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Windows Phone XNA 4.0 3D游戏开发

游戏开发 游戏开发 发布于:2021-06-29 09:02 | 阅读数:442 | 评论:0

  作者:马宁
  程序代码编译环境Visual Stuido 2010, Windows Phone 7 SDK, XNA 4.0 Game Studio, 下载见附件。
  今天有点空余时间,在看Windows Phone 7的开发。看到Silverlight for phone和XNA 4.0的开发文章已经有了不少,而且质量很高。我就来说说XNA 4.0的3D开发这个领域吧,正好跟目前的工作有些关系,而且XNA 4.0的3D类库设计的非常好,比iPhone和Android的OpenGLES类库高出一个档次。以后学习3D开发,用XNA类库也是个不错的选择,而且Windows Phone模拟器对3D的支持也非常好。唯一的遗憾是,Windows Phone不支持C++的3D开发。
  如果做过Zune上XNA 3.1开发的朋友可能会记得,在XNA 3.1中是不支持3D开发的,XNA 4.0中加入的3D支持类,主要包含在Microsoft.Xna.Framework.Graphics命名空间中。如果XNA 4.0中的3D概念与OpenGLES十分相似,我们可以找到很多相对应的函数、方法等,某种意义上,XNA 4.0的3D支持是对OpenGLES 2.0的封装。
  一、一个简单的3D程序
  我们就从一个简单的3D程序开始吧,这个程序的原来介绍在下面这个链接里。
  http://msdn.microsoft.com/en-us/library/bb203926.aspx
  不过移植到Windows Phone 7上时,还是遇到了一些小问题,有的是文档的问题,有的是接口变化。如何在Visual Studio 2010里创建XNA 4.0的工程就不多说了,大家可以参考我写的《Windows Phone开发工具初体验》,链接如下:
  http://aawolf.blog.51cto.com/3979048/748374
  XNA 4.0的程序是派生自Microsoft.Xna.Framework.Game的类,开发者需要重载Game的四个方法:Initialize(初始化)、LoadContent(加载内容)、UnloadContent(卸载内容)、Update(更新)和Draw(绘制)等方法。
  首先,我们在Game1类中加入所需要的一些私有变量:
  Matrix worldMatrix;
  Matrix viewMatrix;
  Matrix projectionMatrix;
  VertexPositionNormalTexture[] cubeVertices;
  VertexDeclaration vertexDeclaration;
  VertexBuffer vertexBuffer;
  BasicEffect basicEffect;
  Martrix 的中文名叫“矩阵”,还有个翻译叫“***帝国”……扯远了,什么是矩阵?我们就不解释了,只要知道矩阵是一切3D线性变化的基础就可以了。我们不知道矩阵是什么,却身处其中。在Game1类中用了三个矩阵:worldMatrix用来描述世界坐标系;viewMatrix用来描述摄影机坐标系;projectionMatrix用来描述投影坐标系。这些都是3D图形学的概念,不解释了。
  另外两个重要的变量是vertexBuffer和basicEffect。vertexBuffer包含了一系列的向量,这些向量构成了我们要显示的正方体的各个顶点;basicEffect用来描述一个基础的渲染效果,其中描述了坐标系、颜色和灯光等基本的要素,这些要素是3D图形显示的基础。
  接下来创建一个叫InitMatrices的方法,对各个坐标系进行初始化,记得,这个InitMatrices的函数是我们自己创建的,代码如下:
private void InitMatrices()  
{  
// Initialize the world, view, and projection matrices.   
float tilt = MathHelper.ToRadians(0); // 0 degree angle  
// Use the world matrix to tilt the cube along x and y axes.  
worldMatrix = Matrix.CreateRotationX(tilt) * Matrix.CreateRotationY(tilt);  
viewMatrix = Matrix.CreateLookAt(new Vector3(5, 5, 5), Vector3.Zero, Vector3.Up);  
projectionMatrix = Matrix.CreatePerspectiveFieldOfView(  
MathHelper.ToRadians(45), // 45 degree angle  
(float)GraphicsDevice.Viewport.Width /  
(float)GraphicsDevice.Viewport.Height,  
1.0f, 100.0f);  
}
  算了,不解释了,大家知道这段代码在干什么就好了。接下来,创建一个叫做InitEffect的函数中,对basicEffect进行初始化,代码如下:
private void InitEffect()  
{  
// Initialize BasicEffect with transformation and light values 
basicEffect = new BasicEffect(graphics.GraphicsDevice);  
basicEffect.World = worldMatrix;  
basicEffect.View = viewMatrix;  
basicEffect.Projection = projectionMatrix;  
// primitive color  
basicEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f);  
basicEffect.DiffuseColor = new Vector3(1.0f, 1.0f, 1.0f);  
basicEffect.SpecularColor = new Vector3(0.25f, 0.25f, 0.25f);  
basicEffect.SpecularPower = 5.0f;  
basicEffect.Alpha = 1.0f;  
basicEffect.LightingEnabled = true;  
if (basicEffect.LightingEnabled)  
{  
basicEffect.DirectionalLight0.Enabled = true; // enable each light individually  
if (basicEffect.DirectionalLight0.Enabled)  
{  
// x direction  
basicEffect.DirectionalLight0.DiffuseColor = new Vector3(1, 0, 0); // range is 0 to 1  
basicEffect.DirectionalLight0.Direction = Vector3.Normalize(new Vector3(-1, 0, 0));  
// points from the light to the origin of the scene  
basicEffect.DirectionalLight0.SpecularColor = Vector3.One;  
}  
basicEffect.DirectionalLight1.Enabled = true;  
if (basicEffect.DirectionalLight1.Enabled)  
{  
// y direction  
basicEffect.DirectionalLight1.DiffuseColor = new Vector3(0, 0.75f, 0);  
basicEffect.DirectionalLight1.Direction = Vector3.Normalize(new Vector3(0, -1, 0));  
basicEffect.DirectionalLight1.SpecularColor = Vector3.One;  
}  
basicEffect.DirectionalLight2.Enabled = true;  
if (basicEffect.DirectionalLight2.Enabled)  
{  
// z direction  
basicEffect.DirectionalLight2.DiffuseColor = new Vector3(0, 0, 0.5f);  
basicEffect.DirectionalLight2.Direction = Vector3.Normalize(new Vector3(0, 0, -1));  
basicEffect.DirectionalLight2.SpecularColor = Vector3.One;  
}  
}  
}
  然后要对vertexDeclaration、cubeVertices和vertexBuffer变量进行初始化,我们将这部分代码放在InitVertexBuffer函数中:
private void InitVertexBuffer()  
{  
// Create a vertex declaration for the type VertexPositionNormalTexture  
vertexDeclaration = new VertexDeclaration(new VertexElement[]  
{  
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),  
new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),  
new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)  
}  
);  
// Create the per vertex data  
cubeVertices = new VertexPositionNormalTexture[36];  
Vector3 topLeftFront = new Vector3(-1.0f, 1.0f, 1.0f);  
Vecto3 bottomLeftFront = new Vector3(-1.0f, -1.0f, 1.0f);  
Vector3 topRightFront = new Vector3(1.0f, 1.0f, 1.0f);  
Vecto3 bottomRightFront = new Vector3(1.0f, -1.0f, 1.0f);  
Vector3 topLeftBack = new Vector3(-1.0f, 1.0f, -1.0f);  
Vector3 topRightBack = new Vector3(1.0f, 1.0f, -1.0f);  
Vecto3 bottomLeftBack = new Vector3(-1.0f, -1.0f, -1.0f);  
Vecto3 bottomRightBack = new Vector3(1.0f, -1.0f, -1.0f);  
Vector2 textureTopLeft = new Vector2(0.0f, 0.0f);  
Vector2 textureTopRight = new Vector2(1.0f, 0.0f);  
Vector2 textureBottomLeft = new Vector2(0.0f, 1.0f);  
Vector2 textureBottomRight = new Vector2(1.0f, 1.0f);  
Vector3 frontNormal = new Vector3(0.0f, 0.0f, 1.0f);  
Vector3 backNormal = new Vector3(0.0f, 0.0f, -1.0f);  
Vector3 topNormal = new Vector3(0.0f, 1.0f, 0.0f);  
Vector3 bottomNormal = new Vector3(0.0f, -1.0f, 0.0f);  
Vector3 leftNormal = new Vector3(-1.0f, 0.0f, 0.0f);  
Vector3 rightNormal = new Vector3(1.0f, 0.0f, 0.0f);  
// Front face.  
cubeVertices[0] =  
new VertexPositionNormalTexture(  
topLeftFront, frontNormal, textureTopLeft);  
cubeVertices[1] =  
new VertexPositionNormalTexture(  
bottomLeftFront, frontNormal, textureBottomLeft);  
cubeVertices[2] =  
new VertexPositionNormalTexture(  
topRightFront, frontNormal, textureTopRight);  
cubeVertices[3] =  
new VertexPositionNormalTexture(  
bottomLeftFront, frontNormal, textureBottomLeft);  
cubeVertices[4] =  
new VertexPositionNormalTexture(  
bottomRightFront, frontNormal, textureBottomRight);  
cubeVertices[5] =  
new VertexPositionNormalTexture(  
topRightFront, frontNormal, textureTopRight);  
// Back face.  
cubeVertices[6] =  
new VertexPositionNormalTexture(  
topLeftBack, backNormal, textureTopRight);  
cubeVertices[7] =  
new VertexPositionNormalTexture(  
topRightBack, backNormal, textureTopLeft);  
cubeVertices[8] =  
new VertexPositionNormalTexture(  
bottomLeftBack, backNormal, textureBottomRight);  
cubeVertices[9] =  
new VertexPositionNormalTexture(  
bottomLeftBack, backNormal, textureBottomRight);  
cubeVertices[10] =  
new VertexPositionNormalTexture(  
topRightBack, backNormal, textureTopLeft);  
cubeVertices[11] =  
new VertexPositionNormalTexture(  
bottomRightBack, backNormal, textureBottomLeft);  
// Top face.  
cubeVertices[12] =  
new VertexPositionNormalTexture(  
topLeftFront, topNormal, textureBottomLeft);  
cubeVertices[13] =  
new VertexPositionNormalTexture(  
topRightBack, topNormal, textureTopRight);  
cubeVertices[14] =  
new VertexPositionNormalTexture(  
topLeftBack, topNormal, textureTopLeft);  
cubeVertices[15] =  
new VertexPositionNormalTexture(  
topLeftFront, topNormal, textureBottomLeft);  
cubeVertices[16] =  
new VertexPositionNormalTexture(  
topRightFront, topNormal, textureBottomRight);  
cubeVertices[17] =  
new VertexPositionNormalTexture(  
topRightBack, topNormal, textureTopRight);  
// Bottom face.   
cubeVertices[18] =  
new VertexPositionNormalTexture(  
bottomLeftFront, bottomNormal, textureTopLeft);  
cubeVertices[19] =  
new VertexPositionNormalTexture(  
bottomLeftBack, bottomNormal, textureBottomLeft);  
cubeVertices[20] =  
new VertexPositionNormalTexture(  
bottomRightBack, bottomNormal, textureBottomRight);  
cubeVertices[21] =  
new VertexPositionNormalTexture(  
bottomLeftFront, bottomNormal, textureTopLeft);  
cubeVertices[22] =  
new VertexPositionNormalTexture(  
bottomRightBack, bottomNormal, textureBottomRight);  
cubeVertices[23] =  
new VertexPositionNormalTexture(  
bottomRightFront, bottomNormal, textureTopRight);  
// Left face.  
cubeVertices[24] =  
new VertexPositionNormalTexture(  
topLeftFront, leftNormal, textureTopRight);  
cubeVertices[25] =  
new VertexPositionNormalTexture(  
bottomLeftBack, leftNormal, textureBottomLeft);  
cubeVertices[26] =  
new VertexPositionNormalTexture(  
bottomLeftFront, leftNormal, textureBottomRight);  
cubeVertices[27] =  
new VertexPositionNormalTexture(  
topLeftBack, leftNormal, textureTopLeft);  
cubeVertices[28] =  
new VertexPositionNormalTexture(  
bottomLeftBack, leftNormal, textureBottomLeft);  
cubeVertices[29] =  
new VertexPositionNormalTexture(  
topLeftFront, leftNormal, textureTopRight);  
// Right face.   
cubeVertices[30] =  
new VertexPositionNormalTexture(  
topRightFront, rightNormal, textureTopLeft);  
cubeVertices[31] =  
new VertexPositionNormalTexture(  
bottomRightFront, rightNormal, textureBottomLeft);  
cubeVertices[32] =  
new VertexPositionNormalTexture(  
bottomRightBack, rightNormal, textureBottomRight);  
cubeVertices[33] =  
new VertexPositionNormalTexture(  
topRightBack, rightNormal, textureTopRight);  
cubeVertices[34] =  
new VertexPositionNormalTexture(  
topRightFront, rightNormal, textureTopLeft);  
cubeVertices[35] =  
new VertexPositionNormalTexture(  
bottomRightBack, rightNormal, textureBottomRight);  
vertexBuffer = new VertexBuffer(  
graphics.GraphicsDevice,  
typeof(VertexPositionNormalTexture),  
cubeVertices.Length,  
BufferUsage.None  
);  
vertexBuffer.SetData<VertexPositionNormalTexture>(cubeVertices);  
}
  请原谅我把36个顶点的代码都贴出来了,如果不贴出来,肯定会有人不补全,然后就看不到完整的正方体了。
  这里就要说到第一个错误点了:文章中没有列出所有36个顶点的定义,不过示例代码UseBasicEffect中列出了;另一个问题是VertexBuffer的构造函数发生了变化,原文和示例代码中的VertexBuffer构造函数是这样的:
vertexBuffer = new VertexBuffer(  
graphics.GraphicsDevice,  
VertexPositionNormalTexture.SizeInBytes * cubeVertices.Length,  
BufferUsage.None  
);
  而正确的写法应该是:
vertexBuffer = new VertexBuffer(  
graphics.GraphicsDevice,  
typeof(VertexPositionNormalTexture),  
cubeVertices.Length,  
BufferUsage.None  
);
  VertexBuffer增加了一个Type类型的参数(第二个),我们必须传入一个IVertexType接口的派生类型,构造函数会用类型和顶点列表的长度计算VertexBuffer的size,这显然比上边的实现好了许多。
  分别实现了这三个初始化函数后,我们要在真正的初始化函数Initialize里调用这三个函数,注意Initialize函数不是自己添加的,在Game1类中本来就有:
protected override void Initialize()  
{  
InitMatrices();  
InitEffect();  
InitVertexBuffer();  
base.Initialize();  
}
  好了,我们在Draw函数里增加绘制方法:
protected override void Draw(GameTime gameTime)  
{  
GraphicsDevice.Clear(Color.CornflowerBlue);  
// TODO: Add your drawing code here  
RasterizerState rasterizerState1 = new RasterizerState();  
rasterizerState1.CullMode = CullMode.None;  
graphics.GraphicsDevice.RasterizerState = rasterizerState1;  
GraphicsDevice.SetVertexBuffer(vertexBuffer);  
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)  
{  
pass.Apply();  
graphics.GraphicsDevice.DrawPrimitives(  
PrimitiveType.TriangleList,  
0,  
36  
);  
}  
base.Draw(gameTime);  
}
  这里包含了第二个错误点,原文没有下面这句(上文高亮标出):
  GraphicsDevice.SetVertexBuffer(vertexBuffer);
  如果没有SetVertexBuffer的调用,程序在运行时会遇到下面的异常:
  An unhandled exception of type 'System.InvalidOperationException' occurred in Microsoft.Xna.Framework.Graphics.dll
  Additional information: A valid vertex buffer (and a valid index buffer if you are using indexed primitives) must be set on the device before any draw operations may be performed.
DSC0000.jpg

  原文的调用方式和UseBasicEffect的实现方式完全不同,所以大家要注意一下。毕竟是Beta版,很多文档还没有最后完成。
  好了,到这里,其实我们编译运行该程序的话,就可以看到绘制出的立方体来了。但是,我还想再加点——让立方体旋转起来。
  在Update函数中增加下面两句(高亮显示):
protected override void Update(GameTime gameTime)  
{  
// Allows the game to exit  
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)  
this.Exit();  
// TODO: Add your update logic here  
Matrix matrix = Matrix.CreateRotationX(0.1f);  
basicEffect.World = basicEffect.World * matrix;  
base.Update(gameTime);  
}
  我们创建了一个沿X轴旋转0.1度的矩阵,与basicEffect中的世界坐标系相乘,就可以使我们绘制出来的立方体每次Update时,都沿着X轴旋转0.1f度。因为角度是float型,千万别忘了0.1f之后的那个f。
DSC0001.jpg

  好了,程序最后的样子就是这样的。在第一篇文章里,我留了很多问题,比如3D的基本概念、坐标系、灯光、材质、旋转,希望在后边能够比较从容地解释这些知识。我现在唯一的希望是,不要等到六个月后才有时间再写第二篇……

  
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