#c# #monogame #hlsl
#c# #моногейм #hlsl
Вопрос:
Я новичок в работе с шейдерами и пытаюсь научиться использовать их в Monogame. Я прочитал несколько онлайн-руководств о них, и у меня уже возникают проблемы. Может быть, учебные пособия устарели? Когда я применяю эффект, я просто получаю пустой экран василькового цвета.
#if OPENGL
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#else
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1
#endif
texture ScreenTexture;
sampler TextureSampler = sampler_state {
Texture = <ScreenTexture>;
};
float4 PixelShaderFunction(float2 TextureCoordinate : TEXCOORD0) : COLOR0{
float4 color = tex2D(TextureSampler, TextureCoordinate);
return color;
}
technique Plain {
pass Pass1 {
PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
}
};
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace ShaderTest {
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game {
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Effect shader1;
Texture2D peach;
public Game1() {
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize() {
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent() {
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
shader1 = Content.Load<Effect>("shader1");
peach = Content.Load<Texture2D>("peach");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent() {
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime) {
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime) {
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
shader1.CurrentTechnique.Passes[0].Apply();
spriteBatch.Draw(peach, new Vector2(0, 0), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Комментарии:
1. Какой вершинный шейдер вы используете?
2. Ммм. Я не знаю? Приведенный выше код — это все, что у меня есть.
3. Попробуйте без альфы, есть разница?
4. Я наконец-то заставил его работать. Опубликую свой ответ сегодня вечером после работы.