作者:馬寧
程式碼編譯環境Visual Stuido 2010, Windows Phone 7 SDK, XNA 4.0 Game Studio, 下載連結:
http://files.cnblogs.com/aawolf/XNA_aawolf_3D.rar
今天有點空餘時間,在看Windows Phone 7的開發。看到Silverlight for phone和XNA 4.0的開發文章已經有了不少,而且品質很高。我就來說說XNA 4.0的3D開發這個領域吧,正好跟目前的工作有些關係,而且XNA 4.0的3D類庫設計的非常好,比iPhone和Android的OpenGLES類庫高出一個檔次。以後學習3D開發,用XNA類庫也是個不錯的選擇,而且Windows Phone模擬器對3D的支援也非常好。唯一的遺憾是,Windows Phone不支援C++的3D開發。
如果做過Zune上XNA 3.1開發的朋友可能會記得,在XNA 3.1中是不支援3D開發的,XNA 4.0中加入的3D支援類,主要包含在Microsoft.Xna.Framework.Graphics命名空間中。如果XNA 4.0中的3D概念與OpenGLES十分相似,我們可以找到很多相對應的函數、方法等,某種意義上,XNA 4.0的3D支援是對OpenGLES 2.0的封裝。
一.一個簡單的3D程式
我們就從一個簡單的3D程式開始吧,這個程式的原來介紹在下面這個連結裡。
http://msdn.microsoft.com/en-us/library/bb203926.aspx
不過移植到Windows Phone 7上時,還是遇到了一些小問題,有的是文檔的問題,有的是介面變化。如何在Visual Studio 2010裡建立XNA 4.0的工程就不多說了,大家可以參考我寫的《Windows Phone開發工具初體驗》,連結如下:
http://www.cnblogs.com/aawolf/archive/2010/08/28/1811438.html
XNA 4.0的程式是派生自Microsoft.Xna.Framework.Game的類,開發人員需要重載Game的四個方法:Initialize(初始化)、LoadContent(載入內容)、UnloadContent(卸載內容)、Update(更新)和Draw(繪製)等方法。
首先,我們在Game1類中加入所需要的一些私人變數:
Matrix worldMatrix;
Matrix viewMatrix;
Matrix projectionMatrix;
VertexPositionNormalTexture[] cubeVertices;
VertexDeclaration vertexDeclaration;
VertexBuffer vertexBuffer;
BasicEffect basicEffect;
Martrix 的中文名叫“矩陣”,還有個翻譯叫“駭客帝國”……扯遠了,什麼是矩陣?我們就不解釋了,只要知道矩陣是一切3D線性變化的基礎就可以了。我們不知道矩陣是什麼,卻身處其中。在Game1類中用了三個矩陣:worldMatrix用來描述全局座標系;viewMatrix用來描述攝影機座標系;projectionMatrix用來描述投影座標系。這些都是3D圖形學的概念,不解釋了。
另外兩個重要的變數是vertexBuffer和basicEffect。vertexBuffer包含了一系列的向量,這些向量構成了我們要顯示的正方體的各個頂點;basicEffect用來描述一個基礎的渲染效果,其中描述了座標系、顏色和燈光等基本的要素,這些要素是3D圖形顯示的基礎。
接下來建立一個叫InitMatrices的方法,對各個座標系進行初始化,記得,這個InitMatrices的函數是我們自己建立的,代碼如下:
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,不解釋了,大家知道這段代碼在幹什麼就好了。接下來,建立一個叫做InitEffect的函數中,對basicEffect進行初始化,代碼如下:
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;
}
}
}
然後要對vertexDeclaration、cubeVertices和vertexBuffer變數進行初始化,我們將這部分代碼放在InitVertexBuffer函數中:
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);
Vector3 bottomLeftFront = new Vector3(-1.0f, -1.0f, 1.0f);
Vector3 topRightFront = new Vector3(1.0f, 1.0f, 1.0f);
Vector3 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);
Vector3 bottomLeftBack = new Vector3(-1.0f, -1.0f, -1.0f);
Vector3 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);
}
請原諒我把36個頂點的代碼都貼出來了,如果不貼出來,肯定會有人不補全,然後就看不到完整的正方體了。
這裡就要說到第一個錯誤點了:文章中沒有列出所有36個頂點的定義,不過範例程式碼UseBasicEffect中列出了;另一個問題是VertexBuffer的建構函式發生了變化,原文和範例程式碼中的VertexBuffer建構函式是這樣的:
vertexBuffer = new VertexBuffer(
graphics.GraphicsDevice,
VertexPositionNormalTexture.SizeInBytes * cubeVertices.Length,
BufferUsage.None
);
而正確的寫法應該是:
vertexBuffer = new VertexBuffer(
graphics.GraphicsDevice,
typeof(VertexPositionNormalTexture),
cubeVertices.Length,
BufferUsage.None
);
VertexBuffer增加了一個Type類型的參數(第二個),我們必須傳入一個IVertexType介面的衍生類別型,建構函式會用類型和頂點列表的長度計算VertexBuffer的size,這顯然比上邊的實現好了許多。
分別實現了這三個初始化函數後,我們要在真正的初始化函數Initialize裡調用這三個函數,注意Initialize函數不是自己添加的,在Game1類中本來就有:
protected override void Initialize()
{
InitMatrices();
InitEffect();
InitVertexBuffer();
base.Initialize();
}
好了,我們在Draw函數裡增加繪製方法:
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);
}
這裡包含了第二個錯誤點,原文沒有下面這句(上文高亮標出):
GraphicsDevice.SetVertexBuffer(vertexBuffer);
如果沒有SetVertexBuffer的調用,程式在運行時會遇到下面的異常:
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.
原文的調用方式和UseBasicEffect的實現方式完全不同,所以大家要注意一下。畢竟是Beta版,很多文檔還沒有最後完成。
好了,到這裡,其實我們編譯運行該程式的話,就可以看到繪製出的立方體來了。但是,我還想再加點——讓立方體旋轉起來。
在Update函數中增加下面兩句(高亮顯示):
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);
}
我們建立了一個沿X軸旋轉0.1度的矩陣,與basicEffect中的全局座標系相乘,就可以使我們繪製出來的立方體每次Update時,都沿著X軸旋轉0.1f度。因為角度是float型,千萬別忘了0.1f之後的那個f。
好了,程式最後的樣子就是這樣的。在第一篇文章裡,我留了很多問題,比如3D的基本概念、座標系、燈光、材質、旋轉,希望在後邊能夠比較從容地解釋這些知識。我現在唯一的希望是,不要等到六個月後才有時間再寫第二篇……