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<h1>2. Afficher une image </h1>  </div>
</div>
<div class="contents">
<div class="textblock"><p>Ce chapitre explique comment afficher une image à l'écran.</p>
<div class="contents topic" id="contents">
<p class="topic-title first">Contenu</p>
<ul class="simple">
<li><a class="reference internal" href="#image-display-procedure" id="id1">Procédure d'affichage des images</a><ul>
<li><a class="reference internal" href="#image-file-registration" id="id2">Enregistrement du fichier image</a></li>
<li><a class="reference internal" href="#shader-program-registration" id="id3">Programme d'enregistrement du shader</a></li>
<li><a class="reference internal" href="#texture-creation-and-shader-program-initialization" id="id4">Création de texture et initialisation du programme de Shader.</a></li>
</ul>
</li>
<li><a class="reference internal" href="#vertex-buffer-creation" id="id5">Création mémoire tampon de vertex</a><ul>
<li><a class="reference internal" href="#setting-the-vertex-buffer" id="id6">Réglage de la mémoire tampon de vertex</a></li>
<li><a class="reference internal" href="#coordinate-system-conversion" id="id7">Coordonner conversion du Système</a></li>
<li><a class="reference internal" href="#polygon-rendering-execution" id="id8">Exécution de rendu des polygones</a></li>
</ul>
</li>
<li><a class="reference internal" href="#defining-a-simplified-version-sprite-class" id="id9">Defining a Simplified Version Sprite Class</a></li>
</ul>
</div>
<div class="section" id="image-display-procedure">
<h1><a class="toc-backref" href="#id1">Procédure d'affichage des images</a></h1>
<p>Un écran devenant blanc n'est pas très amusant, nous allons donc essayer d'affichager une image quelconque.
Cette fois, ouvrez la solution se trouvant à Tutorial/Sample02_01/.</p>
<p>La procédure suivante explique comment afficher une image.</p>
<div class="section" id="image-file-registration">
<h2><a class="toc-backref" href="#id2">Enregistrement du fichier image</a></h2>
<p>Enregistrez le fichier d'image que vous voulez afficher dans le projet.</p>
<ol class="arabic">
<li><p class="first">Dans l'exploreur de solution PS Suite Studio, séléctionnez le dossier resources, clic droit - &gt;Ajouter -&gt; Ajouter un fichier et séléctionné le fichier d'image que vous désirez afficher.</p>
</li>
<li><dl class="first docutils">
<dt>Quand le fichier est enregistré, cliquez dessus avec le clic droit -&gt; Propriétés -&gt; Build Action et séléctionné &quot;Content&quot; (Content est défini de base pour le format PNG).</dt>
<dd><ul class="first simple">
<li>Les formats d'images supportées sont PNG, BMP, JPEG, and GIF. Le format PNG supporte la transparence, donc il est préférable et même nécessaire d'utiliser ce format quand vous avez besoin de transparence.</li>
<li>Le fichier d'image n'a pas besoin d'être dans le dossier &quot;resources&quot;; vous pouvez le mettre ailleurs si vous préferez.</li>
</ul>
<img alt="image/program_guide/add_png.jpg" class="last" src="image/program_guide/add_png.jpg" />
</dd>
</dl>
</li>
</ol>
</div>
<div class="section" id="shader-program-registration">
<h2><a class="toc-backref" href="#id3">Programme d'enregistrement du shader</a></h2>
<p>Enregistrer le programme de shader dans le projet.</p>
<ul>
<li><p class="first">Ici, le vertex shader "Sprite.vcg" et le pixel shader "Sprite.fcg" sont inscrits pour avec projet.</p>
</li>
<li><p class="first">Quand le fichier est enregistré, clic droit -&gt; Propriétés -&gt; "Action de construction" et séléctionnez ShaderProgram. Quand ShaderProgram et séléctionné dans "Action de contruction", cela changera Sprite.vcg et Sprite.fcg pour un fichier au format binaire Sprite.cgx</p>
<blockquote>
<img alt="image/program_guide/add_shader.jpg" src="image/program_guide/add_shader.jpg" />
</blockquote>
</li>
</ul>
<!-- //TODO: Include a brief explanation of the shader program. -->
</div>
<div class="section" id="texture-creation-and-shader-program-initialization">
<h2><a class="toc-backref" href="#id4">Création de texture et initialisation du programme de Shader.</a></h2>
<p>Quand le fichier d'image et le programme de shader sont enregistrés dans le projet, exécuter l'initialisation suivante du programme.</p>
<blockquote>
Sample02_01/AppMain.cs</blockquote>
<div class="highlight"><pre><span class="k">public</span> <span class="k">static</span> <span class="k">void</span> <span class="nf">Initialize</span> <span class="p">()</span>
<span class="p">{</span>
    <span class="n">graphics</span> <span class="p">=</span> <span class="k">new</span> <span class="n">GraphicsContext</span><span class="p">();</span>
    <span class="p">...</span>

    <span class="n">texture</span> <span class="p">=</span> <span class="k">new</span> <span class="n">Texture2D</span><span class="p">(</span><span class="s">&quot;/Application/resources/Player.png&quot;</span><span class="p">,</span> <span class="k">false</span><span class="p">);</span>
    <span class="n">shaderProgram</span> <span class="p">=</span> <span class="k">new</span> <span class="n">ShaderProgram</span><span class="p">(</span><span class="s">&quot;/Application/shaders/sprite.cgx&quot;</span><span class="p">);</span>

    <span class="p">...</span>
<span class="p">}</span>
</pre></div>
<!-- end-of-code-block -->
<p><strong>Texture2D</strong></p>
<p>texture = new Texture2D(&quot;/Application/resources/Player.png&quot;, false); créer la texture.
&quot;Texture creation&quot; référence à la création d'une image dans la mémoire vidéo.</p>
<p><strong>ShaderProgram</strong></p>
<p>Lors de la lecture du program shader dans le programme, spécifiez bien le Sprite.cgx qui a été créé.</p>
<p>shaderProgram = new ShaderProgram(&quot;/Application/shaders/sprite.cgx&quot;); cela compilera le program shader spécifié dans l'argument lors de l'exécution.
Ensuite, le traitement peut être effectué en utilisant la méthode de shaderProgram.</p>
</div>
</div>
<div class="section" id="vertex-buffer-creation">
<h1><a class="toc-backref" href="#id5">Création d'un Vertex Buffer</a></h1>
<p>Ensuite, réglez le vertex buffer pour le rendu de la texture. 
L'exemple suivant montre comment dessiner deux polygones triangulaires et les transformer en un quadrilatère.</p>
<blockquote>
<img alt="image/program_guide/PlayerDivided.png" src="image/program_guide/PlayerDivided.png" />
<p>Regardez le code source</p>
<p>Une zone qui conserve les coordonnées des vertex, les coordonnées de texture, les couleurs de vertex, et les indices qui doivent être préparées pour quatre vertices.</p>
<ul class="simple">
<li>Parce que 3 éléments (x, y et z) sont requis en tant que coordonnées des vertex, 12 sont alloués dans un tableau de float (z est utilisé pour spécifier la profondeur).</li>
<li>Parce que 2 éléments (u et v) sont requis en tant que coordonnées de texture, 8 sont allouées dans un tableau de float.</li>
<li>Parce que 4 éléments (r, g, b, et a) sont requis en tant que couleurs de vertex, 16 sont allouées dans un tableau de float.</li>
<li>Allouer 4 indices (les indices sont utilisés pour spécifier l'ordre de rendu des vertex).</li>
</ul>
<p>AppMain.cs</p>
</blockquote>
<div class="highlight"><pre><span class="k">public</span> <span class="k">class</span> <span class="nc">AppMain</span>
<span class="p">{</span>
    <span class="p">...</span>
    <span class="k">static</span> <span class="kt">float</span><span class="p">[]</span> <span class="n">vertices</span><span class="p">=</span><span class="k">new</span> <span class="kt">float</span><span class="p">[</span><span class="m">12</span><span class="p">];</span>

    <span class="k">static</span> <span class="kt">float</span><span class="p">[]</span> <span class="n">texcoords</span> <span class="p">=</span> <span class="p">{</span>
        <span class="m">0.0f</span><span class="p">,</span> <span class="m">0.0f</span><span class="p">,</span> <span class="c1">// 0 top left.</span>
        <span class="m">0.0f</span><span class="p">,</span> <span class="m">1.0f</span><span class="p">,</span> <span class="c1">// 1 bottom left.</span>
        <span class="m">1.0f</span><span class="p">,</span> <span class="m">0.0f</span><span class="p">,</span> <span class="c1">// 2 top right.</span>
        <span class="m">1.0f</span><span class="p">,</span> <span class="m">1.0f</span><span class="p">,</span> <span class="c1">// 3 bottom right.</span>
    <span class="p">};</span>

    <span class="k">static</span> <span class="kt">float</span><span class="p">[]</span> <span class="n">colors</span> <span class="p">=</span> <span class="p">{</span>
        <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="c1">// 0 top left.</span>
        <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="c1">// 1 bottom left.</span>
        <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="c1">// 2 top right.</span>
        <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="m">1.0f</span><span class="p">,</span>   <span class="c1">// 3 bottom right.</span>
    <span class="p">};</span>

    <span class="k">const</span> <span class="kt">int</span> <span class="n">indexSize</span> <span class="p">=</span> <span class="m">4</span><span class="p">;</span>
    <span class="k">static</span> <span class="kt">ushort</span><span class="p">[]</span> <span class="n">indices</span><span class="p">;</span>
    <span class="p">...</span>
</pre></div>
<!-- end-of-code-block -->
<p>Définir les coordonnées des sommets ("vertex") après que le fichier d'image est été lu avec Initialize ().</p>
<blockquote>
AppMain.cs</blockquote>
<div class="highlight"><pre><span class="k">public</span> <span class="k">static</span> <span class="k">void</span> <span class="nf">Initialize</span> <span class="p">()</span>
<span class="p">{</span>
    <span class="n">graphics</span> <span class="p">=</span> <span class="k">new</span> <span class="n">GraphicsContext</span><span class="p">();</span>
    <span class="n">ImageRect</span> <span class="n">rectScreen</span> <span class="p">=</span> <span class="n">graphics</span><span class="p">.</span><span class="n">Screen</span><span class="p">.</span><span class="n">Rectangle</span><span class="p">;</span>

    <span class="n">texture</span> <span class="p">=</span> <span class="k">new</span> <span class="n">Texture2D</span><span class="p">(</span><span class="s">&quot;/Application/resources/Player.png&quot;</span><span class="p">,</span> <span class="k">false</span><span class="p">);</span>
    <span class="n">shaderProgram</span> <span class="p">=</span> <span class="k">new</span> <span class="n">ShaderProgram</span><span class="p">(</span><span class="s">&quot;/Application/shaders/sprite.cgx&quot;</span><span class="p">);</span>
    <span class="n">shaderProgram</span><span class="p">.</span><span class="n">SetUniformBinding</span><span class="p">(</span><span class="m">0</span><span class="p">,</span> <span class="s">&quot;u_WorldMatrix&quot;</span><span class="p">);</span>

    <span class="n">Width</span> <span class="p">=</span> <span class="n">texture</span><span class="p">.</span><span class="n">Width</span><span class="p">;</span>
    <span class="n">Height</span> <span class="p">=</span> <span class="n">texture</span><span class="p">.</span><span class="n">Height</span><span class="p">;</span>

    <span class="n">vertices</span><span class="p">[</span><span class="m">0</span><span class="p">]=</span><span class="m">0.0f</span><span class="p">;</span>   <span class="c1">// x0</span>
    <span class="n">vertices</span><span class="p">[</span><span class="m">1</span><span class="p">]=</span><span class="m">0.0f</span><span class="p">;</span>   <span class="c1">// y0</span>
    <span class="n">vertices</span><span class="p">[</span><span class="m">2</span><span class="p">]=</span><span class="m">0.0f</span><span class="p">;</span>   <span class="c1">// z0</span>

    <span class="n">vertices</span><span class="p">[</span><span class="m">3</span><span class="p">]=</span><span class="m">0.0f</span><span class="p">;</span>   <span class="c1">// x1</span>
    <span class="n">vertices</span><span class="p">[</span><span class="m">4</span><span class="p">]=</span><span class="m">1.0f</span><span class="p">;</span>   <span class="c1">// y1</span>
    <span class="n">vertices</span><span class="p">[</span><span class="m">5</span><span class="p">]=</span><span class="m">0.0f</span><span class="p">;</span>   <span class="c1">// z1</span>

    <span class="n">vertices</span><span class="p">[</span><span class="m">6</span><span class="p">]=</span><span class="m">1.0f</span><span class="p">;</span>   <span class="c1">// x2</span>
    <span class="n">vertices</span><span class="p">[</span><span class="m">7</span><span class="p">]=</span><span class="m">0.0f</span><span class="p">;</span>   <span class="c1">// y2</span>
    <span class="n">vertices</span><span class="p">[</span><span class="m">8</span><span class="p">]=</span><span class="m">0.0f</span><span class="p">;</span>   <span class="c1">// z2</span>

    <span class="n">vertices</span><span class="p">[</span><span class="m">9</span><span class="p">]=</span><span class="m">1.0f</span><span class="p">;</span>   <span class="c1">// x3</span>
    <span class="n">vertices</span><span class="p">[</span><span class="m">10</span><span class="p">]=</span><span class="m">1.0f</span><span class="p">;</span>  <span class="c1">// y3</span>
    <span class="n">vertices</span><span class="p">[</span><span class="m">11</span><span class="p">]=</span><span class="m">0.0f</span><span class="p">;</span>  <span class="c1">// z3</span>
    <span class="p">...</span>
</pre></div>
<!-- end-of-code-block -->
<div class="section" id="setting-the-vertex-buffer">
<h2><a class="toc-backref" href="#id6">Réglage du Vertex Buffer</a></h2>
<p>Ensuite, réglez le vertex buffer. La taille des 4 Vertex est spécifiée dans le premier argument de VertexBuffer ().</p>
<div class="highlight"><pre><span class="k">public</span> <span class="k">static</span> <span class="k">void</span> <span class="nf">Initialize</span> <span class="p">()</span>
<span class="p">{</span>
    <span class="p">...</span>
    <span class="c1">//                                              vertex pos,               texture,       color</span>
    <span class="n">vertexBuffer</span> <span class="p">=</span> <span class="k">new</span> <span class="n">VertexBuffer</span><span class="p">(</span><span class="m">4</span><span class="p">,</span> <span class="n">indexSize</span><span class="p">,</span> <span class="n">VertexFormat</span><span class="p">.</span><span class="n">Float3</span><span class="p">,</span> <span class="n">VertexFormat</span><span class="p">.</span><span class="n">Float2</span><span class="p">,</span> <span class="n">VertexFormat</span><span class="p">.</span><span class="n">Float4</span><span class="p">);</span>
    <span class="p">...</span>
    <span class="n">vertexBuffer</span><span class="p">.</span><span class="n">SetVertices</span><span class="p">(</span><span class="m">0</span><span class="p">,</span> <span class="n">vertices</span><span class="p">);</span>
    <span class="n">vertexBuffer</span><span class="p">.</span><span class="n">SetVertices</span><span class="p">(</span><span class="m">1</span><span class="p">,</span> <span class="n">texcoords</span><span class="p">);</span>
    <span class="n">vertexBuffer</span><span class="p">.</span><span class="n">SetVertices</span><span class="p">(</span><span class="m">2</span><span class="p">,</span> <span class="n">colors</span><span class="p">);</span>

    <span class="n">vertexBuffer</span><span class="p">.</span><span class="n">SetIndices</span><span class="p">(</span><span class="n">indices</span><span class="p">);</span>
    <span class="n">graphics</span><span class="p">.</span><span class="n">SetVertexBuffer</span><span class="p">(</span><span class="m">0</span><span class="p">,</span> <span class="n">vertexBuffer</span><span class="p">);</span>
</pre></div>
<!-- end-of-code-block -->
<p>Copiez les données des vertex vers le vertex buffer en utilisant vertexBuffer.SetVertices().</p>
<p>Spécifiez le vertex buffer à utiliser pour le rendu en utilisant graphics.SetVertexBuffer().</p>
<!-- //TODO: Create a visual figure? -->
</div>
<div class="section" id="coordinate-system-conversion">
<h2><a class="toc-backref" href="#id7">Coordonner conversion du Système</a></h2>
<p>Ensuite, définir une matrice qui convertit le système de coordonnée d'une unitée de pixel vers l'écran par défaut du système de coordonnées.</p>
<div class="highlight"><pre><span class="k">public</span> <span class="k">static</span> <span class="k">void</span> <span class="nf">Initialize</span> <span class="p">()</span>
<span class="p">{</span>
    <span class="p">...</span>
    <span class="n">ImageRect</span> <span class="n">rectScreen</span> <span class="p">=</span> <span class="n">graphics</span><span class="p">.</span><span class="n">Screen</span><span class="p">.</span><span class="n">Rectangle</span><span class="p">;</span>
    <span class="p">...</span>
    <span class="n">unitScreenMatrix</span> <span class="p">=</span> <span class="k">new</span> <span class="n">Matrix4</span><span class="p">(</span>
         <span class="n">Width</span><span class="p">*</span><span class="m">2.0f</span><span class="p">/</span><span class="n">rectScreen</span><span class="p">.</span><span class="n">Width</span><span class="p">,</span>   <span class="m">0.0f</span><span class="p">,</span>       <span class="m">0.0f</span><span class="p">,</span> <span class="m">0.0f</span><span class="p">,</span>
         <span class="m">0.0f</span><span class="p">,</span>   <span class="n">Height</span><span class="p">*(-</span><span class="m">2.0f</span><span class="p">)/</span><span class="n">rectScreen</span><span class="p">.</span><span class="n">Height</span><span class="p">,</span>  <span class="m">0.0f</span><span class="p">,</span> <span class="m">0.0f</span><span class="p">,</span>
         <span class="m">0.0f</span><span class="p">,</span>   <span class="m">0.0f</span><span class="p">,</span> <span class="m">1.0f</span><span class="p">,</span> <span class="m">0.0f</span><span class="p">,</span>
         <span class="p">-</span><span class="m">1.0f</span><span class="p">,</span>  <span class="m">1.0f</span><span class="p">,</span> <span class="m">0.0f</span><span class="p">,</span> <span class="m">1.0f</span>
    <span class="p">);</span>
<span class="p">}</span>
</pre></div>
<!-- end-of-code-block -->
<p>ImageRect rectScreen = graphics.Screen.Rectangle; obtient la taille de l'écran.</p>
<p>Dans des systèmes de coordonnées de jeu 2D, généralement la partie supérieure gauche est l'origine et l'axe Y augmente en direction du bas de l'écran.
Par ailleurs, une unité est un pixel de la résolution d'affichage.</p>
<p>Dans les systèmes de coordonnées par défaut d'écran, le centre de l'écran est à l'origine, le côté droit de l'écran est à 1.0, le côté gauche est à -1.0, la face supérieure est à 1.0, et le côté inférieur est à -1.0.</p>
<blockquote>
<div align="center" class="figure">
<img alt="image/program_guide/OpenGL_coordinate.BMP" src="image/program_guide/OpenGL_coordinate.BMP" />
<p class="caption"><strong>Système de coordonnées d'un jeu 2D (à gauche) et le système de coordonnées d'écran (à droite)</strong></p>
</div>
</blockquote>
<p>Par conséquent, pour l'affichage des polygones spécifiés avec le système de coordonnées d'un jeu 2D (ci-après &quot;le système de coordonnées de pixel&quot;), les sommets ("vertex") doivent être convertis en un système de coordonnées d'écran pour l'affichage à l'écran.</p>
<p>La valeur choisie avec Matrix4 () sert à effectuer cette conversion.</p>
</div>
<div class="section" id="polygon-rendering-execution">
<h2><a class="toc-backref" href="#id8">Polygon Rendering Execution</a></h2>
<p>Après avoir spécifié chaque élément, exécutez la commande de rendu.</p>
<div class="highlight"><pre><span class="k">public</span> <span class="k">static</span> <span class="k">void</span> <span class="nf">Render</span> <span class="p">()</span>
<span class="p">{</span>
    <span class="n">graphics</span><span class="p">.</span><span class="n">Clear</span><span class="p">();</span>

    <span class="n">graphics</span><span class="p">.</span><span class="n">SetShaderProgram</span><span class="p">(</span><span class="n">shaderProgram</span><span class="p">);</span>
    <span class="n">graphics</span><span class="p">.</span><span class="n">SetTexture</span><span class="p">(</span><span class="m">0</span><span class="p">,</span> <span class="n">texture</span><span class="p">);</span>
    <span class="n">shaderProgram</span><span class="p">.</span><span class="n">SetUniformValue</span><span class="p">(</span><span class="m">0</span><span class="p">,</span> <span class="k">ref</span> <span class="n">unitScreenMatrix</span><span class="p">);</span>

    <span class="n">graphics</span><span class="p">.</span><span class="n">DrawArrays</span><span class="p">(</span><span class="n">DrawMode</span><span class="p">.</span><span class="n">TriangleStrip</span><span class="p">,</span> <span class="m">0</span><span class="p">,</span> <span class="n">indexSize</span><span class="p">);</span>

    <span class="n">graphics</span><span class="p">.</span><span class="n">SwapBuffers</span><span class="p">();</span>
<span class="p">}</span>
</pre></div>
<!-- end-of-code-block -->
<p>DrawArrays() est une fonction d'exécution de rendu</p>
<p>Lorsqu'elle est exécutée, l'image s'affiche à l'écran.</p>
<blockquote>
<img alt="image/program_guide/sample02.JPG" src="image/program_guide/sample02.JPG" />
</blockquote>
</div>
</div>
<div class="section" id="defining-a-simplified-version-sprite-class">
<h1><a class="toc-backref" href="#id9">Définition d'une Simplified Version Sprite Class</a></h1>
<p>Il est recommandé que vous fassiez le code d'affichage d'image de ce chapitre en tant que classe réutilisable.
Les définitions de classes sont décrites dans TutoLib/SimpleSprite.cs.</p>
<p>Note: La présente classe SimpleSprite est une version simplifiée créée pour en voir l'explication dans ce guide de programmation, son développement n'est pas optimisé pour le rendu.
Pour un rendu à grande vitesse, utilisez Sce.Pss.HighLevel.GameEngine2D.</p>
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