延迟渲染比前向渲染具有更大的前期成本,但在灯光数量和移动灯光方面提供了更大的灵活性。

  • 《星际争霸 2》、《战争机器》和其他游戏使用延迟渲染器,因此它无疑是一个经过验证的解决方案。

  • 在 XNA 4 下的复杂性方面并没有太大不同,这里是一个显示 XNA 4 下实现的链接。主要区别是必须显式存储 z 缓冲区的副本而不是直接访问它。 http://roy-t.nl/index.php/tag/deferred-渲染/,您也可以考虑使用光预通道http://jcoluna.wordpress.com/

既然您想要聚光灯效果,我可以理解为什么您会考虑延迟渲染,因为我猜测聚光灯是动态的。但是,如果您之前没有使用过延迟渲染,我建议您探索上面的 Roy 链接,以确定您是否对成本/复杂性感到满意。

Deferred Rendering allows you to apply lighting after the world itself has been rendered.

  • It does reduce complexity in the sense that you are not forced to choose which lights will affect a model before drawing it (usually the closest/most significant ones).

  • It can make translucency handling and anti-aliasing more complex.

  • It allows for many lights to be applied, and move around the scene, something that is impractical with forward lighting.

  • It requires several buffers to be present - a geometry buffer as a minimum, but normal and specular buffers are helpful also. Techniques exist to pack such buffers, but they do require more memory, and use bandwidth to write to. This means that deferred rendering has a greater up front cost then forward rendering does, but provides more flexibility in relation to the amount of lights, and moving them.

  • Starcraft 2, Gears of War and other games use a deferred renderer, so its certainly a proven solution.

  • It is not very different in terms of complexity under XNA 4 here is a link showing an implementation under XNA 4. The main difference if having to explicitely store a copy of the z buffer rather than accessing it directly. http://roy-t.nl/index.php/tag/deferred-rendering/ and you could consider light pre-pass also http://jcoluna.wordpress.com/

Since you want a spotlight effect I can see why you'd consider deferred rendering, as I'm guessing that the spotlight is dynamic. However if you haven't used deferred rendering before, I'd suggest exploring Roy's link above to decide if your happy with the cost/complexity.

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