3D里Reflection一带一路是什么意思思

《Esfog_UnityShader教程》_镜面反射SpecularReflection_unity3d吧_百度贴吧
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《Esfog_UnityShader教程》_镜面反射SpecularReflection收藏
系列教程第四篇已经写完了,本来打算昨天写的,有些小偷懒就今天写了,这一期我们来讨论一下关于镜面反射的基本原理和具体代码。和之前一样,贴吧排版不给力,在这里我就只更新一下最新进度,想看的可以去我的博客希望对大家有所帮助.
下面两幅图来展示效果这是上篇教程中用漫反射的
这是本篇中的最终效果
这是高光反射
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C++实现Reflection
最近1年多,我一直在琢磨和大量使用cli来开发游戏项目,.net系统的反射系统给我的开发设计思路,带来了很大的冲击。反射真的可以从根本上,让设计思路相对传统开发模式有很大的改变。但是反射通常都提供在类似java等动态语言上,后来ms在.net平台上推出了一个很强大完善的反射机制,我最近1年多的项目都是大量使用他,为我的项目开发,做出了很多有意思的东西。但是我的victory3d的core因为效率原因,依然是采用纯C++开发,享受不到.net平台的便利。不少人在呼吁C++标准组织,给C++添加上反射特性,但是据我所知C++0x规范目前也就能搞一个gc什么的,对于reflection的支持,还不知道要什么时候。于是,我决定自己尝试实现一下在c++中,实现reflection,经过2天试验,目前基本达成实际目标,下面是一个我的c++反射一个class的例子:
&///&ReflectExport name=&MyTestClass&/&&class testclass : public VReflectBase&{&public:&&///&ReflectExport/&&&void fun0()&&{&&&&&}&&///&ReflectExport/&&&int fun1(float a)&&{&&&return 0;&&};&};
&///&ReflectExport name=&MyTestClass&/&&class testclass2 : public testclass&{&public:&&///&ReflectExport/&&&float fun3(int a)&&{&&&return 0;&&};&};
&DEF_REFLECT(reflect::testclass,NullObject)
&BEGIN_REFLECT_METHOD(reflect::testclass)&&REF_METHOD0(reflect::testclass,fun0,void)&&REF_METHOD1(reflect::testclass,fun1,int,float)&END_REFLECT_METHOD
&DEF_REFLECT(reflect::testclass2,testclass)
&BEGIN_REFLECT_METHOD(reflect::testclass2)&&REF_METHOD1(reflect::testclass2,fun3,float,int)&END_REFLECT_METHOD
&void reflect_test()&{&&//创建ClassType信息&&ClassExporter&reflect::testclass&::BuildClass();&&ClassExporter&reflect::testclass2&::BuildClass();
&&ClassExporter&reflect::testclass&::BuildMethod();&&ClassExporter&reflect::testclass2&::BuildMethod();
&&//获得testclass的ClassType&&VClassType* pp = ClassExporter&reflect::testclass&::ClassT&&VClassType* pp2 = ClassExporter&reflect::testclass2&::ClassT
&&std::vector&ObjBase*&&&pp-&Methods[0]-&Invoke( &obj , args );
&&ObjBase arg1;&&arg1.f = 1.2f;&&args.push_back(&arg1);&&pp-&Methods[1]-&Invoke( &obj , args );&}
testclass和testclass2两个类,通过两段宏,就可以把反射信息倒出来,最后,通过一个template ClassExporter类来操作classType,整体看起来,使用方便性方面和.net的基本接近,倒出过程因为我是运行中获得,cli是编译器获得,显得复杂一点,不过这个,我们可以通过外部工具,扫描倒出类的申明来自动产生。也就不是什么工作量了。哈哈,以后只要我愿意,我甚至可以让自己的脚本随意call我victory3d最核心的c++任何方法了。c++ reflection我再完善完善,就集成在victory中,并且广泛使用了,到时候,我会将reflection部分代码完整的贴在blog,和大家一起讨论。&
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(2)(1)(1)(2)(2)(3)(2)(2)(3)(8)(1)3Dfier – Solid Maker Action with 3D Reflection | GraphicRiver
This Photoshop Action converts any 2D shape into Solid 3D with realistic Reflection and Base Shadow. This can handle Text, Raster, Vector Shape layers and Smart Objects. The Action renders layered output as a Smart Object, so further adjustments on Reflection and Shadow also possible.
Actions tested with Photoshop CS3, CS4 & CS5 on Windows and Mac with various language versions.
Design Features:
3 View Angles
2 Reflection Types
3 Reflection Heights
11 Depth variations (3, 5, 7, 10, 15, 20, 25, 30, 40, 50, 60 pixels)
Base-Contact Shadow
Resolution:
The Action and Styles made for 72 PPI but that’s not a limitation.
High resolution usage is possible with following simple steps:
– Drag your high res 2D layer (any text, shape, bitmap) into a new 72 PPI file.
– Generate the 3D graphics there using 3Dfier.
– Drag it back into your High-Res document and it will be just fine.
Action Performance:
Well optimized for quick playback
Preserves original 2D object as hidden layer
No room for layer name conflicts
Editable layers on Smart Object
Files Included:
Actions & Styles for 3Dfier (ATN & ASL)
Help Documentation – PDF & JPEG formates
Guide – Table of Depth and style variation screenshots
Tools License
Add to Cart
Elite Author
4.74 average based on 34 ratings.
24 July 12
Add-on Files Included
Minimum Adobe CS Version
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