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Week 2 - Monday C# MonoGame Program creates a Game1 (or similar) - - PowerPoint PPT Presentation
Week 2 - Monday C# MonoGame Program creates a Game1 (or similar) - - PowerPoint PPT Presentation
Week 2 - Monday C# MonoGame Program creates a Game1 (or similar) object and starts it running Game1 has: Initialize() LoadContent() Update() Draw() It runs an update-draw loop continuously until told to exit
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Program creates a Game1 (or similar) object and starts it
running
Game1 has:
- Initialize()
- LoadContent()
- Update()
- Draw()
It runs an update-draw loop continuously until told to exit
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We're used to interacting with programs from the command line (console) MonoGame was not designed with this in mind
- It has pretty easy ways to read from the keyboard, the mouse, and also Xbox
controllers
But you'll need a console for Project 1 so that you can tell it which file to
load and what kind of manipulations to perform on it
So that Console.Write() and Console.Read() work
- Go to the Properties page for your project
- Go to the Application tab
- Change Output Type to Console Application
More information: http://rbwhitaker.wikidot.com/console-windows You'll need a separate thread to read and write to the console if you don't
want your game to freeze up
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To draw a picture on the screen, we need to load it first Inside a MonoGame project, right-click the Content.mgcb file and
choose Open with…
- Select MonoGame Pipeline Tool
- Add and then Existing Item…
- Find an image you want on your hard drive
- Make sure the Build Action is Build
- The Importer should be Texture Importer - MonoGame
Create a Texture2D member variable to hold it
- Assume the member variable is called cat and the content is called cat.jpg
In LoadContent(), add the line:
cat = Content.Load<Texture2D>("cat.jpg");
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Now the variable cat contains a loaded 2D texture Inside the Draw() method, add the following code: This will draw cat at location (x, y) All sprites need to be drawn between Begin() and End()
spriteBatch calls
spriteBatch.Begin(); spriteBatch.Draw(cat, new Vector2(x, y), Color.White); spriteBatch.End();
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Modern TrueType and OpenType fonts are vector descriptions
- f the shapes of characters
- Vector descriptions are good for quality, but bad for speed
MonoGame allows us to take a vector-based font and turn it
into a picture of characters that can be rendered as a texture
- Just like everything else
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Inside a MonoGame project, right-click the Content.mgcb file and
choose Open with…
Select MonoGame Pipeline Tool Right click on Content in the tool, and select Add -> New Item… Choose SpriteFont Description and give your new SpriteFont a name Open the spritefont file, choosing a text editor like Notepad++ By default, the font is Arial at size 12
- Edit the XML to pick the font, size, and spacing
- You will need multiple Sprite Fonts even for different sizes of the same font
Repeat the process to make more fonts Note: fonts have complex licensing and distribution requirements
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Load the font similar to texture content Add a DrawString() call in the Draw() method:
spriteBatch.Begin(); spriteBatch.DrawString(font, "Hello, World!", new Vector2(100, 100), Color.Black); spriteBatch.End(); font = Content.Load<SpriteFont>("Text");
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They "float" above the background like
fairies…
Multiple sprites are often stored on one
texture
It's cheaper to store one big image than a
lot of small ones
This is an idea borrowed from old video
games that rendered characters as sprites
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It is possible to apply all kinds of 3D transformations to a
sprite
- A sprite can be used for billboarding or other image-based
techniques in a fully 3D environment
But, we can also simply rotate them using an overloaded call
to Draw()
spriteBatch.Draw(texture, location, sourceRectangle, Color.White, angle,
- rigin, 1.0f, SpriteEffects.None, 1);
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texture:
Texture2D to draw
location:
Location to draw it
sourceRectangle
Portion of image
Color.White
Full brightness
angle
Angle in radians
origin
Origin of rotation
1.0f
Scaling
SpriteEffects.None
No effects
1
Float level
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For API design, practical top-down problem solving, and
hardware design, and efficiency, rendering is described as a pipeline
This pipeline contains three conceptual stages:
Produces material to be rendered
Application
Decides what, how, and where to render
Geometry
Renders the final image
Rasterizer
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The output of the Application Stage is polygons The Geometry Stage processes these polygons using the
following pipeline:
Model and View Transform Vertex Shading Projection Clipping Screen Mapping
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Each 3D model has its own coordinate system called model
space
When combining all the models in a scene together, the
models must be converted from model space to world space
After that, we still have to account for the position of the
camera
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We transform the models into camera space or eye space
with a view transform
Then, the camera will sit at (0,0,0), looking into negative z The z-axis comes out of the screen in the book's examples and
in MonoGame (but not in older DirectX)
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Figuring out the effect of light on a material is called shading This involves computing a (sometimes complex) shading
equation at different points on an object
Typically, information is computed on a per-vertex basis and
may include:
- Location
- Normals
- Colors
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Projection transforms the view
volume into a standardized unit cube
Vertices then have a 2D location
and a z-value
There are two common forms of
projection:
- Orthographic: Parallel lines stay
parallel, objects do not get smaller in the distance
- Perspective: The farther away an
- bject is, the smaller it appears
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Clipping process the polygons based on their location relative to the view
volume
A polygon completely inside the view volume is unchanged A polygon completely outside the view volume is ignored (not rendered) A polygon partially inside is clipped
- New vertices on the boundary of the volume are created
Since everything has been transformed into a unit cube, dedicated hardware
can do the clipping in exactly the same way, every time
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Screen-mapping transforms the x and y coordinates of each polygon from the
unit cube to screen coordinates
A few oddities:
- DirectX has weird coordinate systems for pixels where the location is the center of the
pixel
- DirectX conforms to the Windows standard of pixel (0,0) being in the upper left of the
screen
- OpenGL conforms to the Cartesian system with pixel (0,0) in the lower left of the screen
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Rendering pipeline
- Rasterizer stage
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