2011-10-31 05:36:24 +00:00
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#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using ANX.Framework;
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using ANX.Framework.Graphics;
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using ANX.Framework.Input;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace VertexIndexBuffer
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{
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public class Game1 : ANX.Framework.Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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Effect miniTriEffect;
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VertexBuffer vb;
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VertexBuffer vb2;
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IndexBuffer ib;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "SampleContent";
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}
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protected override void Initialize()
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{
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base.Initialize();
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}
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protected override void LoadContent()
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{
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spriteBatch = new SpriteBatch(GraphicsDevice);
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miniTriEffect = Content.Load<Effect>(@"Effects/MiniTri");
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miniTriEffect.Parameters["world"].SetValue(Matrix.CreateTranslation(0.5f, 0.0f, 0.0f));
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vb = new VertexBuffer(GraphicsDevice, VertexPositionColor.VertexDeclaration, 6, BufferUsage.None);
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VertexPositionColor[] vertices = new[] { new VertexPositionColor( new Vector3(-0.75f, 0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)),
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new VertexPositionColor( new Vector3(-0.25f, 0.25f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)),
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new VertexPositionColor( new Vector3(-0.75f, -0.25f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)),
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new VertexPositionColor( new Vector3(-0.25f, 0.25f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)),
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new VertexPositionColor( new Vector3(-0.25f, -0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)),
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new VertexPositionColor( new Vector3(-0.75f, -0.25f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)),
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};
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vb.SetData<VertexPositionColor>(vertices);
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vb2 = new VertexBuffer(GraphicsDevice, VertexPositionColor.VertexDeclaration, 4, BufferUsage.None);
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VertexPositionColor[] vertices2 = new[] { new VertexPositionColor( new Vector3(0.25f, 0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)),
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new VertexPositionColor( new Vector3(0.75f, 0.25f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)),
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new VertexPositionColor( new Vector3(0.25f, -0.25f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)),
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new VertexPositionColor( new Vector3(0.75f, -0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)),
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};
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vb2.SetData<VertexPositionColor>(vertices2);
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ib = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, 6, BufferUsage.None);
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int[] indices = new[] { 0, 1, 2, 1, 3, 2 };
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ib.SetData<int>(indices);
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2011-12-09 08:46:25 +00:00
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graphics.PreferredBackBufferWidth = 810;
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graphics.PreferredBackBufferHeight = 486;
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graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
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graphics.ApplyChanges();
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2011-10-31 05:36:24 +00:00
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}
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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2011-12-04 08:10:48 +00:00
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GraphicsDevice.Clear(Color.CornflowerBlue);
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//GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer | ClearOptions.Stencil, Color.CornflowerBlue, 1.0f, 0);
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2011-10-31 05:36:24 +00:00
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2011-11-22 14:51:30 +00:00
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miniTriEffect.CurrentTechnique.Passes[0].Apply();
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2011-10-31 05:36:24 +00:00
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GraphicsDevice.SetVertexBuffer(vb);
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GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 6);
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GraphicsDevice.SetVertexBuffer(vb2);
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GraphicsDevice.Indices = ib;
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GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);
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base.Draw(gameTime);
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}
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}
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}
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