351 lines
20 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using ANX.Framework;
using ANX.Framework.Content;
using ANX.Framework.GamerServices;
using ANX.Framework.Graphics;
using ANX.Framework.Input;
using ANX.Framework.Media;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace Primitives
{
public class Game1 : ANX.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont font;
Texture2D bgTexture;
BasicEffect basicEffect;
Effect hardwareInstanceEffect;
Matrix viewMatrix;
Matrix instancedViewMatrix;
Matrix projectionMatrix;
Matrix instancedProjectionMatrix;
Matrix worldMatrix;
float rotation = 0.0f;
DynamicVertexBuffer instanceVertexBuffer;
VertexBuffer cubeNoIndicesBuffer;
VertexBuffer cubeVertexBuffer;
IndexBuffer cubeIndexBuffer;
#region Corners of cube
static Vector3 topLeftFront = new Vector3( -1.0f, 1.0f, 1.0f );
static Vector3 bottomLeftFront = new Vector3(-1.0f, -1.0f, 1.0f);
static Vector3 topRightFront = new Vector3(1.0f, 1.0f, 1.0f);
static Vector3 bottomRightFront = new Vector3(1.0f, -1.0f, 1.0f);
static Vector3 topLeftBack = new Vector3(-1.0f, 1.0f, -1.0f);
static Vector3 topRightBack = new Vector3(1.0f, 1.0f, -1.0f);
static Vector3 bottomLeftBack = new Vector3(-1.0f, -1.0f, -1.0f);
static Vector3 bottomRightBack = new Vector3(1.0f, -1.0f, -1.0f);
#endregion
Matrix[] instanceTransformMatrices = new Matrix[] { Matrix.CreateTranslation(-10.0f, 0.0f, 0.0f),
Matrix.CreateTranslation(-5.0f, 0.0f, 0.0f),
Matrix.CreateTranslation(0.0f, 0.0f, 0.0f),
Matrix.CreateTranslation(5.0f, 0.0f, 0.0f),
Matrix.CreateTranslation(10.0f, 0.0f, 0.0f),
};
VertexDeclaration instanceDecl = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 0),
new VertexElement(16, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 1),
new VertexElement(32, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 2),
new VertexElement(48, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 3)
);
VertexPositionColor[] cubeVertices = new VertexPositionColor[] { new VertexPositionColor(topLeftFront, Color.White),
new VertexPositionColor(bottomLeftFront, Color.White),
new VertexPositionColor(topRightFront, Color.White),
new VertexPositionColor(bottomRightFront, Color.White),
new VertexPositionColor(topLeftBack, Color.White),
new VertexPositionColor(topRightBack, Color.White),
new VertexPositionColor(bottomLeftBack, Color.White),
new VertexPositionColor(bottomRightBack, Color.White)
};
short[] cubeIndices = new short[] { 0, 3, 1,
0, 2, 3,
4, 6, 7,
4, 7, 5,
0, 4, 2,
2, 4, 5,
1, 3, 6,
3, 7, 6,
0, 1, 6,
6, 4, 0,
2, 7, 3,
7, 2, 5 };
VertexPositionColor[] cubeNoIndices = new VertexPositionColor[] { new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(bottomLeftFront, Color.White), // 1
new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(topRightBack, Color.White), // 5
new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(topRightBack, Color.White), // 5
new VertexPositionColor(bottomLeftFront, Color.White), // 1
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(bottomLeftFront, Color.White), // 1
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(bottomLeftBack, Color.White), // 6
new VertexPositionColor(topLeftBack, Color.White), // 4
new VertexPositionColor(topLeftFront, Color.White), // 0
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(bottomRightFront, Color.White), // 3
new VertexPositionColor(bottomRightBack, Color.White), // 7
new VertexPositionColor(topRightFront, Color.White), // 2
new VertexPositionColor(topRightBack, Color.White), // 5
};
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "SampleContent";
graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
}
void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
{
e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = 600;
e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = 600;
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
this.basicEffect = new BasicEffect(GraphicsDevice);
this.hardwareInstanceEffect = Content.Load<Effect>(@"Effects/HardwareInstancing");
this.worldMatrix = Matrix.Identity;
this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 300f/200f, 0.1f, 50.0f);
this.instancedProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 600f / 200f, 0.1f, 50.0f);
this.viewMatrix = Matrix.CreateLookAt(new Vector3(5, 5, 5), new Vector3(0, 0, 0), Vector3.Up);
this.instancedViewMatrix = Matrix.CreateLookAt(new Vector3(0.0f, 5.0f, 10.0f), new Vector3(0, 0, 0), Vector3.Up);
this.font = Content.Load<SpriteFont>(@"Fonts/Debug");
this.bgTexture = new Texture2D(GraphicsDevice, 1, 1);
this.bgTexture.SetData<Color>(new Color[] { Color.White });
//
// create a VertexBuffer for a cube without indices
//
this.cubeNoIndicesBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), cubeNoIndices.Length, BufferUsage.None);
this.cubeNoIndicesBuffer.SetData<VertexPositionColor>(cubeNoIndices);
//
// create a Vertex- and IndexBuffer for a cube with indexed primitives
//
this.cubeVertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), cubeVertices.Length, BufferUsage.None);
this.cubeVertexBuffer.SetData<VertexPositionColor>(cubeVertices);
this.cubeIndexBuffer = new IndexBuffer(GraphicsDevice, typeof(short), this.cubeIndices.Length, BufferUsage.None);
this.cubeIndexBuffer.SetData<short>(this.cubeIndices);
//
// create a VertexBuffer for the transformation matrices used by DrawInstancedPrimitives
//
this.instanceVertexBuffer = new DynamicVertexBuffer(GraphicsDevice, instanceDecl, 5, BufferUsage.WriteOnly);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
rotation += 1.0f * (float)gameTime.ElapsedGameTime.TotalSeconds;
this.worldMatrix = Matrix.CreateRotationY(rotation);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
this.GraphicsDevice.Viewport = new Viewport(0, 0, 600, 600);
spriteBatch.Begin();
spriteBatch.Draw(bgTexture, new Rectangle(0, 0, 600, 200), Color.Blue);
spriteBatch.Draw(bgTexture, new Rectangle(0, 200, 300, 200), Color.Red);
spriteBatch.Draw(bgTexture, new Rectangle(300, 200, 300, 200), Color.Orange);
spriteBatch.Draw(bgTexture, new Rectangle(0, 400, 300, 200), Color.Green);
spriteBatch.Draw(bgTexture, new Rectangle(300, 400, 300, 200), Color.LightSeaGreen);
DrawShadowText(spriteBatch, this.font, "DrawInstancedPrimitives", new Vector2(10, 10), Color.White, Color.Black);
DrawShadowText(spriteBatch, this.font, "DrawPrimitives", new Vector2(10, 210), Color.White, Color.Black);
DrawShadowText(spriteBatch, this.font, "DrawIndexedPrimitives", new Vector2(310, 210), Color.White, Color.Black);
DrawShadowText(spriteBatch, this.font, "DrawUserPrimitives", new Vector2(10, 410), Color.White, Color.Black);
DrawShadowText(spriteBatch, this.font, "DrawUserIndexedPrimitives", new Vector2(310, 410), Color.White, Color.Black);
spriteBatch.End();
this.GraphicsDevice.RasterizerState = new RasterizerState() { CullMode = CullMode.CullCounterClockwiseFace, FillMode = FillMode.WireFrame };
this.basicEffect.VertexColorEnabled = true;
this.basicEffect.View = this.viewMatrix;
this.basicEffect.World = this.worldMatrix;
this.basicEffect.Projection = this.projectionMatrix;
this.basicEffect.CurrentTechnique.Passes[0].Apply();
#region DrawPrimitives
GraphicsDevice.Viewport = new Viewport(0, 200, 300, 200);
GraphicsDevice.SetVertexBuffer(this.cubeNoIndicesBuffer);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeNoIndices.Length / 3);
#endregion // DrawPrimitives
#region DrawIndexedPrimitives
GraphicsDevice.Viewport = new Viewport(300, 200, 300, 200);
GraphicsDevice.SetVertexBuffer(this.cubeVertexBuffer);
GraphicsDevice.Indices = this.cubeIndexBuffer;
GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, cubeVertices.Length, 0, cubeNoIndices.Length / 3);
#endregion
#region DrawUserPrimitives
GraphicsDevice.Viewport = new Viewport(0, 400, 300, 200);
GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, this.cubeNoIndices, 0, this.cubeNoIndices.Length / 3);
#endregion
#region DrawUserIndexedPrimitives
GraphicsDevice.Viewport = new Viewport(300, 400, 300, 200);
GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, this.cubeVertices, 0, this.cubeVertices.Length, this.cubeIndices, 0, this.cubeIndices.Length / 3);
#endregion
#region DrawInstancedPrimitives
GraphicsDevice.Viewport = new Viewport(0, 0, 600, 200);
this.hardwareInstanceEffect.Parameters["View"].SetValue(this.instancedViewMatrix);
this.hardwareInstanceEffect.Parameters["Projection"].SetValue(this.instancedProjectionMatrix);
this.hardwareInstanceEffect.Parameters["World"].SetValue(this.worldMatrix);
this.hardwareInstanceEffect.CurrentTechnique.Passes[0].Apply();
instanceVertexBuffer.SetData<Matrix>(this.instanceTransformMatrices, 0, this.instanceTransformMatrices.Length, SetDataOptions.Discard);
GraphicsDevice.SetVertexBuffers(cubeVertexBuffer, new VertexBufferBinding(instanceVertexBuffer, 0, 1));
GraphicsDevice.Indices = this.cubeIndexBuffer;
GraphicsDevice.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, this.cubeVertices.Length, 0, this.cubeIndices.Length / 3, 5);
#endregion
base.Draw(gameTime);
}
private void DrawShadowText(SpriteBatch spriteBatch, SpriteFont font, String text, Vector2 position, Color foreground, Color shadow)
{
spriteBatch.DrawString(font, text, position + new Vector2(2, 2), shadow);
spriteBatch.DrawString(font, text, position, foreground);
}
}
}