#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
namespace XNADemo
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
ContentManager content;
private Matrix projection;
private Matrix view;
private Matrix world;
private Vector3 cameraPosition = new Vector3(0.0f, 0.0f, 3.0f);
private Vector3 cameraTarget = Vector3.Zero;
private Vector3 cameraUpVector = Vector3.Up;
private VertexPositionNormalTexture[] vertices;
private short[] indices;
private FPS fps;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
#if DEBUG
fps = new FPS(this);
Components.Add(fps);
#endif
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// Load your graphics content. If loadAllContent is true, you should
/// load content from both ResourceManagementMode pools. Otherwise, just
/// load ResourceManagementMode.Manual content.
/// </summary>
/// <param name="loadAllContent">Which type of content to load.</param>
protected override void LoadGraphicsContent(bool loadAllContent)
{
InitializeCamera();
InitializeVertices();
InitializeIndices();
if (loadAllContent)
{
// TODO: Load any ResourceManagementMode.Automatic content
}
// TODO: Load any ResourceManagementMode.Manual content
}
/// <summary>
/// Unload your graphics content. If unloadAllContent is true, you should
/// unload content from both ResourceManagementMode pools. Otherwise, just
/// unload ResourceManagementMode.Manual content. Manual content will get
/// Disposed by the GraphicsDevice during a Reset.
/// </summary>
/// <param name="unloadAllContent">Which type of content to unload.</param>
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent)
{
// TODO: Unload any ResourceManagementMode.Automatic content
content.Unload();
}
// TODO: Unload any ResourceManagementMode.Manual content
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
world = Matrix.Identity;
graphics.GraphicsDevice.VertexDeclaration = new
VertexDeclaration(graphics.GraphicsDevice,
VertexPositionNormalTexture.VertexElements);
BasicEffect effect = new BasicEffect(graphics.GraphicsDevice, null);
world = Matrix.Identity;
effect.World = world;
effect.Projection = projection;
effect.View = view;
effect.EnableDefaultLighting();
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
graphics.GraphicsDevice.DrawUserIndexedPrimitives(
PrimitiveType.TriangleList, vertices, 0, vertices.Length,
indices, 0, indices.Length / 3);
pass.End();
}
effect.End();
base.Draw(gameTime);
}
void InitializeCamera()
{
float aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
(float)graphics.GraphicsDevice.Viewport.Height;
Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio,
0.0001f, 1000.0f, out projection);
Matrix.CreateLookAt(ref cameraPosition, ref cameraTarget,
ref cameraUpVector, out view);
}
private void InitializeVertices()
{
Vector3 position;
Vector2 textureCoordinates;
vertices = new VertexPositionNormalTexture[4];
//top left
position = new Vector3(-1, 1, -3);
textureCoordinates = new Vector2(0, 0);
vertices[0] = new VertexPositionNormalTexture(position, Vector3.Forward,
textureCoordinates);
//bottom right
position = new Vector3(1, -1, 0);
textureCoordinates = new Vector2(1, 1);
vertices[1] = new VertexPositionNormalTexture(position, Vector3.Forward,
textureCoordinates);
//bottom left
position = new Vector3(-1, -1, -3);
textureCoordinates = new Vector2(1, 1);
vertices[2] = new VertexPositionNormalTexture(position, Vector3.Forward,
textureCoordinates);
//top right
position = new Vector3(1, 1, 0);
textureCoordinates = new Vector2(1, 0);
vertices[3] = new VertexPositionNormalTexture(position, Vector3.Forward,
textureCoordinates);
}
private void InitializeIndices()
{
//6 vertices make up 2 rtriangles which make up our rectangle
indices = new short[6];
//triangle 1 (bottom portion)
indices[0] = 0; //top left
indices[1] = 1; //bottom right
indices[2] = 2; //bottom left
//triangle2 (top portion)
indices[3] = 0; //top left
indices[4] = 3; //top right
indices[5] = 1; //bottom right
}
}
}