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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 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"); 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.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); graphics.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>( PrimitiveType.PointList, vertices, 0, vertices.Length ); pass.End(); } effect.End(); } }
float4 ExplosionVertexShader(float4 position:POSITION):POSITION { return position; } float4 ExplosionPixelShader():COLOR { return 1; //white } 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.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); graphics.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>( PrimitiveType.PointList, vertices, 0, vertices.Length ); pass.End(); } effect.End(); } }
texture ExplosionTexture; sampler explosionSampler = sampler_state { Texture = <ExplosionTexture>; }; float4 ExplosionVertexShader(float4 position:POSITION):POSITION { return position; } 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(); } }