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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。
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
public class ExplosionTest : Microsoft.Xna.Framework.Game
{
private GraphicsDeviceManager graphics;
private Effect effect;
private VertexPositionColor[] vertices = {
new VertexPositionColor(new Vector3(0, 0.1f, 0), Color.White),
new VertexPositionColor(new Vector3(0.1f, 0, 0), Color.White),
new VertexPositionColor(new Vector3(-0.1f, 0, 0), Color.White)
};
private ContentManager content;
public ExplosionTest()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
}
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
effect = content.Load<Effect>("Content/ExplosionShader");
effect.Parameters["ExplosionTexture"].SetValue(
content.Load<Texture2D>("Content/explosion")
);
graphics.GraphicsDevice.VertexDeclaration = new VertexDeclaration(
graphics.GraphicsDevice,
VertexPositionColor.VertexElements
);
}
}
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent) { content.Unload(); }
}
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
graphics.GraphicsDevice.RenderState.PointSize = 50;
graphics.GraphicsDevice.RenderState.PointSpriteEnable = true;
graphics.GraphicsDevice.RenderState.AlphaBlendEnable = true;
graphics.GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
graphics.GraphicsDevice.RenderState.DestinationBlend = Blend.One;
effect.Parameters["Time"].SetValue(
(float)gameTime.TotalGameTime.TotalSeconds
);
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
graphics.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(
PrimitiveType.PointList,
vertices,
0,
vertices.Length
);
pass.End();
}
effect.End();
}
}
float Time;
texture ExplosionTexture;
sampler explosionSampler = sampler_state
{
Texture = <ExplosionTexture>;
};
float4 ExplosionVertexShader(float4 position:POSITION):POSITION
{
return float4(position.xyz * Time, 1);
}
float4 ExplosionPixelShader(float2 textureCoordinate:TEXCOORD):COLOR
{
return tex2D(explosionSampler, textureCoordinate);
}
technique ExplosionShaderTechnique
{
pass P0
{
VertexShader = compile vs_2_0 ExplosionVertexShader();
PixelShader = compile ps_2_0 ExplosionPixelShader();
}
}
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
struct VertexVelocity
{
public Vector3 Velocity;
public VertexVelocity(Vector3 velocity)
{
this.Velocity = velocity;
}
public static readonly VertexElement[] VertexElements = {
new VertexElement(
0,
0,
VertexElementFormat.Vector3,
VertexElementMethod.Default,
VertexElementUsage.Color,
0)
};
}
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
public class ExplosionTest : Game
{
private GraphicsDeviceManager graphics;
private Effect effect;
private VertexVelocity[] vertices = {
new VertexVelocity(new Vector3(0, 0.1f, 0)),
new VertexVelocity(new Vector3(0.1f, 0, 0)),
new VertexVelocity(new Vector3(-0.1f, 0, 0))
};
private ContentManager content;
public ExplosionTest()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
}
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
effect = content.Load<Effect>("Content/ExplosionShader");
effect.Parameters["ExplosionTexture"].SetValue(
content.Load<Texture2D>("Content/explosion")
);
graphics.GraphicsDevice.VertexDeclaration = new VertexDeclaration(
graphics.GraphicsDevice,
VertexVelocity.VertexElements
);
}
}
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent) { content.Unload(); }
}
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
graphics.GraphicsDevice.RenderState.PointSize = 50;
graphics.GraphicsDevice.RenderState.PointSpriteEnable = true;
graphics.GraphicsDevice.RenderState.AlphaBlendEnable = true;
graphics.GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
graphics.GraphicsDevice.RenderState.DestinationBlend = Blend.One;
effect.Parameters["Time"].SetValue(
(float)gameTime.TotalGameTime.TotalSeconds
);
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
graphics.GraphicsDevice.DrawUserPrimitives<VertexVelocity>(
PrimitiveType.PointList,
vertices,
0,
vertices.Length
);
pass.End();
}
effect.End();
}
}
float Time;
texture ExplosionTexture;
sampler explosionSampler = sampler_state
{
Texture = <ExplosionTexture>;
};
float4 ExplosionVertexShader(float4 velocity:COLOR):POSITION
{
return float4(velocity.xyz * Time, 1);
}
float4 ExplosionPixelShader(float2 textureCoordinate:TEXCOORD):COLOR
{
return tex2D(explosionSampler, textureCoordinate);
}
technique ExplosionShaderTechnique
{
pass P0
{
VertexShader = compile vs_2_0 ExplosionVertexShader();
PixelShader = compile ps_2_0 ExplosionPixelShader();
}
}