Intro to Effects and Post-Processing

本文探讨了如何通过使用着色器实现游戏画面的高度风格化,包括为模型应用着色器及后处理效果,旨在帮助独立游戏开发者创建独特视觉风格的游戏。

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Intro to Effects and Post-Processing

March 9, 2008

postprocessing_big1.jpgLet’s learn how to use effects in our game to achieve a highly stylized, unique look to our game. <script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"> </script> width="468" scrolling="no" height="15" frameborder="0" allowtransparency="true" hspace="0" vspace="0" marginheight="0" marginwidth="0" src="http://pagead2.googlesyndication.com/pagead/ads?client=ca-pub-4918349833220447&dt=1212402216830&lmt=1212402215&prev_slotnames=5585453236&output=html&slotname=2273068045&correlator=1212402216336&url=http%3A%2F%2Fwww.stromcode.com%2F2008%2F03%2F09%2Fintro-to-effects-and-post-processing%2F&ref=http%3A%2F%2Fwww.stromcode.com%2F2008%2F04%2F02%2Fan-introduction-to-hlsl-part-i%2F&frm=0&cc=100&ga_vid=2992875446891075600.1212401973&ga_sid=1212401973&ga_hid=1148312423&ga_fc=true&flash=0&u_h=900&u_w=1440&u_ah=870&u_aw=1440&u_cd=32&u_tz=480&u_his=1&u_java=true&u_nplug=13&u_nmime=40" name="google_ads_frame">

One of the coolest, and I think most inspirational, of the sample packs released on the XNA Creators Club website is the Non-Realistic Rendering sample. One of the coolest things, in my mind, about the oncoming onslaught of indie games for the X360 is going to be the huge amount of highly stylized games. If you’ve ever browsed Steam, you’ve probably noticed that the big studio games all fall into the same “awesome graphics FPS” category, while the indie games really stand out based on their unique look, combined with their unique gameplay. Games like Darwinia, Rag Doll Kung Fu and Gish immediately come to mind.

One of the ways to get a unique, highly stylized look to your game is through the clever and creative use of shaders, both as applied to your models, and as post-processing effects. I’ve recently showed you how you can take the colored crosshatching example from the Non-Realistic Rendering sample, combined with a grungy texture, to get a Silent Hill effect. What we’re going to do now is look at how shaders are used, pre- and post-, and how we can build up a nice little application that we can use to swap effects in and out and see what we’ll end up with.

In order to follow along, you’re going to need to know how to do some of the basics on your own. We’re going to start with a simple demo app that renders a textured model, renders a background, and accepts input (to allow you to rotate your model). If you don’t know how to do all of that, go get up to speed and come back.

For my example, I have used the Ship.fbx model that you’re all familiar with. Because I like to have my models, textures and effects in their own folder in the content pipeline, I’ve edited Ship.fbx to set the RelativePath of the ShipDiffuse.tga texture to ../Textures/ShipDiffuse.tga and you may want to do the same. I’ve also added a background texture, which is simply a 256×256 jpg named background.jpg. I included this texture in my project under the Textures folder, loaded it in LoadContent into a Texture2D object, then rendered it before rendering the ship model using the SpriteBatch. The Draw call specifies that I want that 256^2 texture stretched out to the dimensions of the viewport. So we’re not going to get the prettiest background, but its good enough to see what kind of effect any postprocessing will have on the scene.

I took a little shortcut here by calling SpriteBatch.Begin with the SaveStateMode.SaveState flag, although apparently this will cause a significant performance hit. For our purposes, it shouldn’t be an issue, but this is likely not how you’d want to handle drawing a background in a real game (Shawn Hargreaves has more on this here). Here’s the code I used to render both the background and then the model:

  1. spriteBatch. Begin (SpriteBlendMode. None, SpriteSortMode. BackToFront, SaveStateMode. SaveState );
  2. spriteBatch. Draw (background, new Rectangle ( 0, 0, graphics. GraphicsDevice. Viewport. Width, graphics. GraphicsDevice. Viewport. Height ), Color. White );
  3. spriteBatch. End ( );
  4.  
  5. foreach (ModelMesh mesh in ship. Meshes ) {
  6.     foreach (BasicEffect effect in mesh. Effects ) {
  7.         effect. EnableDefaultLighting ( );
  8.         effect. View = view;
  9.         effect. Projection = projection;
  10.         effect. World = world;
  11.     }
  12.  
  13.     mesh. Draw ( );
  14. }

That’ll get our model up, with a nice little background up behind it.

Let’s take a quick look at what we’ve got so far:

资源下载链接为: https://pan.quark.cn/s/22ca96b7bd39 在当今的软件开发领域,自动化构建与发布是提升开发效率和项目质量的关键环节。Jenkins Pipeline作为一种强大的自动化工具,能够有效助力Java项目的快速构建、测试及部署。本文将详细介绍如何利用Jenkins Pipeline实现Java项目的自动化构建与发布。 Jenkins Pipeline简介 Jenkins Pipeline是运行在Jenkins上的一套工作流框架,它将原本分散在单个或多个节点上独立运行的任务串联起来,实现复杂流程的编排与可视化。它是Jenkins 2.X的核心特性之一,推动了Jenkins从持续集成(CI)向持续交付(CD)及DevOps的转变。 创建Pipeline项目 要使用Jenkins Pipeline自动化构建发布Java项目,首先需要创建Pipeline项目。具体步骤如下: 登录Jenkins,点击“新建项”,选择“Pipeline”。 输入项目名称和描述,点击“确定”。 在Pipeline脚本中定义项目字典、发版脚本和预发布脚本。 编写Pipeline脚本 Pipeline脚本是Jenkins Pipeline的核心,用于定义自动化构建和发布的流程。以下是一个简单的Pipeline脚本示例: 在上述脚本中,定义了四个阶段:Checkout、Build、Push package和Deploy/Rollback。每个阶段都可以根据实际需求进行配置和调整。 通过Jenkins Pipeline自动化构建发布Java项目,可以显著提升开发效率和项目质量。借助Pipeline,我们能够轻松实现自动化构建、测试和部署,从而提高项目的整体质量和可靠性。
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