내가 해냈어 ... 방법은 다음과 같습니다
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace StencilTest
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D star, cloud, shape;
AlphaTestEffect alphaTestEffect;
DepthStencilState stencilAlways;
DepthStencilState stencilKeep;
RenderTarget2D rt;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
IsMouseVisible = true;
}
protected override void Initialize()
{
base.Initialize();
}
Texture2D grass;
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
star = Content.Load<Texture2D>("star1");
cloud = Content.Load<Texture2D>("cloud1");
shape = Content.Load<Texture2D>("shape");
back = Content.Load<Texture2D>("back");
grass = Content.Load<Texture2D>("grass1");
Matrix projection = Matrix.CreateOrthographicOffCenter(0, shape.Width, shape.Height, 0, 0, 1);
Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
alphaTestEffect = new AlphaTestEffect(GraphicsDevice);
alphaTestEffect.VertexColorEnabled = true;
alphaTestEffect.DiffuseColor = Color.White.ToVector3();
alphaTestEffect.AlphaFunction = CompareFunction.Equal;
alphaTestEffect.ReferenceAlpha = 0;
alphaTestEffect.World = Matrix.Identity;
alphaTestEffect.View = Matrix.Identity;
alphaTestEffect.Projection = halfPixelOffset * projection;
// set up stencil state to always replace stencil buffer with 1
stencilAlways = new DepthStencilState();
stencilAlways.StencilEnable = true;
stencilAlways.StencilFunction = CompareFunction.Always;
stencilAlways.StencilPass = StencilOperation.Replace;
stencilAlways.ReferenceStencil = 1;
stencilAlways.DepthBufferEnable = false;
// set up stencil state to pass if the stencil value is 1
stencilKeep = new DepthStencilState();
stencilKeep.StencilEnable = true;
stencilKeep.StencilFunction = CompareFunction.Equal;
stencilKeep.StencilPass = StencilOperation.Keep;
stencilKeep.ReferenceStencil = 1;
stencilKeep.DepthBufferEnable = false;
rt = new RenderTarget2D(GraphicsDevice, shape.Width, shape.Height,
false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8,
0, RenderTargetUsage.DiscardContents);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
float angle = 0f;
private Texture2D back;
Vector2 pos = new Vector2(400, 300);
float cloudscale = 0.25f;
protected override void Draw(GameTime gameTime)
{
// set up rendering to the active render target
GraphicsDevice.SetRenderTarget(rt);
// clear the render target to opaque black,
// and initialize the stencil buffer with all zeroes
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil,
new Color(0, 0, 0, 1), 0, 0);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque,
null, stencilAlways, null, alphaTestEffect);
spriteBatch.Draw(shape, Vector2.Zero, null, Color.White, 0f,
Vector2.Zero, 1f, SpriteEffects.None, 0f);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
null, stencilKeep, null, null);
//for (int i = 0; i < Math.Ceiling(800/(cloud.Width * cloudscale)); i++)
// for (int j = 0; j < Math.Ceiling(600/(cloud.Height * cloudscale)); j++)
// spriteBatch.Draw(cloud, Vector2.Zero + new Vector2(i * cloud.Width * cloudscale, j * cloud.Height * cloudscale), null, Color.White, 0f,
// Vector2.Zero, cloudscale, SpriteEffects.None, 0f);
spriteBatch.Draw(grass, new Vector2(rt.Width/2, rt.Height/2) + new Vector2(0f, -100f), null, Color.White, 0f,
new Vector2(grass.Width/2, grass.Height/2), .85f, SpriteEffects.None, 0f);
spriteBatch.Draw(cloud, new Vector2(rt.Width/2, rt.Height/2), null, Color.White, 0f,
new Vector2(cloud.Width/2, cloud.Height/2), 1f, SpriteEffects.None, 0f);
spriteBatch.Draw(star, new Vector2(rt.Width/2, rt.Height/2) + new Vector2(0f, 100f), null, Color.White, 0f,
new Vector2(star.Width/2, star.Height/2), .85f, SpriteEffects.None, 0f);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
spriteBatch.Begin();
spriteBatch.Draw(back, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f);
spriteBatch.Draw(rt, pos + new Vector2(50f * (float)Math.Cos(MathHelper.ToRadians(angle)), 50f * (float)Math.Sin(MathHelper.ToRadians(angle))), null, Color.White, 0f, new Vector2(rt.Width/2, rt.Height/2), 1f, SpriteEffects.None, 0f);
spriteBatch.End();
// TODO: Add your drawing code here
angle +=0.5f;
base.Draw(gameTime);
}
}
}
이것은 가장 쉬운 솔루션입니다. 그리고 제가 추가 할 수 있다면 : 가위 사각형을 사용하여 (또는 뷰포트를 변경하여) 덮어 씌울 영역을 줄일 수 있습니다. 그러나 원래의 질문에 따라 임의의 컷 아웃을 수행 할 수있는 BlendState (또는, DepthStencilState) 시퀀스를 사용하는 솔루션도 존재합니다. –
스텐실 버퍼를 사용하는 것이 가장 유연한 솔루션입니다. 숀 하그리브스 (Shawn Hargreaves)는 멋진 간단한 코드로 게시물을 가지고 있습니다 : [http://blogs.msdn.com/b/shawnhar/archive/2007/05/17/transitions-part-three-stencil-swipes.aspx](http:/) /blogs.msdn.com/b/shawnhar/archive/2007/05/17/transitions-part-three-stencil-swipes.aspx) – Aranda
친애하는 Aranda/Andrew, 친절한 도움에 많은 감사를드립니다. 나는 지금 그 사람들에게 초점을 맞추고 가능한 한 빨리 여기에 해결책을 제시 할 것입니다. – JML