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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; using Microsoft.Xna.Framework.Content; public class MyGame : Game { GraphicsDeviceManager graphics; ContentManager content; 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); content = new ContentManager(Services); } protected override void LoadGraphicsContent(bool loadAllContent) { if (loadAllContent) { effect = content.Load<Effect>("MyEffect"); Matrix view = Matrix.CreateLookAt( new Vector3(1, 0, 1), new Vector3(), new Vector3(0, 1, 0) ); Matrix projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(90), (float)Window.ClientBounds.Width/Window.ClientBounds.Height, 0.1f, 100 ); effect.Parameters["View"].SetValue(view); effect.Parameters["Projection"].SetValue(projection); effect.Parameters["MyTexture"].SetValue(content.Load<Texture2D>("Xnalogo")); graphics.GraphicsDevice.VertexDeclaration = new VertexDeclaration( graphics.GraphicsDevice, VertexPositionTexture.VertexElements ); } } protected override void UnloadGraphicsContent(bool unloadAllContent) { if (unloadAllContent) { content.Unload(); } } protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); graphics.GraphicsDevice.DrawUserPrimitives<VertexPositionTexture>( PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3 ); pass.End(); } effect.End(); } }
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 |
None | 「MipMapは無効になり、ラスタライザはかわりにMagFilterを使います。」だそうです。 |
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。 |
PyramidalQuad | 4サンプル・テントフィルターです。 |
GaussianQuad | 4サンプル・ガウシアンフィルターです。画像をぼかすことで滑らかにするそうです。 |
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(); } }
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content; public class MyGame : Game { GraphicsDeviceManager graphics; ContentManager content; Effect effect; VertexPositionColor[] vertices = { new VertexPositionColor(new Vector3(0, 1, 0), Color.White), new VertexPositionColor(new Vector3(1, 0, 0), Color.Blue), new VertexPositionColor(new Vector3(-1, 0, 0), Color.Red) }; public MyGame() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); } protected override void LoadGraphicsContent(bool loadAllContent) { if (loadAllContent) { effect = content.Load<Effect>("MyEffect"); Matrix view = Matrix.CreateLookAt( new Vector3(2, 0, 3), new Vector3(), new Vector3(0, 1, 0) ); Matrix projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(90), (float)Window.ClientBounds.Width/Window.ClientBounds.Height, 0.1f, 100 ); effect.Parameters["Transform"].SetValue( view * projection ); 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); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); graphics.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>( PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3 ); pass.End(); } effect.End(); } }
float4x4 Transform; struct VertexPositionColor { float4 Position : POSITION; float4 Color : COLOR; }; VertexPositionColor MyVertexShader(VertexPositionColor input) { VertexPositionColor output = input; output.Position = mul(input.Position, Transform); return output; } float4 MyPixelShader(float4 color : COLOR) : COLOR { return color; } technique MyTechnique { pass MyPass { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content; public class MyGame : Game { GraphicsDeviceManager graphics; ContentManager content; Effect effect; VertexPositionColor[] vertices = { new VertexPositionColor(new Vector3(0, 1, 0), Color.White), new VertexPositionColor(new Vector3(1, 0, 0), Color.Blue), new VertexPositionColor(new Vector3(-1, 0, 0), Color.Red) }; public MyGame() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); } protected override void LoadGraphicsContent(bool loadAllContent) { if (loadAllContent) { effect = content.Load<Effect>("MyEffect"); Matrix view = Matrix.CreateLookAt( new Vector3(2, 0, 3), new Vector3(), new Vector3(0, 1, 0) ); Matrix projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(90), (float)Window.ClientBounds.Width/Window.ClientBounds.Height, 0.1f, 100 ); effect.Parameters["View"].SetValue(view); effect.Parameters["Projection"].SetValue(projection); 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); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); graphics.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>( PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3 ); pass.End(); } effect.End(); } }
float4x4 View; float4x4 Projection; struct VertexPositionColor { float4 Position : POSITION; float4 Color : COLOR; }; VertexPositionColor MyVertexShader(VertexPositionColor input) { VertexPositionColor output = input; output.Position = mul(input.Position, mul(View, Projection)); return output; } float4 MyPixelShader(float4 color : COLOR) : COLOR { return color; } technique MyTechnique { pass MyPass { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }
BasicEffect effect = new BasicEffect(graphics.GraphicsDevice, null); foreach (EffectParameter parameter in effect.Parameters) { System.Console.WriteLine(parameter.Name); }
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content; public class MyGame : Game { GraphicsDeviceManager graphics; ContentManager content; Effect effect; VertexPositionColor[] vertices = { new VertexPositionColor(new Vector3(0, 1, 0), Color.White), new VertexPositionColor(new Vector3(1, 0, 0), Color.Blue), new VertexPositionColor(new Vector3(-1, 0, 0), Color.Red) }; public MyGame() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); } protected override void LoadGraphicsContent(bool loadAllContent) { if (loadAllContent) { effect = content.Load<Effect>("MyEffect"); graphics.GraphicsDevice.VertexDeclaration = new VertexDeclaration( graphics.GraphicsDevice, VertexPositionColor.VertexElements ); } } protected override void UnloadGraphicsContent(bool unloadAllContent) { if (unloadAllContent) { content.Unload(); } } protected override void Update(GameTime gameTime) { double angle = gameTime.TotalGameTime.TotalSeconds; effect.Parameters["offset"].SetValue( new Vector3((float)System.Math.Cos(angle), (float)System.Math.Sin(angle), 0) ); } protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); graphics.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>( PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3 ); pass.End(); } effect.End(); } }
float3 offset; struct VertexPositionColor { float4 Position : POSITION; float4 Color : COLOR; }; VertexPositionColor MyVertexShader(VertexPositionColor input) { input.Position.xyz += offset; return input; } float4 MyPixelShader(float4 color : COLOR) : COLOR { return color; } technique MyTechnique { pass MyPass { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }