Moved Samples/ModelSample/ModelSample to Samples/ModelSample

This commit is contained in:
Konstantin Koch 2015-11-04 23:42:17 +01:00
parent 91f727c362
commit d7f9fe2270
15 changed files with 972 additions and 845 deletions

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@ -1,58 +1,211 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SampleContent", "SampleContent\SampleContent.contentproj", "{FA6E229D-4504-47B1-8A23-2D3FCC13F778}"
# Visual Studio 2013
VisualStudioVersion = 12.0.40629.0
MinimumVisualStudioVersion = 10.0.40219.1
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ProjectSection(ProjectDependencies) = postProject
{75EFAE60-726E-430F-8661-4CF9ABD1306C} = {75EFAE60-726E-430F-8661-4CF9ABD1306C}
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ModelSample", "ModelSample\ModelSample\ModelSample.csproj", "{ED081799-AB02-4793-96F8-F9EA7F3192E3}"
Project("{75EFAE60-726E-430F-8661-4CF9ABD1306C}") = "SampleContent", "SampleContent\SampleContent.cproj", "{75EFAE60-726E-430F-8661-4CF9ABD1306C}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Android = Debug|Android
Debug|Any CPU = Debug|Any CPU
Debug|iOS = Debug|iOS
Debug|Linux = Debug|Linux
Debug|Mac OS = Debug|Mac OS
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|PS Vita = Debug|PS Vita
Debug|Windows = Debug|Windows
Debug|Windows Metro = Debug|Windows Metro
Debug|Windows Phone = Debug|Windows Phone
Debug|x86 = Debug|x86
Debug|XBox 360 = Debug|XBox 360
DebugWin8|Android = DebugWin8|Android
DebugWin8|Any CPU = DebugWin8|Any CPU
DebugWin8|iOS = DebugWin8|iOS
DebugWin8|Linux = DebugWin8|Linux
DebugWin8|Mac OS = DebugWin8|Mac OS
DebugWin8|Mixed Platforms = DebugWin8|Mixed Platforms
DebugWin8|PS Vita = DebugWin8|PS Vita
DebugWin8|Windows = DebugWin8|Windows
DebugWin8|Windows Metro = DebugWin8|Windows Metro
DebugWin8|Windows Phone = DebugWin8|Windows Phone
DebugWin8|x86 = DebugWin8|x86
DebugWin8|XBox 360 = DebugWin8|XBox 360
Release|Android = Release|Android
Release|Any CPU = Release|Any CPU
Release|iOS = Release|iOS
Release|Linux = Release|Linux
Release|Mac OS = Release|Mac OS
Release|Mixed Platforms = Release|Mixed Platforms
Release|PS Vita = Release|PS Vita
Release|Windows = Release|Windows
Release|Windows Metro = Release|Windows Metro
Release|Windows Phone = Release|Windows Phone
Release|x86 = Release|x86
Release|XBox 360 = Release|XBox 360
ReleaseWin8|Android = ReleaseWin8|Android
ReleaseWin8|Any CPU = ReleaseWin8|Any CPU
ReleaseWin8|iOS = ReleaseWin8|iOS
ReleaseWin8|Linux = ReleaseWin8|Linux
ReleaseWin8|Mac OS = ReleaseWin8|Mac OS
ReleaseWin8|Mixed Platforms = ReleaseWin8|Mixed Platforms
ReleaseWin8|PS Vita = ReleaseWin8|PS Vita
ReleaseWin8|Windows = ReleaseWin8|Windows
ReleaseWin8|Windows Metro = ReleaseWin8|Windows Metro
ReleaseWin8|Windows Phone = ReleaseWin8|Windows Phone
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ReleaseWin8|XBox 360 = ReleaseWin8|XBox 360
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@ -1,111 +1,111 @@
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.Input;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ModelSample
{
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Model cubeModel;
Matrix cubeWorld;
Model anxLogo;
Matrix anxLogoWorld;
Effect effect;
Texture2D texture;
bool overrideWithSimpleEffect = true;
Matrix view;
Matrix projection;
Matrix worldViewProj;
Matrix worldInverseTranspose;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "SampleContent";
}
protected override void Initialize()
{
float aspect = GraphicsDevice.Viewport.AspectRatio;
view = Matrix.CreateLookAt(Vector3.Backward * 10, Matrix.Identity.Translation, Vector3.Up);
projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect, 1f, 100f);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
effect = Content.Load<Effect>("Effects/SimpleEffect");
cubeModel = Content.Load<Model>("Models/SphereAndCube");
cubeWorld = Matrix.Identity;
anxLogo = Content.Load<Model>("Models/ANX_vertex_color");
anxLogoWorld = Matrix.CreateWorld(new Vector3(10, 10, 10), Vector3.Forward, Vector3.Up);
texture = Content.Load<Texture2D>("Textures/Test_100x100");
// Ovrride the basic effect in the model for testing
foreach (var mesh in cubeModel.Meshes)
{
foreach (var part in mesh.MeshParts)
{
if (overrideWithSimpleEffect)
{
part.Effect = effect;
}
else
{
((BasicEffect)part.Effect).TextureEnabled = true;
((BasicEffect)part.Effect).EnableDefaultLighting();
}
}
}
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
{
this.Exit();
}
const float speed = 0.25f;
float rotation = (float)gameTime.TotalGameTime.TotalSeconds * speed;
cubeWorld = Matrix.CreateRotationX(rotation) * Matrix.CreateRotationY(rotation) * Matrix.CreateRotationZ(rotation);
worldViewProj = cubeWorld * view * projection;
worldInverseTranspose = Matrix.Transpose(Matrix.Invert(cubeWorld));
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
if (overrideWithSimpleEffect)
{
this.effect.Parameters["World"].SetValue(this.cubeWorld);
this.effect.Parameters["View"].SetValue(this.view);
this.effect.Parameters["Projection"].SetValue(this.projection);
this.effect.Parameters["WorldViewProj"].SetValue(this.worldViewProj);
this.effect.Parameters["WorldInverseTranspose"].SetValue(this.worldInverseTranspose);
this.effect.Parameters["Texture"].SetValue(this.texture);
}
cubeModel.Draw(cubeWorld, view, projection);
base.Draw(gameTime);
}
}
}
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.Input;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ModelSample
{
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Model cubeModel;
Matrix cubeWorld;
Model anxLogo;
Matrix anxLogoWorld;
Effect effect;
Texture2D texture;
bool overrideWithSimpleEffect = true;
Matrix view;
Matrix projection;
Matrix worldViewProj;
Matrix worldInverseTranspose;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "SampleContent";
}
protected override void Initialize()
{
float aspect = GraphicsDevice.Viewport.AspectRatio;
view = Matrix.CreateLookAt(Vector3.Backward * 10, Matrix.Identity.Translation, Vector3.Up);
projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect, 1f, 100f);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
effect = Content.Load<Effect>("Effects/SimpleEffect");
cubeModel = Content.Load<Model>("Models/SphereAndCube");
cubeWorld = Matrix.Identity;
anxLogo = Content.Load<Model>("Models/ANX_vertex_color");
anxLogoWorld = Matrix.CreateWorld(new Vector3(10, 10, 10), Vector3.Forward, Vector3.Up);
texture = Content.Load<Texture2D>("Textures/Test_100x100");
// Ovrride the basic effect in the model for testing
foreach (var mesh in cubeModel.Meshes)
{
foreach (var part in mesh.MeshParts)
{
if (overrideWithSimpleEffect)
{
part.Effect = effect;
}
else
{
((BasicEffect)part.Effect).TextureEnabled = true;
((BasicEffect)part.Effect).EnableDefaultLighting();
}
}
}
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
{
this.Exit();
}
const float speed = 0.25f;
float rotation = (float)gameTime.TotalGameTime.TotalSeconds * speed;
cubeWorld = Matrix.CreateRotationX(rotation) * Matrix.CreateRotationY(rotation) * Matrix.CreateRotationZ(rotation);
worldViewProj = cubeWorld * view * projection;
worldInverseTranspose = Matrix.Transpose(Matrix.Invert(cubeWorld));
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
if (overrideWithSimpleEffect)
{
this.effect.Parameters["World"].SetValue(this.cubeWorld);
this.effect.Parameters["View"].SetValue(this.view);
this.effect.Parameters["Projection"].SetValue(this.projection);
this.effect.Parameters["WorldViewProj"].SetValue(this.worldViewProj);
this.effect.Parameters["WorldInverseTranspose"].SetValue(this.worldInverseTranspose);
this.effect.Parameters["Texture"].SetValue(this.texture);
}
cubeModel.Draw(cubeWorld, view, projection);
base.Draw(gameTime);
}
}
}

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@ -1,27 +1,27 @@
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<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="5d74c14b-4127-45a0-b5af-934ac57973ec" Publisher="CN=ANX-Team" Version="1.0.0.0" />
<Properties>
<DisplayName>ModelSample</DisplayName>
<PublisherDisplayName>ANX Developer Team</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.2.0</OSMinVersion>
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</Prerequisites>
<Resources>
<Resource Language="x-generate" />
</Resources>
<Applications>
<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="WindowsGame1.Program">
<VisualElements DisplayName="ModelSample" Logo="Assets\Logo.png" SmallLogo="Assets\SmallLogo.png" Description="ModelSample" ForegroundText="light" BackgroundColor="#464646">
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<VisualElements DisplayName="ModelSample" Logo="Assets\Logo.png" SmallLogo="Assets\SmallLogo.png" Description="ModelSample" ForegroundText="light" BackgroundColor="#464646">
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<SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements>
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<ProductName>Windows Installer 3.1</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
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View File

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View File

@ -1,24 +1,24 @@
using System;
using ANX.Framework.NonXNA;
namespace ModelSample
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main(string[] args)
{
AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX10");
//AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX11");
//AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "OpenGL3");
using (Game1 game = new Game1())
{
game.Run();
}
}
}
}
using System;
using ANX.Framework.NonXNA;
namespace ModelSample
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main(string[] args)
{
AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX10");
//AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX11");
//AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "OpenGL3");
using (Game1 game = new Game1())
{
game.Run();
}
}
}
}

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@ -1,34 +1,34 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("ANX.Framework Sample: Model")]
[assembly: AssemblyProduct("ModelSample")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("ANX.Framework Team")]
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2012")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type. Only Windows
// assemblies support COM.
[assembly: ComVisible(false)]
// On Windows, the following GUID is for the ID of the typelib if this
// project is exposed to COM. On other platforms, it unique identifies the
// title storage container when deploying this assembly to the device.
[assembly: Guid("f6885860-904b-4576-b042-6ee1c0ab9a7b")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("ANX.Framework Sample: Model")]
[assembly: AssemblyProduct("ModelSample")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("ANX.Framework Team")]
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2012")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type. Only Windows
// assemblies support COM.
[assembly: ComVisible(false)]
// On Windows, the following GUID is for the ID of the typelib if this
// project is exposed to COM. On other platforms, it unique identifies the
// title storage container when deploying this assembly to the device.
[assembly: Guid("f6885860-904b-4576-b042-6ee1c0ab9a7b")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
[assembly: AssemblyVersion("1.0.1.0")]

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