Reputation: 44326
I want to make an XNA game with 3D graphics, and one thing has me wondering. Say I have 10 Model
s in my scene, and I want to draw them all with the same light source, like a directional light. Now I understand that Model
s have Effect
s, and Effect
s have lighting information, among other things. My question is, how would I apply the same light source to all the models in my scene, instead of each model having its own light source? Someone tell me if I am way off base.
Upvotes: 1
Views: 6235
Reputation: 656
If you are using XNA 4.0 to create your game, then you are required to use Effects. Luckily the XNA team included a powerful yet simple Effect called BasicEffect. Unless you specify otherwise, BasicEffect is the default Effect in use when you render your models. BasicEffect has support for up to 3 directional lights. The sample code below should give you an idea on how to manipulate the BasicEffect instance to render using a directional light.
public void DrawModel( Model myModel, float modelRotation, Vector3 modelPosition,
Vector3 cameraPosition
) {
// Copy any parent transforms.
Matrix[] transforms = new Matrix[myModel.Bones.Count];
myModel.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in myModel.Meshes)
{
// This is where the mesh orientation is set, as well
// as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = transforms[mesh.ParentBone.Index] *
Matrix.CreateRotationY(modelRotation) *
Matrix.CreateTranslation(modelPosition);
effect.View = Matrix.CreateLookAt(cameraPosition,
Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f), 1.333f,
1.0f, 10000.0f);
effect.LightingEnabled = true; // turn on the lighting subsystem.
effect.DirectionalLight0.DiffuseColor = new Vector3(0.5f, 0, 0); // a red light
effect.DirectionalLight0.Direction = new Vector3(1, 0, 0); // coming along the x-axis
effect.DirectionalLight0.SpecularColor = new Vector3(0, 1, 0); // with green highlights
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
}
Upvotes: 1