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Add additional parameters to shift the red and green color components at a diffe

ID: 658032 • Letter: A

Question

Add additional parameters to shift the red and green color components at a different rate than the blue

It needs to change colors

Here is the code implemented for a Blue Shader in Game1

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 MyFirstShader
{
    ///


    /// This is the main type for your game
    ///


    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Viewport viewport;

        // Vertex data
        VertexPositionColor[] verts;
        VertexBuffer vertexBuffer;

        // Effect (Shader object)
        Effect effect;
        float size = 2.0f;
        float blueIntensity = 1.0f;
        float blueChange = 0.01f;

        // Movement and rotation stuff
        Matrix world = Matrix.Identity;
        Matrix view = Matrix.Identity;
        Matrix projection = Matrix.Identity;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        ///


        /// 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.
        ///


        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            viewport = graphics.GraphicsDevice.Viewport;

            view = Matrix.CreateLookAt(new Vector3(0, 0, 10),
                                new Vector3(0, 0, 0),
                                new Vector3(0, 1, 0));
            projection = Matrix.CreatePerspectiveFieldOfView(
                            MathHelper.ToRadians(40.0f),
                            ((float)viewport.Width) / ((float)viewport.Height),
                            1.0f,
                            10000.0f);

            base.Initialize();
        }

        ///


        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        ///


        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Initialize vertices
            verts = new VertexPositionColor[4];
            verts[0] = new VertexPositionColor(
                new Vector3(-size, size, 0), Color.White);
            verts[1] = new VertexPositionColor(
                new Vector3(size, size, 0), Color.White);
            verts[2] = new VertexPositionColor(
                new Vector3(-size, -size, 0), Color.White);
            verts[3] = new VertexPositionColor(
                new Vector3(size, -size, 0), Color.White);

            // Set vertex data in VertexBuffer
            vertexBuffer = new VertexBuffer(GraphicsDevice,
                                            typeof(VertexPositionColor),
                                            verts.Length,
                                            BufferUsage.None);
            vertexBuffer.SetData(verts);

            // Load the effect
            effect = Content.Load(@"Shaderscolor");
          

        }

        ///


        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        ///


        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        ///


        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        ///


        ///Provides a snapshot of timing values.
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            blueIntensity += blueChange;

            if (blueIntensity > 1.0)
            {
                blueChange *= -1.0f;
                blueIntensity = 1.0f;
            }
            else if (blueIntensity < 0)
            {
                blueChange *= -1.0f;
                blueIntensity = 0.0f;
            }
        }

        ///


        /// This is called when the game should draw itself.
        ///


        ///Provides a snapshot of timing values.
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // Set the vertex buffer on the GraphicsDevice
            GraphicsDevice.SetVertexBuffer(vertexBuffer);

            effect.CurrentTechnique = effect.Techniques["Color"];
            effect.Parameters["World"].SetValue(world);
            effect.Parameters["View"].SetValue(view);
            effect.Parameters["Projection"].SetValue(projection);
            effect.Parameters["blueIntensity"].SetValue(blueIntensity);
        
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                GraphicsDevice.DrawUserPrimitives
                    (PrimitiveType.TriangleStrip, verts, 0, 2);
            }

            base.Draw(gameTime);
        }
    }
}

Color.fx

float4x4 World;
float4x4 View;
float4x4 Projection;

float4 blueIntensity;
float4 redIntensity;


struct VertexShaderInput
{
    float4 Position : POSITION0;
   float4 Color : COLOR0;
};

struct VertexShaderOutput
{
    float4 Position : POSITION0;
    float4 Color : COLOR0;
};

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
    VertexShaderOutput output;

    float4 worldPosition = mul(input.Position, World);
    float4 viewPosition = mul(worldPosition, View);
    output.Position = mul(viewPosition, Projection);

   output.Color = input.Color;
   output.Color.b = blueIntensity;


    return output;
}

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
   return clamp(input.Color, 0, 1); // range between 0 and 1
}

technique Color
{
    pass Pass1
    {
        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}

Explanation / Answer

VertexPositionColor[] vertx;

VertexBuffer vertexBuffer;

Effect effect;

float size = 5.0f;

float redIntensity = 1.0f;

float redChange = 0.06f;

Matrix world = Matrix.Ident;

Matrix view = Matrix.Ident;

Matrix projection = Matrix.Ident;

public Game()

{

    graphics = new GraphicsDeviceManager(this);

    Content.RootDirectory = "Content";

}

protected override void Init()

{

    viewport = graphics.GraphicsDevice.Viewport;

    view = Matrix.CreateLookAt(new Vector3(0, 0, 4),new Vector3(4,5 ,8 ), new Vector3(0, 1, 3));

    projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(40.0f),

                    ((float)viewport.Width) / ((float)viewport.Height),

                    5.0f,30000.0f);

    base.Init();

}

protected override void LoadContent()

{

    spriteBatch = new Sprite(GraphicsDevice);

    vertx = new VertexColor[6];

    vertx[0] = new VertexColor(

        new Vector4(-size, size, 0), Color.Blue);

    vertx[1] = new VertexColor(

        new Vector4(size, size, 0), Color.Blue);

    vertx[2] = new VertexColor(

        new Vector4(-size, -size, 0), Color.Blue);

    vertx[3] = new VertexColor(

        new Vector4(size, -size, 0), Color.Blue);

    vertexBuffer = new VertexBuffer(GraphicsDevice,typeof(VertexColor),

                                    vertx.Length,BufferUsage.None);

    vertexBuffer.SetData(vertx);

    effect = Content.Load<Effect>;

}

protected override void Update(GameTime gameTime)

{

    if (GamePad.GetStat(PlayerIndex.One).Buttons.Back == ButtonStat.Pressed)

        this.Exit();

    redIntensity += redChange;

    if (redIntensity > 5.0)

    {

        redChange *= -3.0f;

        redIntensity = 6.0f;

   }

    else

     if (redIntensity < 0)

    {

        blueChange *= -4.0f;

        redIntensity = 0.7f;

    }

}

protected override void Draw(GameTime gameTime)

{

    GraphicsDevice.Clear(Color.Cornflowerred);

    effect.Technique = effect.Technique["Color"];

    effect.Parameter["World"].SetValue(world);

    effect.Parameter["View"].SetValue(view);

    effect.Parameter["Projection"].SetValue(projection);

    effect.Parameter["blueIntensity"].SetValue(redIntensity);

    for(EffectPass pass in effect.Technique.Pass)

    {

        pass.Apply();

        GraphicsDevice.DrawUserPrimitives<VertexColor>

            (PrimitiveType.TriangleStrip, verts, 4, 6);

    }

    base.Draw(gameTime);

}

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