using System; using ANX.Framework.Graphics; using ANX.Framework.Content; using ANX.Framework; // 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 BasicEffectSample.Scenes { public class TextureFogScene : BaseScene { public override string Name { get { return "Texture with Fog"; } } private Texture2D texture; public override void Initialize(ContentManager content, GraphicsDevice graphicsDevice) { texture = content.Load("Textures/stone_tile"); effect = new BasicEffect(graphicsDevice); vertices = new VertexBuffer(graphicsDevice, VertexPositionTexture.VertexDeclaration, 4, BufferUsage.WriteOnly); vertices.SetData(new[] { new VertexPositionTexture(new Vector3(-5f, 0f, -5f), new Vector2(0, 0)), new VertexPositionTexture(new Vector3(-5f, 0f, 5f), new Vector2(0, 1)), new VertexPositionTexture(new Vector3(5f, 0f, 5f), new Vector2(1, 1)), new VertexPositionTexture(new Vector3(5f, 0f, -5f), new Vector2(1, 0)), }); indices = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, 6, BufferUsage.WriteOnly); indices.SetData(new ushort[] { 0, 2, 1, 0, 3, 2 }); } public override void Draw(GraphicsDevice graphicsDevice) { ToggleFog(true); SetCameraMatrices(); effect.DiffuseColor = Color.White.ToVector3(); effect.EmissiveColor = Color.Black.ToVector3(); effect.LightingEnabled = false; effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = texture; effect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.Indices = indices; graphicsDevice.SetVertexBuffer(vertices); graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2); } } }