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[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(); } }