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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 ExplosionRenderer : Microsoft.Xna.Framework.DrawableGameComponent
{
private Effect effect;
private VertexDeclaration vertexDeclaration;
private VertexVelocity[] vertices;
private ContentManager content;
private static System.Random random = new System.Random();
private Matrix view;
private Matrix projection;
private Explosion explosion;
public ExplosionRenderer(Game game)
: base(game)
{
content = new ContentManager(game.Services);
}
public override void Initialize()
{
vertices = new VertexVelocity[30];
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].Velocity = randomVector3()/10;
}
base.Initialize();
}
Vector3 randomVector3()
{
return new Vector3(
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1)
);
}
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
effect = content.Load<Effect>("Content/ExplosionShader");
effect.Parameters["ExplosionTexture"].SetValue(
content.Load<Texture2D>("Content/explosion")
);
vertexDeclaration = new VertexDeclaration(
GraphicsDevice,
VertexVelocity.VertexElements
);
}
}
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent) { content.Unload(); }
}
public override void Update(GameTime gameTime)
{
explosion.Update(gameTime);
if (explosion.Life < 0)
{
explosion = new Explosion(2);
}
}
public override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
GraphicsDevice.RenderState.PointSize = 50;
GraphicsDevice.RenderState.PointSpriteEnable = true;
GraphicsDevice.RenderState.AlphaBlendEnable = true;
GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
GraphicsDevice.RenderState.DestinationBlend = Blend.One;
GraphicsDevice.RenderState.DepthBufferWriteEnable = false;
GraphicsDevice.VertexDeclaration = vertexDeclaration;
effect.Parameters["View"].SetValue(view);
effect.Parameters["Projection"].SetValue(projection);
drawExplosion(explosion);
GraphicsDevice.RenderState.AlphaBlendEnable = false;
GraphicsDevice.RenderState.DepthBufferWriteEnable = true;
}
private void drawExplosion(Explosion explosion)
{
effect.Parameters["Age"].SetValue(explosion.Age);
effect.Parameters["StartLife"].SetValue(explosion.StartLife);
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserPrimitives<VertexVelocity>(
PrimitiveType.PointList,
vertices,
0,
vertices.Length
);
pass.End();
}
effect.End();
}
public void SetCamera(Matrix view, Matrix projection)
{
this.view = view;
this.projection = projection;
}
}
using Microsoft.Xna.Framework;
struct Explosion
{
private float life;
private float startLife;
public float Life { get { return life; } }
public float StartLife { get { return startLife; } }
public float Age { get { return startLife - life; } }
public Explosion(float life)
{
this.life = life;
this.startLife = life;
}
public void Update(GameTime gameTime)
{
life -= (float)gameTime.ElapsedGameTime.TotalSeconds;
}
}
float4x4 View;
float4x4 Projection;
float Age;
float StartLife;
texture ExplosionTexture;
sampler explosionSampler = sampler_state
{
Texture = <ExplosionTexture>;
};
struct ExplosionVertexShaderOutput
{
float4 Position : POSITION;
float4 Color : COLOR;
};
float4 ComputeColor(float normalizedAge)
{
float4 color = 1;
color.a *= normalizedAge * (1 - normalizedAge) * (1 - normalizedAge) * 6.7;
return color;
}
ExplosionVertexShaderOutput ExplosionVertexShader(float4 velocity:COLOR)
{
ExplosionVertexShaderOutput output;
float4 worldPosition = float4(velocity.xyz * Age, 1);
output.Position = mul(worldPosition, mul(View, Projection));
output.Color = ComputeColor(Age / StartLife);
return output;
}
float4 ExplosionPixelShader(
float2 textureCoordinate:TEXCOORD,
float4 color:COLOR
):COLOR
{
return tex2D(explosionSampler, textureCoordinate) * color;
}
technique ExplosionShaderTechnique
{
pass P0
{
VertexShader = compile vs_2_0 ExplosionVertexShader();
PixelShader = compile ps_2_0 ExplosionPixelShader();
}
}
float4x4 View;
float4x4 Projection;
float Time;
texture ExplosionTexture;
sampler explosionSampler = sampler_state
{
Texture = <ExplosionTexture>;
};
struct ExplosionVertexShaderOutput
{
float4 Position : POSITION;
float4 Color : COLOR;
};
float4 ComputeColor(float normalizedAge)
{
float4 color = 1;
color.a *= normalizedAge * (1 - normalizedAge) * (1 - normalizedAge) * 6.7;
return color;
}
ExplosionVertexShaderOutput ExplosionVertexShader(float4 velocity:COLOR)
{
ExplosionVertexShaderOutput output;
float4 worldPosition = float4(velocity.xyz * Time, 1);
output.Position = mul(worldPosition, mul(View, Projection));
output.Color = ComputeColor(Time / 2);
return output;
}
float4 ExplosionPixelShader(
float2 textureCoordinate:TEXCOORD,
float4 color:COLOR
):COLOR
{
return tex2D(explosionSampler, textureCoordinate) * color;
}
technique ExplosionShaderTechnique
{
pass P0
{
VertexShader = compile vs_2_0 ExplosionVertexShader();
PixelShader = compile ps_2_0 ExplosionPixelShader();
}
}
using Microsoft.Xna.Framework;
public class ExplosionTest : Game
{
private GraphicsDeviceManager graphics;
public ExplosionTest()
{
graphics = new GraphicsDeviceManager(this);
this.Components.Add(new ExplosionRenderer(this));
}
}
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
public class ExplosionRenderer : Microsoft.Xna.Framework.DrawableGameComponent
{
private Effect effect;
private VertexVelocity[] vertices;
private ContentManager content;
private static System.Random random = new System.Random();
public ExplosionRenderer(Game game)
: base(game)
{
content = new ContentManager(game.Services);
}
public override void Initialize()
{
vertices = new VertexVelocity[30];
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].Velocity = randomVector3()/10;
}
base.Initialize();
}
Vector3 randomVector3()
{
return new Vector3(
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1)
);
}
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
effect = content.Load<Effect>("Content/ExplosionShader");
effect.Parameters["ExplosionTexture"].SetValue(
content.Load<Texture2D>("Content/explosion")
);
effect.Parameters["View"].SetValue(
Matrix.CreateLookAt(
new Vector3(0, 0, 5), new Vector3(), new Vector3(0, 1, 0)
)
);
effect.Parameters["Projection"].SetValue(
Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45),
aspectRatio,
0.1f, 1000
)
);
GraphicsDevice.VertexDeclaration = new VertexDeclaration(
GraphicsDevice,
VertexVelocity.VertexElements
);
}
}
float aspectRatio
{
get
{
return (float)GraphicsDevice.Viewport.Width
/ GraphicsDevice.Viewport.Height;
}
}
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent) { content.Unload(); }
}
public override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
GraphicsDevice.RenderState.PointSize = 50;
GraphicsDevice.RenderState.PointSpriteEnable = true;
GraphicsDevice.RenderState.AlphaBlendEnable = true;
GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
GraphicsDevice.RenderState.DestinationBlend = Blend.One;
GraphicsDevice.RenderState.DepthBufferWriteEnable = false;
effect.Parameters["Time"].SetValue(
(float)gameTime.TotalGameTime.TotalSeconds
);
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserPrimitives<VertexVelocity>(
PrimitiveType.PointList,
vertices,
0,
vertices.Length
);
pass.End();
}
effect.End();
}
}
using Microsoft.Xna.Framework;
public class ExplosionTest : Game
{
private GraphicsDeviceManager graphics;
public ExplosionTest()
{
graphics = new GraphicsDeviceManager(this);
ExplosionRenderer explosion = new ExplosionRenderer(this);
Matrix view = Matrix.CreateLookAt(
new Vector3(0, 0, 5),
new Vector3(),
new Vector3(0, 1, 0)
);
Matrix projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45),
(float)Window.ClientBounds.Width/Window.ClientBounds.Height,
0.1f, 1000
);
explosion.SetCamera(view, projection);
this.Components.Add(explosion);
}
}
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
public class ExplosionRenderer : Microsoft.Xna.Framework.DrawableGameComponent
{
private Effect effect;
private VertexVelocity[] vertices;
private ContentManager content;
private static System.Random random = new System.Random();
private Matrix view;
private Matrix projection;
public ExplosionRenderer(Game game)
: base(game)
{
content = new ContentManager(game.Services);
}
public override void Initialize()
{
vertices = new VertexVelocity[30];
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].Velocity = randomVector3()/10;
}
base.Initialize();
}
Vector3 randomVector3()
{
return new Vector3(
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1)
);
}
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
effect = content.Load<Effect>("Content/ExplosionShader");
effect.Parameters["ExplosionTexture"].SetValue(
content.Load<Texture2D>("Content/explosion")
);
GraphicsDevice.VertexDeclaration = new VertexDeclaration(
GraphicsDevice,
VertexVelocity.VertexElements
);
}
}
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent) { content.Unload(); }
}
public override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
GraphicsDevice.RenderState.PointSize = 50;
GraphicsDevice.RenderState.PointSpriteEnable = true;
GraphicsDevice.RenderState.AlphaBlendEnable = true;
GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
GraphicsDevice.RenderState.DestinationBlend = Blend.One;
GraphicsDevice.RenderState.DepthBufferWriteEnable = false;
effect.Parameters["Time"].SetValue(
(float)gameTime.TotalGameTime.TotalSeconds
);
effect.Parameters["View"].SetValue(view);
effect.Parameters["Projection"].SetValue(projection);
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserPrimitives<VertexVelocity>(
PrimitiveType.PointList,
vertices,
0,
vertices.Length
);
pass.End();
}
effect.End();
}
public void SetCamera(Matrix view, Matrix projection)
{
this.view = view;
this.projection = projection;
}
}
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
public class ExplosionRenderer : Microsoft.Xna.Framework.DrawableGameComponent
{
private Effect effect;
private VertexDeclaration vertexDeclaration;
private VertexVelocity[] vertices;
private ContentManager content;
private static System.Random random = new System.Random();
private Matrix view;
private Matrix projection;
public ExplosionRenderer(Game game)
: base(game)
{
content = new ContentManager(game.Services);
}
public override void Initialize()
{
vertices = new VertexVelocity[30];
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].Velocity = randomVector3()/10;
}
base.Initialize();
}
Vector3 randomVector3()
{
return new Vector3(
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1)
);
}
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
effect = content.Load<Effect>("Content/ExplosionShader");
effect.Parameters["ExplosionTexture"].SetValue(
content.Load<Texture2D>("Content/explosion")
);
vertexDeclaration = new VertexDeclaration(
GraphicsDevice,
VertexVelocity.VertexElements
);
}
}
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent) { content.Unload(); }
}
public override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
GraphicsDevice.RenderState.PointSize = 50;
GraphicsDevice.RenderState.PointSpriteEnable = true;
GraphicsDevice.RenderState.AlphaBlendEnable = true;
GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
GraphicsDevice.RenderState.DestinationBlend = Blend.One;
GraphicsDevice.RenderState.DepthBufferWriteEnable = false;
GraphicsDevice.VertexDeclaration = vertexDeclaration;
effect.Parameters["Time"].SetValue(
(float)gameTime.TotalGameTime.TotalSeconds
);
effect.Parameters["View"].SetValue(view);
effect.Parameters["Projection"].SetValue(projection);
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserPrimitives<VertexVelocity>(
PrimitiveType.PointList,
vertices,
0,
vertices.Length
);
pass.End();
}
effect.End();
GraphicsDevice.RenderState.AlphaBlendEnable = false;
GraphicsDevice.RenderState.DepthBufferWriteEnable = true;
}
public void SetCamera(Matrix view, Matrix projection)
{
this.view = view;
this.projection = projection;
}
}
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;
private ContentManager content;
private static System.Random random = new System.Random();
public ExplosionTest()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
}
protected override void Initialize()
{
vertices = new VertexVelocity[30];
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].Velocity = randomVector3()/10;
}
base.Initialize();
}
Vector3 randomVector3()
{
return new Vector3(
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1)
);
}
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();
}
}
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;
private ContentManager content;
private static System.Random random = new System.Random();
public ExplosionTest()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
}
protected override void Initialize()
{
vertices = new VertexVelocity[30];
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].Velocity = randomVector3()/10;
}
base.Initialize();
}
Vector3 randomVector3()
{
return new Vector3(
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1)
);
}
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;
graphics.GraphicsDevice.RenderState.DepthBufferWriteEnable = false;
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();
}
}
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;
private ContentManager content;
private static System.Random random = new System.Random();
public ExplosionTest()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
}
protected override void Initialize()
{
vertices = new VertexVelocity[30];
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].Velocity = randomVector3()/10;
}
base.Initialize();
}
Vector3 randomVector3()
{
return new Vector3(
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1),
(float)(random.NextDouble() * 2 - 1)
);
}
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
effect = content.Load<Effect>("Content/ExplosionShader");
effect.Parameters["ExplosionTexture"].SetValue(
content.Load<Texture2D>("Content/explosion")
);
effect.Parameters["View"].SetValue(
Matrix.CreateLookAt(
new Vector3(0, 0, 5), new Vector3(), new Vector3(0, 1, 0)
)
);
effect.Parameters["Projection"].SetValue(
Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45),
aspectRatio,
0.1f, 1000
)
);
graphics.GraphicsDevice.VertexDeclaration = new VertexDeclaration(
graphics.GraphicsDevice,
VertexVelocity.VertexElements
);
}
}
float aspectRatio
{
get
{
return (float)graphics.GraphicsDevice.Viewport.Width
/ graphics.GraphicsDevice.Viewport.Height;
}
}
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;
graphics.GraphicsDevice.RenderState.DepthBufferWriteEnable = false;
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();
}
}
float4x4 View;
float4x4 Projection;
float Time;
texture ExplosionTexture;
sampler explosionSampler = sampler_state
{
Texture = <ExplosionTexture>;
};
float4 ExplosionVertexShader(float4 velocity:COLOR):POSITION
{
float4 worldPosition = float4(velocity.xyz * Time, 1);
return mul(worldPosition, mul(View, Projection));
}
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;
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();
}
}