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Windows Phone 7对3D的支持还是不错的,据说是用OpenGL/ES做的,使用起来倒是也有点那种感觉。另外,写本文的另一个原因是我的第一个3D试验竟然遇到了问题,花了1个小时才搞定,所以也一并记录下来,供遇到和我同样的问题的朋友参考。 本文就不讲XNA 4.0的游戏框架了,直接上一段代码,该代码使用VertexPositionColor渲染了一个三角形,程序运行一切正常。 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.Input.Touch;using Microsoft.Xna.Framework.Media;namespace WindowsPhoneGame1{ public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image; VertexPositionColor[] trangle; VertexBuffer vertexBuffer; BasicEffect basicEffect; Camera camera; Matrix world = Matrix.Identity; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this, new Vector3(0, 0, 5), Vector3.Zero, new Vector3(0, 1, 0)); // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>(@"Images/Tulips"); trangle = new VertexPositionColor[]{ new VertexPositionColor(new Vector3(0, 1, 0), Color.Red), new VertexPositionColor(new Vector3(1, -1, 0), Color.Green), new VertexPositionColor(new Vector3(-1,-1, 0), Color.Blue) }; vertexBuffer = new VertexBuffer(graphics.GraphicsDevice, typeof(VertexPositionColor), 3, BufferUsage.None); vertexBuffer.SetData<VertexPositionColor>(trangle); basicEffect = new BasicEffect(GraphicsDevice); GraphicsDevice.SetVertexBuffer(vertexBuffer); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); basicEffect.World = world; basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, trangle, 0, 1); } base.Draw(gameTime); } }} 运行结果如下: ![](https://box.kancloud.cn/2016-04-08_570727f9b0ca7.gif) 在确认了3D开发的这种代码结构以后,用VertexPositionTexture渲染同样的三角形,只是这次采用纹理贴图,代码如下: VertexPositionTexture[] trangleTexture; protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>(@"Images/Tulips"); trangleTexture = new VertexPositionTexture[]{ new VertexPositionTexture(new Vector3(0, 1, 0),new Vector2(0.5f,0) ), new VertexPositionTexture(new Vector3(1, -1, 0),new Vector2(1,1f) ), new VertexPositionTexture(new Vector3(-1,-1, 0),new Vector2(0,1f) ) }; vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), trangleTexture.Length, BufferUsage.None); vertexBuffer.SetData<VertexPositionTexture>(trangleTexture); basicEffect = new BasicEffect(GraphicsDevice); GraphicsDevice.SetVertexBuffer(vertexBuffer); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); basicEffect.World = world; basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.Texture = image; basicEffect.TextureEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleStrip, trangleTexture, 0, 1); } base.Draw(gameTime); } 啰嗦一句,在此代码中VertexPositionTexture的第二个Vetex2代表的是UV坐标,对应的含义是(0,0)点对应了纹理图片的左上角,(1,1)点对应了纹理图片的右下角。 上述代码在运行的时候会在VS2010的输出窗口中显示: A first chance exception of type 'System.NotSupportedException' occurred in Microsoft.Xna.Framework.Graphics.dll A first chance exception of type 'System.Threading.ThreadAbortException' occurred in Microsoft.Xna.Framework.dll 同时模拟器里的程序直接退出,看不到结果。原因是什么呢?疑惑并仔细检视代码中…… 与前一个彩色三角形对比,顶点顺序没变,摄像机位置没变,投影矩阵没变,按说是不可能出现这种问题的,而且程序直接崩了,没有信息抛出,真是很郁闷。 经过不断的试错,在宣布放弃之前,忽然想起来关于纹理方面的一个注意事项。有过3D开发经验的朋友都知道,纹理是要求符合2的整数次方对齐的,而我所加载的来自于外部任意图片的纹理不符合这一要求,所以程序挂了。 又查了一些资料,找到了准确的原因。原来是Windows Phone 7 的XNA中默认的纹理寻址模式使用了Wrap,造成了与GPU的不兼容,如果改成Clamp就好了。 看来在这个地方微软得要有文档说明才好,否则还真是难找问题所在。修改后的代码如下: protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>(@"Images/Tulips"); trangleTexture = new VertexPositionTexture[]{ new VertexPositionTexture(new Vector3(0, 1, 0),new Vector2(0.5f,0) ), new VertexPositionTexture(new Vector3(1, -1, 0),new Vector2(1,1f) ), new VertexPositionTexture(new Vector3(-1,-1, 0),new Vector2(0,1f) ) }; vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), trangleTexture.Length, BufferUsage.None); vertexBuffer.SetData<VertexPositionTexture>(trangleTexture); basicEffect = new BasicEffect(GraphicsDevice); GraphicsDevice.SetVertexBuffer(vertexBuffer); GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; } 最终的模拟器结果是: ![](https://box.kancloud.cn/2016-04-08_570727f9c1384.gif) 不管怎么说,Windows Phone 7的XNA游戏开发框架以及3D方面的开发接口还是很出色的,顶一下微软,并希望这个平台能尽快发展起来。 附Camera的代码: 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 WindowsPhoneGame1{ public class Camera : Microsoft.Xna.Framework.GameComponent { public Matrix view{get;protected set;} public Matrix projection { get; protected set; } public Camera(Game game,Vector3 pos,Vector3 target,Vector3 up) : base(game) { view = Matrix.CreateLookAt(pos, target, up); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, (float)game.Window.ClientBounds.Width / (float)game.Window.ClientBounds.Height, 1, 100); } public override void Initialize() { base.Initialize(); } public override void Update(GameTime gameTime) { base.Update(gameTime); } }} ——欢迎转载,请注明出处 [http://blog.csdn.net/caowenbin](http://blog.csdn.net/caowenbin) ——