[PR]
×
[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 : 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();
}
}