[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(); } }