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
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// 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
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spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.None);
// XNA 4.0
// 通过深度排列场景对象
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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
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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
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spriteBatch.Begin(0, BlendState.Opaque);
spriteBatch.Draw(background, GraphicsDevice.Viewport.Bounds, Color.White);
spriteBatch.End();
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RenderState
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// XNA 3.1
// 启用alpha混合和深度写
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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
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GraphicsDevice.BlendState = BlendState.AlphaBlend;
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
// XNA 3.1
// 重置混合和深度写
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GraphicsDevice.RenderState.AlphaBlendEnable =
false
;
GraphicsDevice.RenderState.SeparateAlphaBlendEnabled =
false
;
GraphicsDevice.RenderState.DepthBufferWriteEnable =
true
;
// XNA 4.0
// 重置混合和深度写
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GraphicsDevice.BlendState = BlendState.Additive;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
// XNA 3.1
// 启用深度缓冲
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GraphicsDevice.RenderState.DepthBufferEnable =
true
;
// XNA 4.0
// 启用深度缓冲
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
// XNA 3.1
// 禁用深度缓冲
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GraphicsDevice.RenderState.DepthBufferWriteEnable =
false
;
GraphicsDevice.RenderState.DepthBufferEnable =
false
;
// XNA 4.0
// 禁用深度缓冲
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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
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GraphicsDevice.RenderState.DepthBufferWriteEnable =
true
;
GraphicsDevice.RenderState.AlphaBlendEnable =
false
;
GraphicsDevice.RenderState.SeparateAlphaBlendEnabled =
false
;
// XNA 4.0
// 恢复混合模式
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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
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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
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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
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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
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GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
// XNA 3.1
// 加性混合
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GraphicsDevice.RenderState.AlphaBlendEnable =
true
;
GraphicsDevice.RenderState.SourceBlend = Blend.One;
GraphicsDevice.RenderState.DestinationBlend = Blend.One;
// XNA 4.0
// 加性混合
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GraphicsDevice.BlendState = BlendState.Additive;
// XNA 3.1
// 设置加性混合
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GraphicsDevice.RenderState.DestinationBlend = Blend.One;
// XNA 4.0
// 设置加性混合
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GraphicsDevice.BlendState = BlendState.Additive;
// XNA 3.1
// 设置alpha混合
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GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha;
// XNA 4.0
// 设置alpha混合
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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
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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
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GraphicsDevice.RenderState.DepthBufferEnable =
true
;
GraphicsDevice.RenderState.DepthBufferWriteEnable =
true
;
GraphicsDevice.RenderState.AlphaBlendEnable =
false
;
GraphicsDevice.RenderState.SeparateAlphaBlendEnabled =
false
;
// XNA 4.0
//存储状态
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DepthStencilState ds = GraphicsDevice.DepthStencilState;
BlendState bs = GraphicsDevice.BlendState;
//设置渲染状态
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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.BlendState = BlendState.AlphaBlend;
// drawing code here..
// 恢复状态
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GraphicsDevice.DepthStencilState = ds;
GraphicsDevice.BlendState = bs;
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Effect, EffectPass, Begin(), End(), CommitChanges(), Clone()
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// 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
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effect.CommitChanges();
// XNA 4.0
// 当任何效果属性改变需要调用EffectPass.Apply()
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// 否则就删除它
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// XNA 3.1
// 开始一个效果
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effect.Begin(SaveStateMode.SaveState);
effect.CurrentTechnique.Passes[0].Begin();
// XNA 4.0
// 开始一个效果
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effect.CurrentTechnique.Passes[0].Apply();
// XNA 3.1
// 结束一个效果
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effect.CurrentTechnique.Passes[0].End();
effect.End();
// XNA 4.0
// 如果不需要可直接删除
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// XNA 3.1
// 产生一个效果的克隆体
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Effect newEffect = replacementEffect.Clone(replacementEffect.GraphicsDevice);
// XNA 4.0
// 产生一个效果的克隆体
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Effect newEffect = replacementEffect.Clone();
// XNA 3.1
// 启用效果中的tech
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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
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postprocessEffect.CurrentTechnique = postprocessEffect.Techniques[effectTechniqueName];
// 用预处理效果画一个全屏的精灵.
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spriteBatch.Begin(0, BlendState.Opaque,
null
,
null
,
null
, postprocessEffect);
spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
spriteBatch.End();
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ShaderProfile, TotalRealTime, TransparentBlack
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// 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
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// 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);
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ResolveTexture2D, ResolveBackBuffer, RenderTarget2D, GetTexture, DepthStencilBuffer, PresentationParameters, MultiSampleType, MultiSampleQuality, SetRenderTarget
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// 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
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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
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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
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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
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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
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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
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drawBuffer =
new
RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight,
true
,
SurfaceFormat.Color,DepthFormat.Depth24Stencil8,
pp.MultiSampleCount, RenderTargetUsage.DiscardContents);
//NOTE: DepthStencilBuffer 类不再存在
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// 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
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// 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
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GraphicsDevice.SetRenderTarget(0, colorRT);
GraphicsDevice.SetRenderTarget(1, depthRT);
// XNA 4.0
// 设置两个渲染目标
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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
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GraphicsDevice.ResolveBackBuffer(depthMap);
// 绘制场景图, 用深度图模糊它
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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
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GraphicsDevice.SetRenderTarget(
null
);
// 绘制场景图, 用深度图模糊它
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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....
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VertexDeclaration, Vertices, VertexElements, SizeInBytes
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// 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);
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VertexBuffer, StreamOffset, VertexStride, IndexBuffer, BaseVertex
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// 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);
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Points, PointSpriteEnable, PointSizeMax, PointList
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// 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
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// 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);
}
}
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VertexShader, PixelShader, ps_1_x
|
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// 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
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// Set suitable renderstates for drawing a 3D model
GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
// your model draw code starts here...
|