[PR]
×
[PR]上記の広告は3ヶ月以上新規記事投稿のないブログに表示されています。新しい記事を書く事で広告が消えます。
プログラミング、3DCGとその他いろいろについて
[PR]上記の広告は3ヶ月以上新規記事投稿のないブログに表示されています。新しい記事を書く事で広告が消えます。
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; class MyGame : Game { GraphicsDeviceManager graphics; Effect effect; VertexPositionTexture[] vertices = { new VertexPositionTexture(new Vector3(0, 1, 0), new Vector2(0.5f, 0)), new VertexPositionTexture(new Vector3(1, 0, 0), new Vector2(1, 1)), new VertexPositionTexture(new Vector3(-1, 0, 0), new Vector2(0, 1)) }; public MyGame() { graphics = new GraphicsDeviceManager(this); } protected override void LoadContent() { effect = Content.Load<Effect>("Content/MyEffect"); Matrix view = Matrix.CreateLookAt( new Vector3(1, 0, 1), new Vector3(), new Vector3(0, 1, 0) ); Matrix projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(90), GraphicsDevice.Viewport.AspectRatio, 0.1f, 100 ); effect.Parameters["View"].SetValue(view); effect.Parameters["Projection"].SetValue(projection); effect.Parameters["MyTexture"].SetValue(Content.Load<Texture2D>("Content/Xnalogo")); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (var pass in effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives<VertexPositionTexture> ( PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3 ); } } }
float4x4 View;
float4x4 Projection;
texture MyTexture;
sampler mySampler = sampler_state{
Texture = <MyTexture>;
};
struct VertexPositionTexture
{
float4 Position : POSITION;
float4 TextureCoordinate : TEXCOORD;
};
VertexPositionTexture MyVertexShader(VertexPositionTexture input)
{
VertexPositionTexture output;
output.Position = mul(input.Position, mul(View, Projection));
output.TextureCoordinate = input.TextureCoordinate;
return output;
}
float4 MyPixelShader(float2 textureCoordinate : TEXCOORD) : COLOR
{
return tex2D(mySampler, textureCoordinate);
}
technique MyTechnique
{
pass MyPass
{
VertexShader = compile vs_2_0 MyVertexShader();
PixelShader = compile ps_2_0 MyPixelShader();
}
}
| 定数名 | 解説 |
| Point | 滑らかになりません。一番近いテクセルの色が使われます。ギザギザです。 |
| Linear | バイリニアフィルターです。周りの2x2の領域の中での平均値が使われます。いろんなサンプルを見たところ、これが一番使われているようですね。 |
| Anisotropic | 異方性フィルターです。 |
float4x4 View;
float4x4 Projection;
texture MyTexture;
sampler mySampler = sampler_state{
Texture = <MyTexture>;
MagFilter = Linear;
};
struct VertexPositionTexture
{
float4 Position : POSITION;
float4 TextureCoordinate : TEXCOORD;
};
VertexPositionTexture MyVertexShader(VertexPositionTexture input)
{
VertexPositionTexture output;
output.Position = mul(input.Position, mul(View, Projection));
output.TextureCoordinate = input.TextureCoordinate;
return output;
}
float4 MyPixelShader(float2 textureCoordinate : TEXCOORD) : COLOR
{
return tex2D(mySampler, textureCoordinate);
}
technique MyTechnique
{
pass MyPass
{
VertexShader = compile vs_2_0 MyVertexShader();
PixelShader = compile ps_2_0 MyPixelShader();
}
}
float4x4 View;
float4x4 Projection;
texture MyTexture;
sampler mySampler = sampler_state{
Texture = <MyTexture>;
MagFilter = Linear;
MinFilter = Linear;
};
struct VertexPositionTexture
{
float4 Position : POSITION;
float4 TextureCoordinate : TEXCOORD;
};
VertexPositionTexture MyVertexShader(VertexPositionTexture input)
{
VertexPositionTexture output;
output.Position = mul(input.Position, mul(View, Projection));
output.TextureCoordinate = input.TextureCoordinate;
return output;
}
float4 MyPixelShader(float2 textureCoordinate : TEXCOORD) : COLOR
{
return tex2D(mySampler, textureCoordinate);
}
technique MyTechnique
{
pass MyPass
{
VertexShader = compile vs_2_0 MyVertexShader();
PixelShader = compile ps_2_0 MyPixelShader();
}
}