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c# - XNA 4.0 - Alpha 和多重纹理......搞砸了

转载 作者:行者123 更新时间:2023-11-30 21:13:27 24 4
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我正在尝试制作某种滑动菜单......在一个圆圈中,图像将向下或向上滑动,因为用户将触摸图标并滑动它们(如现代手机或赌场机器的水果等...... )

我有一个透明的圆圈,让我们说三个图标......我如何以这种方式混合它们?

项目:

http://i52.tinypic.com/rcn67s.jpg

问题:

http://i52.tinypic.com/i77nrk.jpg

我可以让它们由 spriteBatch 按顺序一个一个地绘制,但是如何以这种方式混合它们?

对不起,我能感觉到它可能很容易,但我被卡住了..

谢谢!

最佳答案

我做到了……方法如下:

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace StencilTest
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;

Texture2D star, cloud, shape;
AlphaTestEffect alphaTestEffect;
DepthStencilState stencilAlways;
DepthStencilState stencilKeep;
RenderTarget2D rt;

public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";

graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;

graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;

IsMouseVisible = true;
}

protected override void Initialize()
{
base.Initialize();
}

Texture2D grass;

protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
star = Content.Load<Texture2D>("star1");
cloud = Content.Load<Texture2D>("cloud1");
shape = Content.Load<Texture2D>("shape");
back = Content.Load<Texture2D>("back");
grass = Content.Load<Texture2D>("grass1");

Matrix projection = Matrix.CreateOrthographicOffCenter(0, shape.Width, shape.Height, 0, 0, 1);
Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);

alphaTestEffect = new AlphaTestEffect(GraphicsDevice);
alphaTestEffect.VertexColorEnabled = true;
alphaTestEffect.DiffuseColor = Color.White.ToVector3();
alphaTestEffect.AlphaFunction = CompareFunction.Equal;
alphaTestEffect.ReferenceAlpha = 0;
alphaTestEffect.World = Matrix.Identity;
alphaTestEffect.View = Matrix.Identity;
alphaTestEffect.Projection = halfPixelOffset * projection;

// set up stencil state to always replace stencil buffer with 1
stencilAlways = new DepthStencilState();
stencilAlways.StencilEnable = true;
stencilAlways.StencilFunction = CompareFunction.Always;
stencilAlways.StencilPass = StencilOperation.Replace;
stencilAlways.ReferenceStencil = 1;
stencilAlways.DepthBufferEnable = false;

// set up stencil state to pass if the stencil value is 1
stencilKeep = new DepthStencilState();
stencilKeep.StencilEnable = true;
stencilKeep.StencilFunction = CompareFunction.Equal;
stencilKeep.StencilPass = StencilOperation.Keep;
stencilKeep.ReferenceStencil = 1;
stencilKeep.DepthBufferEnable = false;

rt = new RenderTarget2D(GraphicsDevice, shape.Width, shape.Height,
false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8,
0, RenderTargetUsage.DiscardContents);
}

protected override void UnloadContent()
{

}

protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();

// TODO: Add your update logic here

base.Update(gameTime);
}

float angle = 0f;
private Texture2D back;
Vector2 pos = new Vector2(400, 300);
float cloudscale = 0.25f;

protected override void Draw(GameTime gameTime)
{

// set up rendering to the active render target
GraphicsDevice.SetRenderTarget(rt);

// clear the render target to opaque black,
// and initialize the stencil buffer with all zeroes
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil,
new Color(0, 0, 0, 1), 0, 0);

spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque,
null, stencilAlways, null, alphaTestEffect);

spriteBatch.Draw(shape, Vector2.Zero, null, Color.White, 0f,
Vector2.Zero, 1f, SpriteEffects.None, 0f);

spriteBatch.End();

spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
null, stencilKeep, null, null);

//for (int i = 0; i < Math.Ceiling(800 / (cloud.Width * cloudscale)); i++)
// for (int j = 0; j < Math.Ceiling(600 / (cloud.Height * cloudscale)); j++)
// spriteBatch.Draw(cloud, Vector2.Zero + new Vector2(i * cloud.Width * cloudscale, j * cloud.Height * cloudscale), null, Color.White, 0f,
// Vector2.Zero, cloudscale, SpriteEffects.None, 0f);

spriteBatch.Draw(grass, new Vector2(rt.Width / 2, rt.Height / 2) + new Vector2(0f, -100f), null, Color.White, 0f,
new Vector2(grass.Width / 2, grass.Height / 2), .85f, SpriteEffects.None, 0f);

spriteBatch.Draw(cloud, new Vector2(rt.Width/2, rt.Height/2), null, Color.White, 0f,
new Vector2(cloud.Width / 2, cloud.Height / 2), 1f, SpriteEffects.None, 0f);

spriteBatch.Draw(star, new Vector2(rt.Width / 2, rt.Height / 2) + new Vector2(0f, 100f), null, Color.White, 0f,
new Vector2(star.Width / 2, star.Height / 2), .85f, SpriteEffects.None, 0f);

spriteBatch.End();

GraphicsDevice.SetRenderTarget(null);

spriteBatch.Begin();

spriteBatch.Draw(back, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f);

spriteBatch.Draw(rt, pos + new Vector2(50f * (float)Math.Cos(MathHelper.ToRadians(angle)), 50f * (float)Math.Sin(MathHelper.ToRadians(angle))), null, Color.White, 0f, new Vector2(rt.Width / 2, rt.Height / 2), 1f, SpriteEffects.None, 0f);

spriteBatch.End();

// TODO: Add your drawing code here

angle +=0.5f;

base.Draw(gameTime);
}
}
}

关于c# - XNA 4.0 - Alpha 和多重纹理......搞砸了,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/6851678/

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