158 lines
7.2 KiB
C#
158 lines
7.2 KiB
C#
#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 Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.GamerServices;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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#endregion // Using Statements
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namespace Primitives
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{
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public class Game1 : Microsoft.Xna.Framework.Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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SpriteFont font;
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Texture2D bgTexture;
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BasicEffect basicEffect;
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Matrix viewMatrix;
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Matrix projectionMatrix;
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Matrix worldMatrix;
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VertexBuffer cubeNoIndicesBuffer;
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#region Corners of cube
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static Vector3 topLeftFront = new Vector3( -1.0f, 1.0f, 1.0f );
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static Vector3 bottomLeftFront = new Vector3(-1.0f, -1.0f, 1.0f);
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static Vector3 topRightFront = new Vector3(1.0f, 1.0f, 1.0f);
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static Vector3 bottomRightFront = new Vector3(1.0f, -1.0f, 1.0f);
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static Vector3 topLeftBack = new Vector3(-1.0f, 1.0f, -1.0f);
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static Vector3 topRightBack = new Vector3(1.0f, 1.0f, -1.0f);
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static Vector3 bottomLeftBack = new Vector3(-1.0f, -1.0f, -1.0f);
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static Vector3 bottomRightBack = new Vector3(1.0f, -1.0f, -1.0f);
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#endregion
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VertexPositionColor[] cubeNoIndices = new VertexPositionColor[] { new VertexPositionColor(topLeftFront, Color.White),
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new VertexPositionColor(bottomRightFront, Color.White),
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new VertexPositionColor(bottomLeftFront, Color.White),
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new VertexPositionColor(topLeftFront, Color.White),
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new VertexPositionColor(topRightFront, Color.White),
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new VertexPositionColor(bottomRightFront, Color.White),
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new VertexPositionColor(topLeftBack, Color.White),
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new VertexPositionColor(bottomLeftBack, Color.White),
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new VertexPositionColor(bottomRightBack, Color.White),
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new VertexPositionColor(topLeftBack, Color.White),
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new VertexPositionColor(bottomRightBack, Color.White),
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new VertexPositionColor(topRightBack, Color.White)
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};
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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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graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
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}
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void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
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{
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e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = 600;
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e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = 600;
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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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this.basicEffect = new BasicEffect(GraphicsDevice);
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this.worldMatrix = Matrix.Identity;
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this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 0.1f, 10.0f);
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this.viewMatrix = Matrix.CreateLookAt(new Vector3(5, 5, 5), new Vector3(0, 0, 0), Vector3.Up);
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this.font = Content.Load<SpriteFont>(@"Fonts/Debug");
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this.bgTexture = new Texture2D(GraphicsDevice, 1, 1);
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this.bgTexture.SetData<Color>(new Color[] { Color.White });
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//
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// create a VertexBuffer for a cube without indices
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//
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this.cubeNoIndicesBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), cubeNoIndices.Length, BufferUsage.None);
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this.cubeNoIndicesBuffer.SetData<VertexPositionColor>(cubeNoIndices);
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}
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protected override void UnloadContent()
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{
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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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Keyboard.GetState().IsKeyDown(Keys.Escape))
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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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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin();
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spriteBatch.Draw(bgTexture, new Rectangle(0, 0, 600, 200), Color.Blue);
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spriteBatch.Draw(bgTexture, new Rectangle(0, 200, 300, 200), Color.Red);
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spriteBatch.Draw(bgTexture, new Rectangle(300, 200, 300, 200), Color.Orange);
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spriteBatch.Draw(bgTexture, new Rectangle(0, 400, 300, 200), Color.Green);
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spriteBatch.Draw(bgTexture, new Rectangle(300, 400, 300, 200), Color.LightSeaGreen);
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DrawShadowText(spriteBatch, this.font, "DrawInstancedPrimitives", new Vector2(10, 10), Color.White, Color.Black);
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DrawShadowText(spriteBatch, this.font, "DrawPrimitives", new Vector2(10, 210), Color.White, Color.Black);
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DrawShadowText(spriteBatch, this.font, "DrawIndexedPrimitives", new Vector2(310, 210), Color.White, Color.Black);
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DrawShadowText(spriteBatch, this.font, "DrawUserPrimitives", new Vector2(10, 410), Color.White, Color.Black);
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DrawShadowText(spriteBatch, this.font, "DrawUserIndexedPrimitives", new Vector2(310, 410), Color.White, Color.Black);
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spriteBatch.End();
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this.GraphicsDevice.RasterizerState = new RasterizerState() { CullMode = CullMode.None, FillMode = FillMode.WireFrame };
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this.basicEffect.World = this.worldMatrix;
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this.basicEffect.View = this.viewMatrix;
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this.basicEffect.Projection = this.projectionMatrix;
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this.basicEffect.CurrentTechnique.Passes[0].Apply();
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GraphicsDevice.SetVertexBuffer(this.cubeNoIndicesBuffer);
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GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeNoIndices.Length / 3);
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base.Draw(gameTime);
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}
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private void DrawShadowText(SpriteBatch spriteBatch, SpriteFont font, String text, Vector2 position, Color foreground, Color shadow)
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{
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spriteBatch.DrawString(font, text, position + new Vector2(2, 2), shadow);
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spriteBatch.DrawString(font, text, position, foreground);
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}
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}
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}
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