[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;
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;
}
}