试图在 xna 中制作发光效果,但它根本不显示发光或任何变化。我的背色也是紫色而不是黑色,我也不能改变它:
GraphicsDevice.Clear(Color.Black);
GraphicsDevice.SetRenderTarget(bulletRenderTarget);
spriteBatch.Begin();
foreach (Bullet bullet in bulletList)
{
Texture2D bulletTexture = textures[bullet.bulletType];
spriteBatch.Draw(
bulletTexture,
new Rectangle(
(int)bullet.position.X,
(int)bullet.position.Y,
bulletTexture.Width,
bulletTexture.Height
),
null,
Color.White,
MathHelper.ToRadians(bullet.angle),
new Vector2(
bulletTexture.Width / 2,
bulletTexture.Height / 2
),
SpriteEffects.None,
0
);
}
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.Black);
postProcessEffect.CurrentTechnique = postProcessEffect.Techniques["Blur"];
spriteBatch.Begin();
spriteBatch.Draw(
bulletRenderTarget,
new Vector2(0, 0),
Color.White
);
GraphicsDevice.BlendState = BlendState.Additive;
foreach (EffectPass pass in postProcessEffect.CurrentTechnique.Passes)
{
pass.Apply();
spriteBatch.Draw(
bulletRenderTarget,
new Vector2(0,0),
Color.White
);
}
DrawHud();
foreach (BaseEntity entity in entityList)
{
entity.Draw(gameTime);
}
spriteBatch.End();
我只是想让子弹发光。
着色器:
float BlurDistance = 0.002f;
sampler ColorMapSampler : register(s1);
float4 PixelShaderFunction(float2 Tex: TEXCOORD0) : COLOR
{
float4 Color;
// Get the texel from ColorMapSampler using a modified texture coordinate. This
// gets the texels at the neighbour texels and adds it to Color.
Color = tex2D( ColorMapSampler, float2(Tex.x+BlurDistance, Tex.y+BlurDistance));
Color += tex2D( ColorMapSampler, float2(Tex.x-BlurDistance, Tex.y-BlurDistance));
Color += tex2D( ColorMapSampler, float2(Tex.x+BlurDistance, Tex.y-BlurDistance));
Color += tex2D( ColorMapSampler, float2(Tex.x-BlurDistance, Tex.y+BlurDistance));
// We need to devide the color with the amount of times we added
// a color to it, in this case 4, to get the avg. color
Color = Color / 4;
// returned the blurred color
return Color;
}
technique Blur
{
pass Pass1
{
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}