開発環境 |
Microsoft Visual C# 2010 Express (SP1) |
実行環境 |
Microsoft Windows XP Home Edition (SP3) |
プロジェクトの種類 |
Windows Game (4.0) |
プロジェクト名 |
XnaTexture2D |
- スクロール
- 半球
参考
Game1.cs
// XnaTexture2D3 緯経修正
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace XnaTexture2D
{
class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch sprite;
SpriteFont font;
VertexBuffer vertexBuffer;
Effect effect;
BasicEffect basicEffect;
Texture2D texture;
VertexPositionColor[] cross;
EffectParameter fxLat;
EffectParameter fxLon;
EffectParameter fxScale;
float lat = 0;
float lon = 135;
float scale = 1;
// fps
int fpsSec;
int fpsDraw = 0;
int fpsCount = 0;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720;
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void LoadContent()
{
sprite = new SpriteBatch(GraphicsDevice);
font = Content.Load<SpriteFont>("SpriteFont1");
texture = Content.Load<Texture2D>("earthmap1k");
effect = Content.Load<Effect>("Effect1");
effect.Parameters["WorldMap"].SetValue(texture);
effect.Parameters["aspect"].SetValue(GraphicsDevice.Viewport.AspectRatio);
fxLat = effect.Parameters["lat"];
fxLon = effect.Parameters["lon"];
fxScale = effect.Parameters["scale"];
fxLat.SetValue(lat / 180);
fxLon.SetValue(lon / 360);
fxScale.SetValue(scale);
basicEffect = new BasicEffect(GraphicsDevice);
// 地図
VertexPositionTexture[] vertices = new VertexPositionTexture[4];
vertices[0] = new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0));
vertices[1] = new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(1, 0));
vertices[2] = new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 1));
vertices[3] = new VertexPositionTexture(new Vector3(1, -1, 0), new Vector2(1, 1));
vertexBuffer = new VertexBuffer(GraphicsDevice,
typeof(VertexPositionTexture), 4, BufferUsage.WriteOnly);
vertexBuffer.SetData(vertices);
// 照準
cross = new VertexPositionColor[4];
cross[0] = new VertexPositionColor(new Vector3(-0.05f, 0, 0), Color.White);
cross[1] = new VertexPositionColor(new Vector3(0.05f, 0, 0), Color.White);
cross[2] = new VertexPositionColor(new Vector3(0, -0.1f, 0), Color.White);
cross[3] = new VertexPositionColor(new Vector3(0, 0.1f, 0), Color.White);
base.LoadContent();
}
protected override void Update(GameTime gameTime)
{
float deltaLat = 0;
float deltaLon = 0;
float deltaScale = 0;
KeyboardState kState = Keyboard.GetState();
if (kState.IsKeyDown(Keys.Escape)) Exit();
if (kState.IsKeyDown(Keys.Up)) deltaLat = 1;
if (kState.IsKeyDown(Keys.Down)) deltaLat = -1;
if (kState.IsKeyDown(Keys.Left)) deltaLon = -1;
if (kState.IsKeyDown(Keys.Right)) deltaLon = 1;
if (kState.IsKeyDown(Keys.PageUp)) deltaScale = 0.1f;
if (kState.IsKeyDown(Keys.PageDown)) deltaScale -= 0.1f;
if (deltaLat != 0)
{
lat = MathHelper.Clamp(lat + deltaLat / scale, -89.9f, 89.9f);
fxLat.SetValue(lat / 180); // -0.5 - 0.5
}
if (deltaLon != 0)
{
lon += deltaLon / scale;
if (lon <= -180) lon += 360;
if (180 < lon) lon -= 360;
fxLon.SetValue(lon / 360); // -0.5 - 0.5
}
if (deltaScale != 0)
{
scale = MathHelper.Clamp(scale + deltaScale, 1, 5);
fxScale.SetValue(scale);
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp;
GraphicsDevice.SetVertexBuffer(vertexBuffer);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
}
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, cross, 0, 2);
}
// fps
fpsDraw++;
if (gameTime.TotalGameTime.Seconds != fpsSec)
{
fpsCount = fpsDraw;
fpsDraw = 0;
fpsSec = gameTime.TotalGameTime.Seconds;
}
sprite.Begin();
string text = string.Format("fps={0} lat={1:f1} lon={2:f1} scale={3:f1}",
fpsCount, lat, lon, scale);
sprite.DrawString(font, text, new Vector2(0, 0), Color.Red);
sprite.End();
base.Draw(gameTime);
}
}
}
Effect1.fx
// XnaTexture2D3 スクロール
texture WorldMap;
float lat;
float lon;
float aspect; // 未使用
float scale;
sampler TextureSampler = sampler_state
{
texture = <WorldMap>;
minfilter = linear;
magfilter = linear;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
output.Position = input.Position;
output.TexCoord = input.TexCoord;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float x = input.TexCoord.x * 2.0f - 1.0f; // -1 - 1
float y = input.TexCoord.y * 2.0f - 1.0f; // -1 - 1
float2 t;
t.x = frac((x / scale + 1.0f) * 0.5f + lon);
t.y = abs((y / scale + 1.0f) * 0.5f - lat);
if (1.0f < t.y)
{
t.y = 2.0f - t.y;
}
return tex2D(TextureSampler, t);
}
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
Effect1.fx
// XnaTexture2D3 半球
texture WorldMap;
float lat; // 未使用
float lon;
float aspect;
float scale; // 未使用
sampler TextureSampler = sampler_state
{
texture = <WorldMap>;
minfilter = linear;
magfilter = linear;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
output.Position = input.Position;
output.TexCoord = input.TexCoord;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float x = input.TexCoord.x * 2.0f - 1.0f; // -1 - 1
float y = input.TexCoord.y * 2.0f - 1.0f; // -1 - 1
float width = sqrt(1.0f - y * y);
x *= aspect;
if (width < abs(x) || width <= 0.0f)
{
discard;
}
float2 t;
t.x = frac((0.5f * x / width + 1.0f) * 0.5f + lon);
t.y = input.TexCoord.y;
return tex2D(TextureSampler, t);
}
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
最終更新:2012年12月19日 16:21