XNA Billboard(公告板技术)
公告板技术是3D游戏中用的非常多的一种技术,主要是用于控制场景中的Texture的方向,让他始终以一定的角度对着我们的镜头(一般是垂直于镜头)。
如我们在3D游戏中看到的怪物的蓝、红和怪物名字、一些花草树木等,无论我们在哪个方向看它总是对着我们。
如下图所示:
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GraphicsDeviceManager graphics;
Texture2D texRedPanda;
//镜头信息参数
Vector3 pos, lookat, up;
//World,View,Project矩阵
Matrix world,view, project;
BasicEffect basicEffect;
//顶点结构
VertexPositionTexture[] vpt;
VertexDeclaration vertexDec;
public
GameMain()
{
graphics =
new
GraphicsDeviceManager(
this
);
Content.RootDirectory =
"Content"
;
}
protected
override
void
Initialize()
{
//初始化镜头信息
pos =
new
Vector3(0, 0,200);
lookat = Vector3.Zero;
up = Vector3.Up;
//初始化变换矩阵
world = Matrix.Identity;
bbWorld = Matrix.Identity;
view = Matrix.CreateLookAt(pos, lookat, up);
project = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 800f/600f, 1, 1000);
vpt =
new
VertexPositionTexture[6];
GraphicsDevice.RenderState.CullMode = CullMode.None;
base.Initialize();
}
protected
override
void
LoadContent()
{
texRedPanda = Content.Load<Texture2D>(
"RedPanda"
);
basicEffect =
new
BasicEffect(GraphicsDevice, null);
vertexDec =
new
VertexDeclaration(GraphicsDevice, VertexPositionTexture.VertexElements);
//定义三角形的各顶点坐标和纹理坐标
vpt[0] =
new
VertexPositionTexture(
new
Vector3(-25,-25, 0),
new
Vector2(0, 1));
vpt[1] =
new
VertexPositionTexture(
new
Vector3(-25, 25, 0),
new
Vector2(0, 0));
vpt[2] =
new
VertexPositionTexture(
new
Vector3(25,-25, 0),
new
Vector2(1, 1));
vpt[3] =
new
VertexPositionTexture(
new
Vector3(-25, 25, 0),
new
Vector2(0, 0));
vpt[4] =
new
VertexPositionTexture(
new
Vector3(25, 25, 0),
new
Vector2(1, 0));
vpt[5] =
new
VertexPositionTexture(
new
Vector3(25,-25, 0),
new
Vector2(1, 1));
}
protected
override
void
Update(GameTime gameTime)
{
// Allows the game to exit
if
(GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this
.Exit();
base.Update(gameTime);
}
protected
override
void
Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
//设置变换矩阵参数
basicEffect.World = world;
basicEffect.View = view;
basicEffect.Projection = project;
//设置绘制纹理
basicEffect.TextureEnabled =
true
;
basicEffect.Texture = texRedPanda;
basicEffect.Begin();
foreach (var pass in basicEffect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.VertexDeclaration = vertexDec;
GraphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vpt,0, 2);
pass.End();
}
basicEffect.End();
base.Draw(gameTime);
}
|
texRedPanda的位置大概是在坐标原点,为了等会便于观察,将在Update加些内容。让镜头的位置通过键盘控制绕原点旋转(这里不是用World变换)。这里是在网上找的公式:
x1 = x0 * cosB + y0 * sinB
y1 = -x0 * sinB + y0 * cosB
x0,y0表示镜头现在的位置,y1,y2表示绕原点旋转B弧度后的坐标。
现在我们就呆以看到没有使用公告板技术时的效果了。把下面的代码加到Update方法的里:
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float
x0, z0;
x0=pos.X;
z0=pos.Z;
if
(Keyboard.GetState().IsKeyDown(Keys.Left))
{
pos.X = x0 * (
float
)Math.Cos(0.1d) + z0 * (
float
)Math.Sin(0.1d);
pos.Z = (-x0) * (
float
)Math.Sin(0.1d) + z0 * (
float
)Math.Cos(0.1d);
}
if
(Keyboard.GetState().IsKeyDown(Keys.Right))
{
pos.X = x0 * (
float
)Math.Cos(-0.1d) + z0 * (
float
)Math.Sin(-0.1d);
pos.Z = (-x0) * (
float
)Math.Sin(-0.1d) + z0 * (
float
)Math.Cos(-0.1d);
}
view = Matrix.CreateLookAt(pos, Vector3.Zero, Vector3.Up);
//将视点 位置显示在标题栏
Window.Title = pos.ToString();
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下面我们加一个用了公告板的World变换。主要代码如下,
bbWorld = Matrix.CreateBillboard(Vector3.Zero, -pos, Vector3.Up, null);
现在再来对比下 效果,发现无论我们控制镜头在哪个位置,小熊猫图片的下面始终对着我们。
这里已经实现了一个初级的公告板。当然也可以不用XNA的现有方法,我们可以把代码放到HLSL里面去,这里有个实现,但我帮他是数学原理没有推算过。所以只有套着用了。
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float4x4 World;
float4x4 View;
float4x4 Projection;
texture Texture;
sampler textureSampler=sampler_state
{
texture=<Texture>;
magfilter = LINEAR;
minfilter = LINEAR;
mipfilter=LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
struct
VertexShaderInput
{
float3 Pos:POSITION0;
float2 TexCoord:TEXCOORD0;
};
struct
VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoord:TEXCOORD0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4x4 worldViewMatrix = mul(World, View);
float3 positionVS = input.Pos + float3(worldViewMatrix._41, worldViewMatrix._42, worldViewMatrix._43);
output.Position = mul(float4(positionVS, 1.0f), Projection);
output.TexCoord=input.TexCoord;
return
output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
return
tex2D(textureSampler,input.TexCoord);
}
technique BillBoard
{
pass BillBoard
{
VertexShader = compile vs_1_0 VertexShaderFunction();
PixelShader = compile ps_1_0 PixelShaderFunction();
}
}
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这里就实现了比较常用的公告板技术。到底是用XNA现有方法,还是HLSL,自己视情况面定吧。