XNA 4.0 - Alpha和多个纹理..搞砸了
本文关键字:纹理 Alpha XNA | 更新日期: 2023-09-27 18:03:50
我正在尝试制作某种滑动菜单…在一个圆圈中,当用户触摸图标并滑动它们时,图像将向下或向上滑动(就像现代手机或像赌场机器的水果等…)
我有一个透明的圆圈,假设有三个图标…我怎样才能把它们混合在一起呢?
项目:http://i52.tinypic.com/rcn67s.jpg
问题:http://i52.tinypic.com/i77nrk.jpg
我可以让spriteBatch逐个顺序绘制它们,但如何以这种方式混合它们?
我很抱歉,我能感觉到这可能是很容易的事情,但我被卡住了。
谢谢!
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);
}
}
}
你就不能把圆圈做大一点,让它下面没有东西可以显示,然后把它放在上面吗?