XNA 3.1 转换到 XNA4.0 的备忘录

 出处:XNA 3.1 转换到 XNA4.0 的备忘录

XNA 3.1 转为 XNA4.0 的例子:

SpriteBlendMode, SaveStateMode

1
2
3
4
5
6
7
// XNA 3.1
sprite.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState);
// XNA 4.0
sprite.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
 
// XNA 3.1
// 通过深度排列场景对象
1
2
3
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.None);
// XNA 4.0
// 通过深度排列场景对象
1
2
3
4
5
6
7
8
9
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
 
// XNA 3.1
sprite.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState);
// XNA 4.0
sprite.Begin(SpriteSortMode.Immediate, BlendState.Opaque);
 
// XNA 3.1
// 画背景图
1
2
3
4
5
6
spriteBatch.Begin(SpriteBlendMode.None);
Viewport viewport = GraphicsDevice.Viewport;
spriteBatch.Draw(background, new  Rectangle(0, 0, viewport.Width, viewport.Height), Color.White);
spriteBatch.End();
// XNA 4.0
// 画背景图
1
2
3
spriteBatch.Begin(0, BlendState.Opaque);
spriteBatch.Draw(background, GraphicsDevice.Viewport.Bounds, Color.White);
spriteBatch.End();

 

RenderState

1
2
// XNA 3.1
// 启用alpha混合和深度写
1
2
3
4
5
6
7
8
9
10
GraphicsDevice.RenderState.AlphaBlendEnable = true ;
GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha;
GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = true ;
GraphicsDevice.RenderState.AlphaBlendOperation = BlendFunction.Add;
GraphicsDevice.RenderState.AlphaSourceBlend = Blend.One;
GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.One;
GraphicsDevice.RenderState.DepthBufferWriteEnable = false ;
// XNA 4.0
// 启用alpha混合和深度写
1
2
3
4
5
GraphicsDevice.BlendState = BlendState.AlphaBlend;
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
 
// XNA 3.1
// 重置混合和深度写
1
2
3
4
5
GraphicsDevice.RenderState.AlphaBlendEnable = false ;
GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = false ;
GraphicsDevice.RenderState.DepthBufferWriteEnable = true ;
// XNA 4.0
// 重置混合和深度写
1
2
3
4
5
GraphicsDevice.BlendState = BlendState.Additive;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
 
// XNA 3.1
// 启用深度缓冲
1
2
3
GraphicsDevice.RenderState.DepthBufferEnable = true ;
// XNA 4.0
// 启用深度缓冲
1
2
3
4
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
 
// XNA 3.1
// 禁用深度缓冲
1
2
3
4
GraphicsDevice.RenderState.DepthBufferWriteEnable = false ;
GraphicsDevice.RenderState.DepthBufferEnable = false ;
// XNA 4.0
// 禁用深度缓冲
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
GraphicsDevice.DepthStencilState = DepthStencilState.None;
 
// XNA 3.1
// 累加混合(zero on alpha)
GraphicsDevice.RenderState.DepthBufferWriteEnable = false ;
GraphicsDevice.RenderState.AlphaBlendEnable = true ;
GraphicsDevice.RenderState.SourceBlend = Blend.One;
GraphicsDevice.RenderState.DestinationBlend = Blend.One;
// XNA 4.0
// 累加混合(zero on alpha)
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.BlendState = BlendState.AlphaBlend;
 
// XNA 3.1
// 恢复混合模式
1
2
3
4
5
GraphicsDevice.RenderState.DepthBufferWriteEnable = true ;
GraphicsDevice.RenderState.AlphaBlendEnable = false ;
GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = false ;
// XNA 4.0
// 恢复混合模式
1
2
3
4
5
GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
 
// XNA 3.1
// 设置alpha混合,无深度测试和深度写
1
2
3
4
5
6
7
GraphicsDevice.RenderState.DepthBufferEnable = false ;
GraphicsDevice.RenderState.DepthBufferWriteEnable = false ;
GraphicsDevice.RenderState.AlphaBlendEnable = true ;
GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha;
// XNA 4.0
// 设置alpha混合,无深度测试和深度写
1
2
3
4
5
GraphicsDevice.DepthStencilState = DepthStencilState.None;
GraphicsDevice.BlendState = BlendState.AlphaBlend;
 
// XNA 3.1
// 绘制3D模型时设置合适渲染模式
1
2
3
4
5
GraphicsDevice.RenderState.AlphaBlendEnable = false ;
GraphicsDevice.RenderState.AlphaTestEnable = false ;
GraphicsDevice.RenderState.DepthBufferEnable = true ;
// XNA 4.0
// 绘制3D模型时设置合适渲染模式
1
2
3
4
5
GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
 
// XNA 3.1
// 加性混合
1
2
3
4
5
GraphicsDevice.RenderState.AlphaBlendEnable = true ;
GraphicsDevice.RenderState.SourceBlend = Blend.One;
GraphicsDevice.RenderState.DestinationBlend = Blend.One;
// XNA 4.0
// 加性混合
1
2
3
4
GraphicsDevice.BlendState = BlendState.Additive;
 
// XNA 3.1
// 设置加性混合
1
2
3
GraphicsDevice.RenderState.DestinationBlend = Blend.One;
// XNA 4.0
// 设置加性混合
1
2
3
4
GraphicsDevice.BlendState = BlendState.Additive;
 
// XNA 3.1
// 设置alpha混合
1
2
3
GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha;
// XNA 4.0
// 设置alpha混合
1
2
3
4
5
6
7
8
9
GraphicsDevice.BlendState = BlendState.AlphaBlend;
 
// XNA 3.1
GraphicsDevice.RenderState.CullMode = CullMode.CullCounterClockwiseFace;
// XNA 4.0
  GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
 
// XNA 3.1
// 设置渲染状态
1
2
3
4
5
6
7
8
9
10
11
12
13
GraphicsDevice.RenderState.DepthBufferEnable = false ;
GraphicsDevice.RenderState.DepthBufferWriteEnable = false ;
GraphicsDevice.RenderState.AlphaBlendEnable = true ;
GraphicsDevice.RenderState.SourceBlend = Blend.One;
GraphicsDevice.RenderState.DestinationBlend = Blend.One;
GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = true ;
GraphicsDevice.RenderState.AlphaBlendOperation = BlendFunction.Add;
GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.Zero;
GraphicsDevice.RenderState.AlphaSourceBlend = Blend.Zero;
  
       // drawing code here..
  
// 恢复状态
1
2
3
4
5
6
GraphicsDevice.RenderState.DepthBufferEnable = true ;
GraphicsDevice.RenderState.DepthBufferWriteEnable = true ;
GraphicsDevice.RenderState.AlphaBlendEnable = false ;
GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = false ;
// XNA 4.0
//存储状态
1
2
3
4
DepthStencilState ds = GraphicsDevice.DepthStencilState;
BlendState bs = GraphicsDevice.BlendState;
  
//设置渲染状态
1
2
3
4
5
6
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.BlendState = BlendState.AlphaBlend;
  
        // drawing code here..
  
// 恢复状态
1
2
GraphicsDevice.DepthStencilState = ds;
GraphicsDevice.BlendState = bs;

 

Effect, EffectPass, Begin(), End(), CommitChanges(), Clone()

 

1
2
3
4
5
6
7
8
9
10
11
12
13
// 应用效果 XNA 3.1
blurEffect.CommitChanges();
blurEffect.Begin(SaveStateMode.SaveState);
blurEffect.CurrentTechnique.Passes[0].Begin();
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);
blurEffect.CurrentTechnique.Passes[0].End();
blurEffect.End();
// 应用效果 XNA 4.0
blurEffect.CurrentTechnique.Passes[0].Apply();
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);
 
// XNA 3.1
// 提交效果改变
1
2
3
effect.CommitChanges();
// XNA 4.0
//  当任何效果属性改变需要调用EffectPass.Apply()
1
// 否则就删除它
1
2
// XNA 3.1
// 开始一个效果
1
2
3
4
effect.Begin(SaveStateMode.SaveState);
effect.CurrentTechnique.Passes[0].Begin();
// XNA 4.0
// 开始一个效果
1
2
3
4
effect.CurrentTechnique.Passes[0].Apply();
 
// XNA 3.1
// 结束一个效果
1
2
3
4
effect.CurrentTechnique.Passes[0].End();
effect.End();
// XNA 4.0
// 如果不需要可直接删除
1
2
// XNA 3.1
// 产生一个效果的克隆体
1
2
3
Effect newEffect = replacementEffect.Clone(replacementEffect.GraphicsDevice);
// XNA 4.0
// 产生一个效果的克隆体
1
2
3
4
Effect newEffect = replacementEffect.Clone();
 
// XNA 3.1
// 启用效果中的tech
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
postprocessEffect.CurrentTechnique = postprocessEffect.Techniques[effectTechniqueName];    
  
// 用预处理效果画一个全屏的精灵.
spriteBatch.Begin(SpriteBlendMode.None,SpriteSortMode.Immediate, SaveStateMode.None);
  
postprocessEffect.Begin();
postprocessEffect.CurrentTechnique.Passes[0].Begin();
  
spriteBatch.Draw(sceneRenderTarget.GetTexture(), Vector2.Zero, Color.White);
spriteBatch.End();
  
postprocessEffect.CurrentTechnique.Passes[0].End();
postprocessEffect.End();
// XNA 4.0
// 启用效果中的tech
1
2
3
postprocessEffect.CurrentTechnique = postprocessEffect.Techniques[effectTechniqueName];
  
// 用预处理效果画一个全屏的精灵.
1
2
3
spriteBatch.Begin(0, BlendState.Opaque, null , null , null , postprocessEffect);
spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
spriteBatch.End();

 

ShaderProfile, TotalRealTime, TransparentBlack

1
2
3
4
5
// XNA 3.1
graphics.MinimumPixelShaderProfile = ShaderProfile.PS_3_0; //any PS number...
graphics.MinimumVertexShaderProfile = ShaderProfile.VS_3_0; //any VS number...
// XNA 4.0
// 不再需要该语句
1
2
3
4
5
6
7
8
9
// XNA 3.1
float  myTime = ( float )gameTime.TotalRealTime.TotalSeconds * 0.2f;
// XNA 4.0
float  myTime = ( float )gameTime.TotalGameTime.TotalSeconds * 0.2f;
 
// XNA 3.1
GraphicsDevice.Clear(Color.TransparentBlack);
// XNA 4.0
GraphicsDevice.Clear(Color.Transparent);

 

ResolveTexture2D, ResolveBackBuffer, RenderTarget2D, GetTexture, DepthStencilBuffer, PresentationParameters, MultiSampleType, MultiSampleQuality, SetRenderTarget

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
// XNA 3.1
ResolveTexture2D sceneMap;
// XNA 4.0
RenderTarget2D sceneMap;
 
// XNA 3.1
// 查询主缓冲的分辨率和格式.
PresentationParameters pp = GraphicsDevice.PresentationParameters;
  
// 从缓冲读取一个材质数据.
sceneMap = new  ResolveTexture2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1, pp.BackBufferFormat);
// XNA 4.0
// 查询主缓冲的分辨率和格式.
PresentationParameters pp = GraphicsDevice.PresentationParameters;
  
// 从缓冲读取一个材质数据.
sceneMap = new  RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false , pp.BackBufferFormat,
                                 pp.DepthStencilFormat);
//or
  
sceneMap = new  RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false , pp.BackBufferFormat,
                                 pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents);
 
// XNA 3.1
GraphicsDevice.ResolveBackBuffer(sceneMap);
// XNA 4.0
GraphicsDevice.SetRenderTarget(sceneMap);
 
// XNA 3.1
int  width = GraphicsDevice.Viewport.Width;
int  height = GraphicsDevice.Viewport.Height;
  
// 创建渲染对象
1
2
3
4
5
6
myRenderTarget = new  RenderTarget2D(GraphicsDevice, width, height, 1, SurfaceFormat.Color);
// XNA 4.0
int  width = GraphicsDevice.Viewport.Width;
int  height = GraphicsDevice.Viewport.Height;
  
// 创建渲染对象
1
2
3
4
5
6
myRenderTarget = new  RenderTarget2D(GraphicsDevice, width, height, true , SurfaceFormat.Color, DepthFormat.Depth24);
 
// XNA 3.1
PresentationParameters pp = GraphicsDevice.PresentationParameters;
  
// 创建自动以渲染对象
1
2
3
4
5
6
sceneRenderTarget = new  RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1,
                                    pp.BackBufferFormat, pp.MultiSampleType, pp.MultiSampleQuality);
// XNA 4.0
PresentationParameters pp = GraphicsDevice.PresentationParameters;
  
// 创建自动以渲染对象
1
2
3
4
5
6
7
8
sceneRenderTarget = new  RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false ,
                                    pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
                                    RenderTargetUsage.DiscardContents);
 
// XNA 3.1
PresentationParameters pp = GraphicsDevice.PresentationParameters;
  
// 配置一个深度缓冲
1
2
3
4
5
6
7
8
9
drawBuffer = new  RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1,
                                 SurfaceFormat.Color, pp.MultiSampleType, pp.MultiSampleQuality);
  
drawDepthBuffer = new  DepthStencilBuffer(GraphicsDevice, pp.AutoDepthStencilFormat,
                                             pp.MultiSampleType, pp.MultiSampleQuality);
// XNA 4.0
PresentationParameters pp = GraphicsDevice.PresentationParameters;
  
// 配置一个深度缓冲
1
2
3
4
drawBuffer = new  RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, true ,
                                 SurfaceFormat.Color,DepthFormat.Depth24Stencil8,
                                 pp.MultiSampleCount, RenderTargetUsage.DiscardContents);
//NOTE:  DepthStencilBuffer 类不再存在
1
2
3
4
// XNA 3.1
spriteBatch.Draw(myRenderTarget.GetTexture(), Vector2.Zero, Color.White);
// XNA 4.0
spriteBatch.Draw(myRenderTarget, Vector2.Zero, Color.White); // NOTE: ".GetTexure()"  不再需要
1
2
3
4
5
6
7
8
9
10
11
12
// XNA 3.1
Texture2D myTexture = myRenderTarget.GetTexture();
// XNA 4.0
Texture2D myTexture = myRenderTarget; // NOTE: ".GetTexure()"  No longer needed
 
// XNA 3.1
GraphicsDevice.SetRenderTarget(0, myRenderTarget);
// XNA 4.0
GraphicsDevice.SetRenderTarget(myRenderTarget);
 
// XNA 3.1
// 设置两个渲染目标
1
2
3
4
GraphicsDevice.SetRenderTarget(0, colorRT);
GraphicsDevice.SetRenderTarget(1, depthRT);
// XNA 4.0
// 设置两个渲染目标
1
2
3
4
5
6
7
8
9
GraphicsDevice.SetRenderTargets(colorRT, depthRT);
 
// XNA 3.1
GraphicsDevice.SetRenderTarget(0, null );
// XNA 4.0
GraphicsDevice.SetRenderTarget( null );
 
// XNA 3.1
// 将深度缓冲解析为深度图
1
2
3
GraphicsDevice.ResolveBackBuffer(depthMap);
  
// 绘制场景图, 用深度图模糊它
1
2
3
4
5
6
GraphicsDevice.Textures[1] = depthMap;
Viewport viewport = GraphicsDevice.Viewport;
dofEffect.CurrentTechnique = depthBlurTechnique;
DrawFullscreenQuad(sceneMap, viewport.Width, viewport.Height, dofEffect);
// XNA 4.0
// 将深度缓冲解析为深度图
1
2
3
GraphicsDevice.SetRenderTarget( null );
  
// 绘制场景图, 用深度图模糊它
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
GraphicsDevice.Textures[1] = depthMap;
GraphicsDevice.SamplerStates[1] = SamplerState.PointClamp;
Viewport viewport = GraphicsDevice.Viewport;
dofEffect.CurrentTechnique = depthBlurTechnique;
DrawFullscreenQuad(sceneMap, viewport.Width, viewport.Height, dofEffect);
 
// XNA 3.1
ResolveTexture2D resolveTarget;
RenderTarget2D renderTarget1;
RenderTarget2D renderTarget2;
  
// 查找主缓冲的分辨率和格式.
PresentationParameters pp = GraphicsDevice.PresentationParameters;
  
int  width = pp.BackBufferWidth;
int  height = pp.BackBufferHeight;
SurfaceFormat format = pp.BackBufferFormat;
  
// 创建一个材质读取缓冲中的内容.
resolveTarget = new  ResolveTexture2D(GraphicsDevice, width, height, 1, format);
  
// Create two rendertargets half size for the bloom processing.
width /= 2;
height /= 2;
  
renderTarget1 = new  RenderTarget2D(GraphicsDevice, width, height, 1,format);
renderTarget2 = new  RenderTarget2D(GraphicsDevice, width, height, 1,format);
  
// ... In the Draw Method...
  GraphicsDevice.ResolveBackBuffer(resolveTarget);
  // ...apply effect and draw pass 1...
// XNA 4.0
RenderTarget2D sceneRenderTarget;
RenderTarget2D renderTarget1;
RenderTarget2D renderTarget2;
  
// 查找主缓冲的分辨率和格式. .
PresentationParameters pp = GraphicsDevice.PresentationParameters;
  
int  width = pp.BackBufferWidth;
int  height = pp.BackBufferHeight;
SurfaceFormat format = pp.BackBufferFormat;
  
// Create a texture for rendering the main scene, prior to applying bloom.
sceneRenderTarget = new  RenderTarget2D(GraphicsDevice, width, height, false ,
                                        format, pp.DepthStencilFormat, pp.MultiSampleCount,
                                        RenderTargetUsage.DiscardContents);
  
// Create two rendertargets half size for the bloom processing.
width /= 2;
height /= 2;
  
renderTarget1 = new  RenderTarget2D(GraphicsDevice, width, height, false , format, DepthFormat.None);
renderTarget2 = new  RenderTarget2D(GraphicsDevice, width, height, false , format, DepthFormat.None);
  
// ...In the Draw Method...
GraphicsDevice.SetRenderTarget(sceneRenderTarget);
GraphicsDevice.SamplerStates[1] = SamplerState.LinearClamp;
// ...apply effect and draw pass 1....

 

VertexDeclaration, Vertices, VertexElements, SizeInBytes

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
// XNA 3.1
// Vertex declaration for rendering our 3D model.
  GraphicsDevice.VertexDeclaration = new  VertexDeclaration(VertexPositionTexture.VertexElements);
// XNA 4.0
// Delete it. No longer needed.
 
// XNA 3.1
// set vertex buffer and declaration
GraphicsDevice.VertexDeclaration = vertexDeclaration;
GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionTexture.SizeInBytes);
// XNA 4.0
// set vertex buffer and declaration
GraphicsDevice.SetVertexBuffer(vertexBuffer);
 
// XNA 3.1
// create vertex declaration
vertexDeclaration = new  VertexDeclaration(GraphicsDevice, VertexPositionTexture.VertexElements);
// XNA 4.0
// create vertex declaration
vertexDeclaration = new  VertexDeclaration(VertexPositionTexture.VertexDeclaration.GetVertexElements());
 
// XNA 3.1
// reset vertex buffer declaration
GraphicsDevice.VertexDeclaration = null ;
GraphicsDevice.Vertices[0].SetSource( null , 0, 0);
// XNA 4.0
// reset vertex buffer declaration
GraphicsDevice.SetVertexBuffer( null );
 
// XNA 3.1
// the vertices array
VertexPositionNormalTexture[] vertices = new  VertexPositionNormalTexture[100];
  
  // set new particles to vertex buffer
vertexBuffer.SetData<VertexPositionNormalTexture>(VertexPositionNormalTexture.SizeInBytes * vertexCount,
                     vertices,vertexCount,count,VertexPositionNormalTexture.SizeInBytes);
// XNA 4.0
// the vertices array
VertexPositionNormalTexture[] vertices = new  VertexPositionNormalTexture[100];
  
// set new particles to vertex buffer
vertexBuffer.SetData<VertexPositionNormalTexture>(vertices);
1
  
1
VertexBuffer, StreamOffset, VertexStride, IndexBuffer, BaseVertex
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
// XNA 3.1
// for each mesh part
foreach  (ModelMeshPart meshPart in  mesh.MeshParts)
{
     // if primitives to render
     if  (meshPart.PrimitiveCount > 0)
     {
         // setup vertices and indices
         GraphicsDevice.VertexDeclaration = meshPart.VertexDeclaration;
         GraphicsDevice.Vertices[0].SetSource(mesh.VertexBuffer, meshPart.StreamOffset, meshPart.VertexStride);
         GraphicsDevice.Indices = mesh.IndexBuffer;
         ...
// XNA 4.0
GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; // may be needed in some cases...
  
// for each mesh part
foreach  (ModelMeshPart meshPart in  mesh.MeshParts)
{
     // if primitives to render
     if  (meshPart.PrimitiveCount > 0)
     {
         // setup vertices and indices
         GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
         GraphicsDevice.Indices = meshPart.IndexBuffer;
         ...
 
// XNA 3.1
// draw primitives
GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList,
     meshPart.BaseVertex, 0, meshPart.NumVertices,
     meshPart.StartIndex, meshPart.PrimitiveCount);
// XNA 4.0
// draw primitives
GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList,
     meshPart.VertexOffset, 0, meshPart.NumVertices,
     meshPart.StartIndex, meshPart.PrimitiveCount);

 

Points, PointSpriteEnable, PointSizeMax, PointList

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
// XNA 3.1
  // create the vertex buffer
vertexBuffer = new  VertexBuffer(GraphicsDevice, typeof (VertexPositionNormalTexture),
                                 250, BufferUsage.WriteOnly | BufferUsage.Points);
// XNA 4.0
// create the vertex buffer
vertexBuffer = new  VertexBuffer(GraphicsDevice, typeof (VertexPositionNormalTexture),
                                 250, BufferUsage.WriteOnly | BufferUsage.None);
 
// XNA 3.1
// enable point sprite 3.1
GraphicsDevice.RenderState.PointSpriteEnable = true ;
GraphicsDevice.RenderState.PointSizeMax = 128;
// XNA 4.0
// Delete it. No longer available.
 
// XNA 3.1
// draw the point sprites
GraphicsDevice.DrawPrimitives(PrimitiveType.PointList, vertexPosition, numberVertices);
// XNA 4.0
// draw the point sprites
GraphicsDevice.DrawPrimitives(PrimitiveType.LineList, vertexPosition, numberVertices);

 

OpenContainer, BeginShowStorageDeviceSelector, EndShowStorageDeviceSelector, Path, TitleLocation, FileStream

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
// XNA 3.1
// open the container
StorageContainer storageContainer = storageDevice.OpenContainer( "YourGameName" );
// XNA 4.0
//To make life easier simply create a method to replace the storageDevice.OpenContainer...
  
/// <summary>
/// Synchronously opens storage container
/// </summary>
private  static  StorageContainer OpenContainer(StorageDevice storageDevice, string  saveGameName)
{
     IAsyncResult result = storageDevice.BeginOpenContainer(saveGameName, null , null );
  
     // Wait for the WaitHandle to become signaled.
     result.AsyncWaitHandle.WaitOne();
  
     StorageContainer container = storageDevice.EndOpenContainer(result);
  
     // Close the wait handle.
     result.AsyncWaitHandle.Close();
  
     return  container;
}
  
// open the container
StorageContainer storageContainer = OpenContainer(storageDevice, "YourGameName" );
 
// XNA 3.1
// retrieve the storage device
Guide.BeginShowStorageDeviceSelector(GetStorageDeviceResult, retrievalDelegate);
// XNA 4.0
// retrieve the storage device
if  (!Guide.IsVisible)
{
     StorageDevice.BeginShowSelector(GetStorageDeviceResult, retrievalDelegate);
}
 
// XNA 3.1
  // retrieve and store the storage device
  storageDevice = Guide.EndShowStorageDeviceSelector(result);
// XNA 4.0
// retrieve and store the storage device
  storageDevice = StorageDevice.EndShowSelector(result);
 
// XNA 3.1
// get the level setup files
  string [] filenames = Directory.GetFiles(storageContainer.Path, "LevelSetup*.xml" );
// XNA 4.0
// get the level setup files
string [] filenames = storageContainer.GetFileNames( "LevelSetup*.xml" ");
 
// XNA 3.1
// save game level data
using  (FileStream stream = new  FileStream(Path.Combine(storageContainer.Path, levelFilename), FileMode.Create))
{
     new  XmlSerializer( typeof (SaveGameLevel)).Serialize(stream, levelData);
}
// XNA 4.0
// save game level data
using  (Stream stream = storageContainer.OpenFile(levelFilename, FileMode.Create))
{
     new  XmlSerializer( typeof (SaveGameLevel)).Serialize(stream, levelData);
}
 
// XNA 3.1
// Delete the saved game level data.
using  (StorageContainer storageContainer = storageDevice.OpenContainer( "saveGameName" ))
{
     File.Delete(Path.Combine(storageContainer.Path, saveGameLevel.FileName));
  
     File.Delete(Path.Combine(storageContainer.Path, "SaveGameLevel"  +
         Path.GetFileNameWithoutExtension(saveGameLevel.FileName).Substring(8) + ".xml" ));
}
// XNA 4.0
// Delete the saved game level data. NOTE: using OpenContainer method created in previous example
using  (StorageContainer storageContainer = OpenContainer(storageDevice, "saveGameName" ))
{
     storageContainer.DeleteFile(saveGameLevel.FileName);
  
     storageContainer.DeleteFile( "SaveGameLevel"  +
         Path.GetFileNameWithoutExtension(saveGameLevel.FileName).Substring(8) + ".xml" );
}
 
// XNA 3.1
//Load the Next Level...
  
// Find the path of the next level.
string  levelPath;
  
// Loop here so we can try again when we can't find a level.
while  ( true )
{
     // Try to find the next level. They are sequentially numbered txt files.
     levelPath = String.Format( "Levels/{0}.txt" , ++levelIndex);
     levelPath = Path.Combine(StorageContainer.TitleLocation, "Content/"  + levelPath);
     if  (File.Exists(levelPath))
         break ;
  
     // If there isn't even a level 0, something has gone wrong.
     if  (levelIndex == 0)
         throw  new  Exception( "No levels found." );
  
     // Whenever we can't find a level, start over again at 0.
     levelIndex = -1;
}
  
// Unloads the content for the current level before loading the next one.
if  (level != null )
     level.Dispose();
  
// Load the level.
level = new  Level(Services, levelPath);
// XNA 4.0
// Load the Next Level...
  
// move to the next level
levelIndex = (levelIndex + 1) % numberOfLevels;
  
// Unloads the content for the current level before loading the next one.
if  (level != null )
     level.Dispose();
  
// Load the level.
string  levelPath = string .Format( "Content/Levels/{0}.txt" , levelIndex);
using  (Stream fileStream = TitleContainer.OpenStream(levelPath))
     level = new  Level(Services, fileStream, levelIndex);
 
 
// XNA 3.1
//Save the current state of the session, with the given storage device.
  
// check the parameter
if  ((storageDevice == null ) || !storageDevice.IsConnected)
{
     return ;
}
  
// open the container
using  (StorageContainer storageContainer = storageDevice.OpenContainer(Session.SaveGameContainerName))
{
     string  filename;
     string  descriptionFilename;
  
     // get the filenames
     if  (overwriteDescription == null )
     {
         int  saveGameIndex = 0;
         string  testFilename;
         do
         {
             saveGameIndex++;
             testFilename = Path.Combine(storageContainer.Path, "SaveGame"  + saveGameIndex.ToString() + ".xml" );
         }
         while  (File.Exists(testFilename));
         filename = testFilename;
         descriptionFilename = "SaveGameDescription"  + saveGameIndex.ToString() + ".xml" ;
     }
     else
     {
         filename = Path.Combine(storageContainer.Path, overwriteDescription.FileName);
         descriptionFilename = "SaveGameDescription"  +
             Path.GetFileNameWithoutExtension(overwriteDescription.FileName).Substring(8) + ".xml" ;
     }
  
     using  (FileStream stream = new  FileStream(filename, FileMode.Create))
     {
         using  (XmlWriter xmlWriter = XmlWriter.Create(stream))
         {
             //create and write xml data...
         }
     }
  
    // create the save game description
     SaveGameDescription description = new  SaveGameDescription();
     description.FileName = Path.GetFileName(filename);
     description.ChapterName = IsQuestLineComplete ? "Quest Line Complete"  : Quest.Name;
     description.Description = DateTime.Now.ToString();
  
     using  (FileStream stream = new  FileStream(Path.Combine(storageContainer.Path, descriptionFilename), FileMode.Create))
     {
         new  XmlSerializer( typeof (SaveGameDescription)).Serialize(stream, description);
     }
}
// XNA 4.0
//Save the current state of the session, with the given storage device.
  
// check the parameter
if  ((storageDevice == null ) || !storageDevice.IsConnected)
{
     return ;
}
  
// open the container Note: using OpenContainer method from previous examples
using  (StorageContainer storageContainer = OpenContainer(storageDevice, Session.SaveGameContainerName))
{
     string  filename;
     string  descriptionFilename;
     // get the filenames
     if  (overwriteDescription == null )
     {
         int  saveGameIndex = 0;
         string  testFilename;
         do
         {
             saveGameIndex++;
             testFilename = "SaveGame"  + saveGameIndex.ToString() + ".xml" ;
         }
         while  (storageContainer.FileExists(testFilename));
         filename = testFilename;
         descriptionFilename = "SaveGameDescription"  + saveGameIndex.ToString() + ".xml" ;
     }
     else
     {
         filename = overwriteDescription.FileName;
         descriptionFilename = "SaveGameDescription"  +
             Path.GetFileNameWithoutExtension(overwriteDescription.FileName).Substring(8) + ".xml" ;
     }
  
     // Note: using Stream instead of FileStream...
     using  (Stream stream = storageContainer.OpenFile(filename, FileMode.Create))
     {
         using  (XmlWriter xmlWriter = XmlWriter.Create(stream))
         {
             //create and write xml data...
         }
     }
  
     // create the save game description
     SaveGameDescription description = new  SaveGameDescription();
     description.FileName = Path.GetFileName(filename);
     description.ChapterName = IsQuestLineComplete ? "Quest Line Complete"  : Quest.Name;
     description.Description = DateTime.Now.ToString();
  
     // Note: using Stream instead of FileStream...
     using  (Stream stream = storageContainer.OpenFile(descriptionFilename, FileMode.Create))
     {
         new  XmlSerializer( typeof (SaveGameDescription)).Serialize(stream, description);
     }
}
1
  
1
VertexShader, PixelShader, ps_1_x
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
// XNA 3.1
VertexShaderOutput VertexShader(...)
{
     //some code
}
float4 PixelShader(...)
{
    // some code
}
// XNA 4.0
// VertexShader can not be used
VertexShaderOutput  VertexShaderFunction(...)
{
    // some code
}
// PixelShader can not be used
float4 PixelShaderFunction(...)
{
    // some code
}
 
// XNA 3.1
technique
{
     pass
     {
         VertexShader = compile vs_1_1 VertexShader();
         PixelShader  = compile ps_1_1 PixelShader();
     }
}
// XNA 4.0
technique
{
     pass
     {
         VertexShader = compile vs_2_0 VertexShaderFunction(); //VertexShader can not be used & set vs higher than 1_1
         PixelShader  = compile ps_2_0 PixelShaderFunction(); //PixelShader can not be used & set ps higher than 1_1
     }
}

 

XNA Model drawn inside out, slightly transparent, missing parts or just looks wrong

1
2
3
4
5
// Set suitable renderstates for drawing a 3D model
GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
  
// your model draw code starts here...

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值