xna 3.1 to xna 4.0 conversion cheat sheet.(转)
Nelxon here again providing yet another resource for XNA Game developers. There are a few sites available to help us convert those XNA 3.1 projects to XNA 4.0, but it seems many of us are still have problems migrating successfully and easily. Its a pain to visit multiple sites and pages only to find corrections for 1 to 3 errors and still have hundreds more left.
After losing many hours of production time, I decided it would be more convenient to have a simple cheat sheet - (collection of code snippets XNA 3.1 to XNA 4.0) to help me convert projects faster with less difficulty. So far, this cheat sheet has helped me convert over a dozen XNA 3.1 projects, which removed at least 90% of the errors due to the code breaking changes from XNA 4.0. The remaining errors I could resolve myself or simply ask for help on the forums. 5 errors are better than 50…
I decided to share this cheat sheet because I am constantly reading forums where developers discuss having the same problems converting their projects. I figured maybe other developers would find this useful as well. These code snippets were created from comparing the XNA 3.1 creator’s club educational samples to the newer XNA 4.0 samples. However do not consider this page as a tutorial, it is a list of examples to help you see the difference between XNA 3.1 and XNA 4.0 syntax and provided to help you learn by example.
DON’T FORGET TO BACKUP YOUR WORK FIRST, BEFORE YOU TRY TO CONVERT IT.
The name ‘SpriteBlendMode‘ does not exist in the current context The name ‘SaveStateMode‘ does not exist in the current context
‘Microsoft.Xna.Framework.Graphics.GraphicsDevice‘ does not contain a definition for ‘RenderState‘…
‘Microsoft.Xna.Framework.Graphics.Effect‘ does not contain a definition for ‘Begin‘ … ‘Microsoft.Xna.Framework.Graphics.Effect‘ does not contain a definition for ‘End‘.. ‘Microsoft.Xna.Framework.Graphics.Effect‘ does not contain a definition for ‘CommitChanges‘ … ‘Microsoft.Xna.Framework.Graphics.EffectPass‘ does not contain a definition for ‘Begin‘ … ‘Microsoft.Xna.Framework.Graphics.EffectPass‘ does not contain a definition for ‘End‘ …. No overload for method ‘Clone‘ takes 1 arguments
The name ‘ShaderProfile‘ does not exist in the current context ‘Microsoft.Xna.Framework.GameTime‘ does not contain a definition for ‘TotalRealTime‘ … ‘Microsoft.Xna.Framework.Color‘ does not contain a definition for ‘TransparentBlack‘ …
The type or namespace name ‘ResolveTexture2D‘ could not be found … ‘Microsoft.Xna.Framework.Graphics.GraphicsDevice‘ does not contain a definition for ‘ResolveBackBuffer‘… The type or namespace name ‘DepthStencilBuffer‘ could not be found …
‘Microsoft.Xna.Framework.Graphics.RenderTarget2D‘ does not contain a constructor that takes 5 arguments … ‘Microsoft.Xna.Framework.Graphics.RenderTarget2D‘ does not contain a definition for ‘GetTexture‘ …
‘Microsoft.Xna.Framework.Graphics.PresentationParameters‘ does not contain a definition for ‘MultiSampleType‘ … ‘Microsoft.Xna.Framework.Graphics.PresentationParameters‘ does not contain a definition for ‘MultiSampleQuality‘ …
The best overloaded method match for ‘Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetRenderTarget…
‘Microsoft.Xna.Framework.Graphics.GraphicsDevice‘ does not contain a definition for ‘VertexDeclaration‘ ‘Microsoft.Xna.Framework.Graphics.GraphicsDevice‘ does not contain a definition for ‘Vertices‘
‘Microsoft.Xna.Framework.Graphics.VertexPositionTexture‘ does not contain a definition for ‘SizeInBytes‘ ‘Microsoft.Xna.Framework.Graphics.VertexPositionTexture‘ does not contain a definition for ‘VertexElements‘
‘Microsoft.Xna.Framework.Graphics.ModelMesh‘ does not contain a definition for ‘IndexBuffer‘ ‘Microsoft.Xna.Framework.Graphics.ModelMesh‘ does not contain a definition for ‘VertexBuffer‘
‘Microsoft.Xna.Framework.Graphics.ModelMeshPart‘ does not contain a definition for ‘BaseVertex‘ ‘Microsoft.Xna.Framework.Graphics.ModelMeshPart‘ does not contain a definition for ‘StreamOffset‘ ‘Microsoft.Xna.Framework.Graphics.ModelMeshPart‘ does not contain a definition for ‘VertexStride‘
‘Microsoft.Xna.Framework.Storage.StorageContainer‘ does not contain a definition for ‘TitleLocation‘ ‘Microsoft.Xna.Framework.Storage.StorageContainer‘ does not contain a definition for ‘Path‘ ‘Microsoft.Xna.Framework.Storage.StorageDevice‘ does not contain a definition for ‘OpenContainer‘ ‘Microsoft.Xna.Framework.GamerServices.Guide‘ does not contain a definition for ‘BeginShowStorageDeviceSelector‘ ‘Microsoft.Xna.Framework.GamerServices.Guide‘ does not contain a definition for ‘EndShowStorageDeviceSelector‘
syntax error: unexpected token ‘VertexShader‘ syntax error: unexpected token ‘PixelShader‘ error X3539: ps_1_x is no longer supported
ListofExamplesConvertingXNA3.1toXNA4.0
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// XNA 3.1 sprite.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState); |
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// XNA 4.0 sprite.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); |
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// XNA 3.1 // Sort the object layer and player sprite according to depth spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.None); |
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// XNA 4.0 // Sort the object layer and player sprite according to depth spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); |
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// XNA 3.1 sprite.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); |
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// XNA 4.0 sprite.Begin(SpriteSortMode.Immediate, BlendState.Opaque); |
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// XNA 3.1 // Draw the background image. spriteBatch.Begin(SpriteBlendMode.None); Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Draw(background, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.White); spriteBatch.End(); |
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// XNA 4.0 // Draw the background image. spriteBatch.Begin(0, BlendState.Opaque); spriteBatch.Draw(background, GraphicsDevice.Viewport.Bounds, Color.White); spriteBatch.End(); |
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// XNA 3.1 // enable alpha blending and disable depth write GraphicsDevice.RenderState.AlphaBlendEnable = true ; GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha; GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha; GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = true ; GraphicsDevice.RenderState.AlphaBlendOperation = BlendFunction.Add; GraphicsDevice.RenderState.AlphaSourceBlend = Blend.One; GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.One; GraphicsDevice.RenderState.DepthBufferWriteEnable = false ; |
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// XNA 4.0 // enable alpha blending and disable depth write GraphicsDevice.BlendState = BlendState.AlphaBlend; GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead; |
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// XNA 3.1 // reset blend and depth write GraphicsDevice.RenderState.AlphaBlendEnable = false ; GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = false ; GraphicsDevice.RenderState.DepthBufferWriteEnable = true ; |
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// XNA 4.0 // reset blend and depth write GraphicsDevice.BlendState = BlendState.Additive; GraphicsDevice.DepthStencilState = DepthStencilState.Default; |
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// XNA 3.1 // enable depth buffering GraphicsDevice.RenderState.DepthBufferEnable = true ; |
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// XNA 4.0 // enable depth buffering GraphicsDevice.DepthStencilState = DepthStencilState.Default; |
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// XNA 3.1 //disable depth buffering GraphicsDevice.RenderState.DepthBufferWriteEnable = false ; GraphicsDevice.RenderState.DepthBufferEnable = false ; |
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// XNA 4.0 //disable depth buffering GraphicsDevice.DepthStencilState = DepthStencilState.None; |
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// XNA 3.1 // set additive blend (zero on alpha) GraphicsDevice.RenderState.DepthBufferWriteEnable = false ; GraphicsDevice.RenderState.AlphaBlendEnable = true ; GraphicsDevice.RenderState.SourceBlend = Blend.One; GraphicsDevice.RenderState.DestinationBlend = Blend.One; |
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// XNA 4.0 // set additive blend (zero on alpha) GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead; GraphicsDevice.BlendState = BlendState.AlphaBlend; |
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// XNA 3.1 // restore blend modes GraphicsDevice.RenderState.DepthBufferWriteEnable = true ; GraphicsDevice.RenderState.AlphaBlendEnable = false ; GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = false ; |
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// XNA 4.0 // restore blend modes GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; |
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// XNA 3.1 // set alpha blend and no depth test or write GraphicsDevice.RenderState.DepthBufferEnable = false ; GraphicsDevice.RenderState.DepthBufferWriteEnable = false ; GraphicsDevice.RenderState.AlphaBlendEnable = true ; GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha; GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha; |
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// XNA 4.0 // set alpha blend and no depth test or write GraphicsDevice.DepthStencilState = DepthStencilState.None; GraphicsDevice.BlendState = BlendState.AlphaBlend; |
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// XNA 3.1 // Set suitable renderstates for drawing a 3D model GraphicsDevice.RenderState.AlphaBlendEnable = false ; GraphicsDevice.RenderState.AlphaTestEnable = false ; GraphicsDevice.RenderState.DepthBufferEnable = true ; |
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// XNA 4.0 // Set suitable renderstates for drawing a 3D model GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; |
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// XNA 3.1 // additive blend GraphicsDevice.RenderState.AlphaBlendEnable = true ; GraphicsDevice.RenderState.SourceBlend = Blend.One; GraphicsDevice.RenderState.DestinationBlend = Blend.One; |
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// XNA 4.0 // additive blend GraphicsDevice.BlendState = BlendState.Additive; |
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// XNA 3.1 // set additive blend GraphicsDevice.RenderState.DestinationBlend = Blend.One; |
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// XNA 4.0 // set additive blend GraphicsDevice.BlendState = BlendState.Additive; |
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// XNA 3.1 // set alpha blend GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha; |
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// XNA 4.0 // set alpha blend GraphicsDevice.BlendState = BlendState.AlphaBlend; |
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// XNA 3.1 GraphicsDevice.RenderState.CullMode = CullMode.CullCounterClockwiseFace; |
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// XNA 4.0 GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; |
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// XNA 3.1 // set render states GraphicsDevice.RenderState.DepthBufferEnable = false ; GraphicsDevice.RenderState.DepthBufferWriteEnable = false ; GraphicsDevice.RenderState.AlphaBlendEnable = true ; GraphicsDevice.RenderState.SourceBlend = Blend.One; GraphicsDevice.RenderState.DestinationBlend = Blend.One; GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = true ; GraphicsDevice.RenderState.AlphaBlendOperation = BlendFunction.Add; GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.Zero; GraphicsDevice.RenderState.AlphaSourceBlend = Blend.Zero; // drawing code here.. // restore render states GraphicsDevice.RenderState.DepthBufferEnable = true ; GraphicsDevice.RenderState.DepthBufferWriteEnable = true ; GraphicsDevice.RenderState.AlphaBlendEnable = false ; GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = false ; |
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// XNA 4.0 //save the states DepthStencilState ds = GraphicsDevice.DepthStencilState; BlendState bs = GraphicsDevice.BlendState; //set render states GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead; GraphicsDevice.BlendState = BlendState.AlphaBlend; // drawing code here.. // restore render states GraphicsDevice.DepthStencilState = ds; GraphicsDevice.BlendState = bs; |
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// apply effect XNA 3.1 blurEffect.CommitChanges(); blurEffect.Begin(SaveStateMode.SaveState); blurEffect.CurrentTechnique.Passes[0].Begin(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 2); blurEffect.CurrentTechnique.Passes[0].End(); blurEffect.End(); |
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// apply effect XNA 4.0 blurEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 2); |
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// XNA 3.1 // commit effect changes effect.CommitChanges(); |
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// XNA 4.0 // you will need to call EffectPass.Apply() if any of the effect properties change // Otherwise Delete it. |
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// XNA 3.1 // begin effect effect.Begin(SaveStateMode.SaveState); effect.CurrentTechnique.Passes[0].Begin(); |
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// XNA 4.0 // begin effect effect.CurrentTechnique.Passes[0].Apply(); |
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// XNA 3.1 // end effect effect.CurrentTechnique.Passes[0].End(); effect.End(); |
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// XNA 4.0 // Delete it. No longer needed. |
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// XNA 3.1 // Make a clone of our replacement effect Effect newEffect = replacementEffect.Clone(replacementEffect.GraphicsDevice); |
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// XNA 4.0 // Make a clone of our replacement effect. 3.1 Effect newEffect = replacementEffect.Clone(); |
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// XNA 3.1 // Activate the appropriate effect technique postprocessEffect.CurrentTechnique = postprocessEffect.Techniques[effectTechniqueName]; // Draw a fullscreen sprite to apply the postprocessing effect. spriteBatch.Begin(SpriteBlendMode.None,SpriteSortMode.Immediate, SaveStateMode.None); postprocessEffect.Begin(); postprocessEffect.CurrentTechnique.Passes[0].Begin(); spriteBatch.Draw(sceneRenderTarget.GetTexture(), Vector2.Zero, Color.White); spriteBatch.End(); postprocessEffect.CurrentTechnique.Passes[0].End(); postprocessEffect.End(); |
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// XNA 4.0 // Activate the appropriate effect technique postprocessEffect.CurrentTechnique = postprocessEffect.Techniques[effectTechniqueName]; // Draw a fullscreen sprite to apply the postprocessing effect. spriteBatch.Begin(0, BlendState.Opaque, null , null , null , postprocessEffect); spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White); spriteBatch.End(); |
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// XNA 3.1 graphics.MinimumPixelShaderProfile = ShaderProfile.PS_3_0; //any PS number... graphics.MinimumVertexShaderProfile = ShaderProfile.VS_3_0; //any VS number... |
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// XNA 4.0 // Delete it. No longer needed. |
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// XNA 3.1 float myTime = ( float )gameTime.TotalRealTime.TotalSeconds * 0.2f; |
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// XNA 4.0 float myTime = ( float )gameTime.TotalGameTime.TotalSeconds * 0.2f; |
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// XNA 3.1 GraphicsDevice.Clear(Color.TransparentBlack); |
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// XNA 4.0 GraphicsDevice.Clear(Color.Transparent); |
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// XNA 3.1 ResolveTexture2D sceneMap; |
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// XNA 4.0 RenderTarget2D sceneMap; |
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// XNA 3.1 // Look up the resolution and format of our main backbuffer. PresentationParameters pp = GraphicsDevice.PresentationParameters; // Create a texture for reading back the backbuffer contents. sceneMap = new ResolveTexture2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1, pp.BackBufferFormat); |
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// XNA 4.0 // Look up the resolution and format of our main backbuffer. PresentationParameters pp = GraphicsDevice.PresentationParameters; // Create a texture for reading back the backbuffer contents. sceneMap = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false , pp.BackBufferFormat, pp.DepthStencilFormat); //or sceneMap = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false , pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents); |
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// XNA 3.1 GraphicsDevice.ResolveBackBuffer(sceneMap); |
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// XNA 4.0 GraphicsDevice.SetRenderTarget(sceneMap); |
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// XNA 3.1 int width = GraphicsDevice.Viewport.Width; int height = GraphicsDevice.Viewport.Height; // create render target myRenderTarget = new RenderTarget2D(GraphicsDevice, width, height, 1, SurfaceFormat.Color); |
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// XNA 4.0 int width = GraphicsDevice.Viewport.Width; int height = GraphicsDevice.Viewport.Height; // create render target myRenderTarget = new RenderTarget2D(GraphicsDevice, width, height, true , SurfaceFormat.Color, DepthFormat.Depth24); |
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// XNA 3.1 PresentationParameters pp = GraphicsDevice.PresentationParameters; // Create custom rendertarget sceneRenderTarget = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1, pp.BackBufferFormat, pp.MultiSampleType, pp.MultiSampleQuality); |
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// XNA 4.0 PresentationParameters pp = GraphicsDevice.PresentationParameters; // Create custom rendertarget sceneRenderTarget = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false , pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents); |
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// XNA 3.1 PresentationParameters pp = GraphicsDevice.PresentationParameters; // Setup a DepthBuffer drawBuffer = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1, SurfaceFormat.Color, pp.MultiSampleType, pp.MultiSampleQuality); drawDepthBuffer = new DepthStencilBuffer(GraphicsDevice, pp.AutoDepthStencilFormat, pp.MultiSampleType, pp.MultiSampleQuality); |
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// XNA 4.0 PresentationParameters pp = GraphicsDevice.PresentationParameters; // Setup a DepthBuffer drawBuffer = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, true , SurfaceFormat.Color,DepthFormat.Depth24Stencil8, pp.MultiSampleCount, RenderTargetUsage.DiscardContents); //NOTE: DepthStencilBuffer class no longer exists |
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// XNA 3.1 spriteBatch.Draw(myRenderTarget.GetTexture(), Vector2.Zero, Color.White); |
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// XNA 4.0 spriteBatch.Draw(myRenderTarget, Vector2.Zero, Color.White); // NOTE: ".GetTexure()" No longer needed |
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// XNA 3.1 Texture2D myTexture = myRenderTarget.GetTexture(); |
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// XNA 4.0 Texture2D myTexture = myRenderTarget; // NOTE: ".GetTexure()" No longer needed |
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// XNA 3.1 GraphicsDevice.SetRenderTarget(0, myRenderTarget); |
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// XNA 4.0 GraphicsDevice.SetRenderTarget(myRenderTarget); |
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// XNA 3.1 // Set the two render targets GraphicsDevice.SetRenderTarget(0, colorRT); GraphicsDevice.SetRenderTarget(1, depthRT); |
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// XNA 4.0 // Set the two render targets GraphicsDevice.SetRenderTargets(colorRT, depthRT); |
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// XNA 3.1 GraphicsDevice.SetRenderTarget(0, null ); |
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// XNA 4.0 GraphicsDevice.SetRenderTarget( null ); |
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// XNA 3.1 // resolve the backbuffer as the depth map GraphicsDevice.ResolveBackBuffer(depthMap); // draw the scene image again, blur it with the depth map GraphicsDevice.Textures[1] = depthMap; Viewport viewport = GraphicsDevice.Viewport; dofEffect.CurrentTechnique = depthBlurTechnique; DrawFullscreenQuad(sceneMap, viewport.Width, viewport.Height, dofEffect); |
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// XNA 4.0 // resolve the backbuffer as the depth map GraphicsDevice.SetRenderTarget( null ); // draw the scene image again, blur it with the depth map GraphicsDevice.Textures[1] = depthMap; GraphicsDevice.SamplerStates[1] = SamplerState.PointClamp; Viewport viewport = GraphicsDevice.Viewport; dofEffect.CurrentTechnique = depthBlurTechnique; DrawFullscreenQuad(sceneMap, viewport.Width, viewport.Height, dofEffect); |
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// XNA 3.1 ResolveTexture2D resolveTarget; RenderTarget2D renderTarget1; RenderTarget2D renderTarget2; // Look up the resolution and format of our main backbuffer. PresentationParameters pp = GraphicsDevice.PresentationParameters; int width = pp.BackBufferWidth; int height = pp.BackBufferHeight; SurfaceFormat format = pp.BackBufferFormat; // Create a texture for reading back the backbuffer contents. resolveTarget = new ResolveTexture2D(GraphicsDevice, width, height, 1, format); // Create two rendertargets half size for the bloom processing. width /= 2; height /= 2; renderTarget1 = new RenderTarget2D(GraphicsDevice, width, height, 1,format); renderTarget2 = new RenderTarget2D(GraphicsDevice, width, height, 1,format); // ... In the Draw Method... GraphicsDevice.ResolveBackBuffer(resolveTarget); // ...apply effect and draw pass 1... |
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// XNA 4.0 RenderTarget2D sceneRenderTarget; RenderTarget2D renderTarget1; RenderTarget2D renderTarget2; // Look up the resolution and format of our main backbuffer. PresentationParameters pp = GraphicsDevice.PresentationParameters; int width = pp.BackBufferWidth; int height = pp.BackBufferHeight; SurfaceFormat format = pp.BackBufferFormat; // Create a texture for rendering the main scene, prior to applying bloom. sceneRenderTarget = new RenderTarget2D(GraphicsDevice, width, height, false , format, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents); // Create two rendertargets half size for the bloom processing. width /= 2; height /= 2; renderTarget1 = new RenderTarget2D(GraphicsDevice, width, height, false , format, DepthFormat.None); renderTarget2 = new RenderTarget2D(GraphicsDevice, width, height, false , format, DepthFormat.None); // ...In the Draw Method... GraphicsDevice.SetRenderTarget(sceneRenderTarget); GraphicsDevice.SamplerStates[1] = SamplerState.LinearClamp; // ...apply effect and draw pass 1.... |
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// XNA 3.1 // Vertex declaration for rendering our 3D model. GraphicsDevice.VertexDeclaration = new VertexDeclaration(VertexPositionTexture.VertexElements); |
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// XNA 4.0 // Delete it. No longer needed. |
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// XNA 3.1 // set vertex buffer and declaration GraphicsDevice.VertexDeclaration = vertexDeclaration; GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionTexture.SizeInBytes); |
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// XNA 4.0 // set vertex buffer and declaration GraphicsDevice.SetVertexBuffer(vertexBuffer); |
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// XNA 3.1 // create vertex declaration vertexDeclaration = new VertexDeclaration(GraphicsDevice, VertexPositionTexture.VertexElements); |
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// XNA 4.0 // create vertex declaration vertexDeclaration = new VertexDeclaration(VertexPositionTexture.VertexDeclaration.GetVertexElements()); |
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// XNA 3.1 // reset vertex buffer declaration GraphicsDevice.VertexDeclaration = null ; GraphicsDevice.Vertices[0].SetSource( null , 0, 0); |
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// XNA 4.0 // reset vertex buffer declaration GraphicsDevice.SetVertexBuffer( null ); |
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// XNA 3.1 // the vertices array VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[100]; // set new particles to vertex buffer vertexBuffer.SetData<VertexPositionNormalTexture>(VertexPositionNormalTexture.SizeInBytes * vertexCount, vertices,vertexCount,count,VertexPositionNormalTexture.SizeInBytes); |
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// XNA 4.0 // the vertices array VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[100]; // set new particles to vertex buffer vertexBuffer.SetData<VertexPositionNormalTexture>(vertices); |
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// XNA 3.1 // for each mesh part foreach (ModelMeshPart meshPart in mesh.MeshParts) { // if primitives to render if (meshPart.PrimitiveCount > 0) { // setup vertices and indices GraphicsDevice.VertexDeclaration = meshPart.VertexDeclaration; GraphicsDevice.Vertices[0].SetSource(mesh.VertexBuffer, meshPart.StreamOffset, meshPart.VertexStride); GraphicsDevice.Indices = mesh.IndexBuffer; ... |
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// XNA 4.0 GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; // may be needed in some cases... // for each mesh part foreach (ModelMeshPart meshPart in mesh.MeshParts) { // if primitives to render if (meshPart.PrimitiveCount > 0) { // setup vertices and indices GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer); GraphicsDevice.Indices = meshPart.IndexBuffer; ... |
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// XNA 3.1 // draw primitives GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, meshPart.BaseVertex, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount); |
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// XNA 4.0 // draw primitives GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount); |
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// XNA 3.1 // create the vertex buffer vertexBuffer = new VertexBuffer(GraphicsDevice, typeof (VertexPositionNormalTexture), 250, BufferUsage.WriteOnly | BufferUsage.Points); |
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// XNA 4.0 // create the vertex buffer vertexBuffer = new VertexBuffer(GraphicsDevice, typeof (VertexPositionNormalTexture), 250, BufferUsage.WriteOnly | BufferUsage.None); |
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// XNA 3.1 // enable point sprite 3.1 GraphicsDevice.RenderState.PointSpriteEnable = true ; GraphicsDevice.RenderState.PointSizeMax = 128; |
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// XNA 4.0 // Delete it. No longer available. |
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// XNA 3.1 // draw the point sprites GraphicsDevice.DrawPrimitives(PrimitiveType.PointList, vertexPosition, numberVertices); |
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// XNA 4.0 // draw the point sprites GraphicsDevice.DrawPrimitives(PrimitiveType.LineList, vertexPosition, numberVertices); |
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// XNA 3.1 // open the container StorageContainer storageContainer = storageDevice.OpenContainer( "YourGameName" ); |
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// XNA 4.0 //To make life easier simply create a method to replace the storageDevice.OpenContainer... /// <summary> /// Synchronously opens storage container /// </summary> private static StorageContainer OpenContainer(StorageDevice storageDevice, string saveGameName) { IAsyncResult result = storageDevice.BeginOpenContainer(saveGameName, null , null ); // Wait for the WaitHandle to become signaled. result.AsyncWaitHandle.WaitOne(); StorageContainer container = storageDevice.EndOpenContainer(result); // Close the wait handle. result.AsyncWaitHandle.Close(); return container; } // open the container StorageContainer storageContainer = OpenContainer(storageDevice, "YourGameName" ); |
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// XNA 3.1 // retrieve the storage device Guide.BeginShowStorageDeviceSelector(GetStorageDeviceResult, retrievalDelegate); |
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// XNA 4.0 // retrieve the storage device if (!Guide.IsVisible) { StorageDevice.BeginShowSelector(GetStorageDeviceResult, retrievalDelegate); } |
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// XNA 3.1 // retrieve and store the storage device storageDevice = Guide.EndShowStorageDeviceSelector(result); |
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// XNA 4.0 // retrieve and store the storage device storageDevice = StorageDevice.EndShowSelector(result); |
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// XNA 3.1 // get the level setup files string [] filenames = Directory.GetFiles(storageContainer.Path, "LevelSetup*.xml" ); |
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// XNA 4.0 // get the level setup files string [] filenames = storageContainer.GetFileNames( "LevelSetup*.xml" "); |
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// XNA 3.1 // save game level data using (FileStream stream = new FileStream(Path.Combine(storageContainer.Path, levelFilename), FileMode.Create)) { new XmlSerializer( typeof (SaveGameLevel)).Serialize(stream, levelData); } |
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// XNA 4.0 // save game level data using (Stream stream = storageContainer.OpenFile(levelFilename, FileMode.Create)) { new XmlSerializer( typeof (SaveGameLevel)).Serialize(stream, levelData); } |
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// XNA 3.1 // Delete the saved game level data. using (StorageContainer storageContainer = storageDevice.OpenContainer( "saveGameName" )) { File.Delete(Path.Combine(storageContainer.Path, saveGameLevel.FileName)); File.Delete(Path.Combine(storageContainer.Path, "SaveGameLevel" + Path.GetFileNameWithoutExtension(saveGameLevel.FileName).Substring(8) + ".xml" )); } |
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// XNA 4.0 // Delete the saved game level data. NOTE: using OpenContainer method created in previous example using (StorageContainer storageContainer = OpenContainer(storageDevice, "saveGameName" )) { storageContainer.DeleteFile(saveGameLevel.FileName); storageContainer.DeleteFile( "SaveGameLevel" + Path.GetFileNameWithoutExtension(saveGameLevel.FileName).Substring(8) + ".xml" ); } |
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// XNA 3.1 //Load the Next Level... // Find the path of the next level. string levelPath; // Loop here so we can try again when we can't find a level. while ( true ) { // Try to find the next level. They are sequentially numbered txt files. levelPath = String.Format( "Levels/{0}.txt" , ++levelIndex); levelPath = Path.Combine(StorageContainer.TitleLocation, "Content/" + levelPath); if (File.Exists(levelPath)) break ; // If there isn't even a level 0, something has gone wrong. if (levelIndex == 0) throw new Exception( "No levels found." ); // Whenever we can't find a level, start over again at 0. levelIndex = -1; } // Unloads the content for the current level before loading the next one. if (level != null ) level.Dispose(); // Load the level. level = new Level(Services, levelPath); |
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// XNA 4.0 // Load the Next Level... // move to the next level levelIndex = (levelIndex + 1) % numberOfLevels; // Unloads the content for the current level before loading the next one. if (level != null ) level.Dispose(); // Load the level. string levelPath = string .Format( "Content/Levels/{0}.txt" , levelIndex); using (Stream fileStream = TitleContainer.OpenStream(levelPath)) level = new Level(Services, fileStream, levelIndex); |
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// XNA 3.1 //Save the current state of the session, with the given storage device. // check the parameter if ((storageDevice == null ) || !storageDevice.IsConnected) { return ; } // open the container using (StorageContainer storageContainer = storageDevice.OpenContainer(Session.SaveGameContainerName)) { string filename; string descriptionFilename; // get the filenames if (overwriteDescription == null ) { int saveGameIndex = 0; string testFilename; do { saveGameIndex++; testFilename = Path.Combine(storageContainer.Path, "SaveGame" + saveGameIndex.ToString() + ".xml" ); } while (File.Exists(testFilename)); filename = testFilename; descriptionFilename = "SaveGameDescription" + saveGameIndex.ToString() + ".xml" ; } else { filename = Path.Combine(storageContainer.Path, overwriteDescription.FileName); descriptionFilename = "SaveGameDescription" + Path.GetFileNameWithoutExtension(overwriteDescription.FileName).Substring(8) + ".xml" ; } using (FileStream stream = new FileStream(filename, FileMode.Create)) { using (XmlWriter xmlWriter = XmlWriter.Create(stream)) { //create and write xml data... } } // create the save game description SaveGameDescription description = new SaveGameDescription(); description.FileName = Path.GetFileName(filename); description.ChapterName = IsQuestLineComplete ? "Quest Line Complete" : Quest.Name; description.Description = DateTime.Now.ToString(); using (FileStream stream = new FileStream(Path.Combine(storageContainer.Path, descriptionFilename), FileMode.Create)) { new XmlSerializer( typeof (SaveGameDescription)).Serialize(stream, description); } } |
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// XNA 4.0 //Save the current state of the session, with the given storage device. // check the parameter if ((storageDevice == null ) || !storageDevice.IsConnected) { return ; } // open the container Note: using OpenContainer method from previous examples using (StorageContainer storageContainer = OpenContainer(storageDevice, Session.SaveGameContainerName)) { string filename; string descriptionFilename; // get the filenames if (overwriteDescription == null ) { int saveGameIndex = 0; string testFilename; do { saveGameIndex++; testFilename = "SaveGame" + saveGameIndex.ToString() + ".xml" ; } while (storageContainer.FileExists(testFilename)); filename = testFilename; descriptionFilename = "SaveGameDescription" + saveGameIndex.ToString() + ".xml" ; } else { filename = overwriteDescription.FileName; descriptionFilename = "SaveGameDescription" + Path.GetFileNameWithoutExtension(overwriteDescription.FileName).Substring(8) + ".xml" ; } // Note: using Stream instead of FileStream... using (Stream stream = storageContainer.OpenFile(filename, FileMode.Create)) { using (XmlWriter xmlWriter = XmlWriter.Create(stream)) { //create and write xml data... } } // create the save game description SaveGameDescription description = new SaveGameDescription(); description.FileName = Path.GetFileName(filename); description.ChapterName = IsQuestLineComplete ? "Quest Line Complete" : Quest.Name; description.Description = DateTime.Now.ToString(); // Note: using Stream instead of FileStream... using (Stream stream = storageContainer.OpenFile(descriptionFilename, FileMode.Create)) { new XmlSerializer( typeof (SaveGameDescription)).Serialize(stream, description); } } |
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// XNA 3.1 VertexShaderOutput VertexShader(...) { //some code } float4 PixelShader(...) { // some code } |
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// XNA 4.0 // VertexShader can not be used VertexShaderOutput VertexShaderFunction(...) { // some code } // PixelShader can not be used float4 PixelShaderFunction(...) { // some code } |
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// XNA 3.1 technique { pass { VertexShader = compile vs_1_1 VertexShader(); PixelShader = compile ps_1_1 PixelShader(); } } |
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// XNA 4.0 technique { pass { VertexShader = compile vs_2_0 VertexShaderFunction(); //VertexShader can not be used & set vs higher than 1_1 PixelShader = compile ps_2_0 PixelShaderFunction(); //PixelShader can not be used & set ps higher than 1_1 } } |
Add the following code before the XNA Model Draw code
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// Set suitable renderstates for drawing a 3D model GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; // your model draw code starts here... |
Well That’s all for now, I will continue to add more examples as needed. Good luck with your games and Remember Indie Games are the future.
-Nelxon Studio