我正在尝试编写我的第一个XNA游戏,并且我希望包含ALT + ENTER功能以在全屏和窗口模式之间切换。我的游戏现在非常基本,没什么特别的。我可以让它在我的LoadContent函数中以窗口(默认)或全屏(通过调用ToggleFullScreen)运行,一切都很好。
然而,当我在Update函数中调用ToggleFullScreen时,使用完全相同的代码,我的游戏失败了。如果我开始窗口并切换到全屏,它似乎冻结,只显示一帧而不接受键盘输入(我必须CTRL + ALT + DEL)。如果我启动全屏并切换到窗口,则在DrawIndexedPrimitive上出现错误,并显示消息“当前顶点声明不包括当前顶点着色器所需的所有元素。缺少Normal0。” (这不是真的;我的顶点缓冲区是VertexPositionNormalTexture并且包含数据,并且GraphicsDevice状态是Normal)。
这两个问题似乎都指向某种方式与设备失去联系,但我无法弄清楚原因。我在网上找到的每一种资源都说切换全屏就像调用ToggleFullScreen函数一样简单,没有提到重置设备或缓冲区。有什么想法吗?
编辑:这是一些代码,遗漏了无关的东西:
protected override void LoadContent()
{
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
graphics.ToggleFullScreen();
basicEffect = new BasicEffect(graphics.GraphicsDevice);
// etc.
}
protected override void Update(GameTime gameTime)
{
if (k.IsKeyDown(Keys.Enter) && (k.IsKeyDown(Keys.LeftAlt) || k.IsKeyDown(Keys.RightAlt)) && !oldKeys.Contains(Keys.Enter)) {
graphics.ToggleFullScreen();
gameWorld.Refresh();
}
// update the world's graphics; this fills my buffers
GraphicsBuffers gb = gameWorld.Render(graphics.GraphicsDevice);
graphics.GraphicsDevice.SetVertexBuffer(gb.vb, 0);
graphics.GraphicsDevice.Indices = gb.ib;
}
protected override void Draw(GameTime gameTime)
{
// buffer reference again; these are persistent once filled in Update, they don't get created anew
GraphicsBuffers gb = gameWorld.Render(graphics.GraphicsDevice);
foreach (EffectPass effectPass in basicEffect.CurrentTechnique.Passes)
{
effectPass.Apply();
basicEffect.Texture = textures;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, gb.vb.VertexCount, 0, gb.ib.IndexCount / 3);
}
}
答案 0 :(得分:4)
XNA Game类和相关的GraphicsDeviceManager围绕Update函数用于更新游戏状态的概念构建,Draw函数用于渲染该状态。在Update功能期间设置图形设备的状态时,您会破坏该假设。
当您切换到全屏时,设备会丢失。框架中幕后发生了很多神奇的事情,以隐藏这种复杂性。必须重新创建与设备关联的资源等。框架假设您在下一个Draw函数之前不会再执行任何渲染操作,因此在发生这种情况之前不保证一致状态。
所以......在更新功能期间,不要在图形设备上设置缓冲区。在绘图功能开始时执行此操作。
我不确定这是在任何地方明确记录的。方法文档更隐含了这一点。 Game.Draw文档说:
当游戏确定时调用 画框的时间。覆盖这个 具有游戏特定渲染的方法 代码。
并且更新方法说:
当游戏确定时调用 游戏逻辑需要处理。 这可能包括管理 游戏状态,用户的处理 输入或模拟的更新 数据。用。覆盖此方法 游戏专用逻辑。
答案 1 :(得分:3)
根据App Hub论坛上的一个答案,您必须确保重建投影矩阵。
http://forums.create.msdn.com/forums/p/31773/182231.aspx
来自该链接......
另外,要注意不同 切换为满时的宽高比 屏幕。如果你是3D,你需要 重建您的投影矩阵。如果 你是二维的,你可能需要 将缩放矩阵传递给您的 SpriteBatch.Begin函数。这个 文章有关于做的信息 这是2D。
所以你要确保你这样做(不幸的是,帖子链接到的文章是在Ziggyware上并且该网站已经消失了很长一段时间以便找到他们链接到你的2D示例可能必须如果你有兴趣查看它,可以使用像WaybackMachine这样的档案网站,因为你正在做3D我觉得它可能不是很有意思。)
答案 2 :(得分:2)
我可以使用以下类切换全屏/窗口模式:
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private Model grid;
Model tank;
int zoom = 1;
Texture2D thumb;
Vector2 position = new Vector2( 400, 240 );
Vector2 velocity = new Vector2( -1, -1 );
Matrix projection, view;
public Game1()
{
graphics = new GraphicsDeviceManager( this );
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4,
GraphicsDevice.Viewport.AspectRatio,
10,
20000 );
view = Matrix.CreateLookAt( new Vector3( 1500, 550, 0 ) * zoom + new Vector3( 0, 150, 0 ),
new Vector3( 0, 150, 0 ),
Vector3.Up );
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch( GraphicsDevice );
// TODO: use this.Content to load your game content here
thumb = Content.Load<Texture2D>( "GameThumbnail" );
grid = Content.Load<Model>( "grid" );
tank = Content.Load<Model>( "tank" );
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
int ToggleDelay = 0;
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update( GameTime gameTime )
{
// Allows the game to exit
if ( GamePad.GetState( PlayerIndex.One ).Buttons.Back == ButtonState.Pressed )
this.Exit();
var kbState = Keyboard.GetState();
if ( ( kbState.IsKeyDown( Keys.LeftAlt ) || kbState.IsKeyDown( Keys.RightAlt ) ) &&
kbState.IsKeyDown( Keys.Enter ) && ToggleDelay <= 0 )
{
graphics.ToggleFullScreen();
ToggleDelay = 1000;
}
if ( ToggleDelay >= 0 )
{
ToggleDelay -= gameTime.ElapsedGameTime.Milliseconds;
}
// TODO: Add your update logic here
int x, y;
x = (int)position.X;
y = (int)position.Y;
x += (int)velocity.X;
y += (int)velocity.Y;
if ( x > 480 - 64 )
velocity.X = +1;
if ( x < 0 )
velocity.X = -1;
if ( y < 0 )
velocity.Y = +1;
if ( y > 800 - 64 )
velocity.Y = -1;
position.X = x;
position.Y = y;
base.Update( gameTime );
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw( GameTime gameTime )
{
GraphicsDevice.Clear( Color.CornflowerBlue );
Matrix rotation = Matrix.CreateRotationY( gameTime.TotalGameTime.Seconds * 0.1f );
// Set render states.
GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.SamplerStates[ 0 ] = SamplerState.LinearWrap;
grid.Draw( rotation, view, projection );
DrawModel( tank, rotation, view, projection );
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw( thumb, new Rectangle( (int)position.X, (int)position.Y, 64, 64 ), Color.White );
spriteBatch.End();
base.Draw( gameTime );
}
public void DrawModel( Model model, Matrix world, Matrix view, Matrix projection )
{
// Set the world matrix as the root transform of the model.
model.Root.Transform = world;
// Allocate the transform matrix array.
Matrix[] boneTransforms = new Matrix[ model.Bones.Count ];
// Look up combined bone matrices for the entire model.
model.CopyAbsoluteBoneTransformsTo( boneTransforms );
// Draw the model.
foreach ( ModelMesh mesh in model.Meshes )
{
foreach ( BasicEffect effect in mesh.Effects )
{
effect.World = boneTransforms[ mesh.ParentBone.Index ];
effect.View = view;
effect.Projection = projection;
//switch (lightMode)
//{
// case LightingMode.NoLighting:
// effect.LightingEnabled = false;
// break;
// case LightingMode.OneVertexLight:
// effect.EnableDefaultLighting();
// effect.PreferPerPixelLighting = false;
// effect.DirectionalLight1.Enabled = false;
// effect.DirectionalLight2.Enabled = false;
// break;
// case LightingMode.ThreeVertexLights:
//effect.EnableDefaultLighting();
//effect.PreferPerPixelLighting = false;
// break;
// case LightingMode.ThreePixelLights:
// effect.EnableDefaultLighting();
// effect.PreferPerPixelLighting = true;
// break;
//}
effect.SpecularColor = new Vector3( 0.8f, 0.8f, 0.6f );
effect.SpecularPower = 16;
effect.TextureEnabled = true;
}
mesh.Draw();
}
}
}
答案 3 :(得分:0)
因此,经过一些测试后,看起来切换全屏会丢失顶点缓冲区。也就是说, my 缓冲区仍然存在,但它不再连接到设备。当我从我的Update函数中取出这一行并将其添加到我的Draw函数时,一切正常:
graphics.GraphicsDevice.SetVertexBuffer(gb.vb, 0);
奇怪的是,索引缓冲区似乎没有受到影响。
我仍然不明白为什么会出现这种情况,因为我无法在任何地方找到单引用此现象。我甚至不知道这是否是我的配置特有的,或顶点缓冲区和全屏的一般问题,或什么。如果有人有任何线索,我将不胜感激。