簡單XNA_Windows Phone 7 3D動畫

c979170768發表於2011-11-23
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace WindowsPhoneGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Matrix worldMatrix;
        Matrix viewMatrix;
        Matrix projectionMatrix;
        VertexPositionNormalTexture[] cubeVertices;
        VertexDeclaration vertexDeclaration;
        VertexBuffer vertexBuffer;
        BasicEffect basicEffect;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
        }

        /// <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()
        {
            InitMatrices();

            InitEffect();

            InitVertexBuffer();

            base.Initialize();
        }

        private void InitVertexBuffer()
        {
            // Create a vertex declaration for the type VertexPositionNormalTexture
            vertexDeclaration = new VertexDeclaration(new VertexElement[]
                {
                    new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
                    new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),
                    new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)
                }
            );

            // Create the per vertex data
            cubeVertices = new VertexPositionNormalTexture[36];

            Vector3 topLeftFront = new Vector3(-1.0f, 1.0f, 1.0f);
            Vector3 bottomLeftFront = new Vector3(-1.0f, -1.0f, 1.0f);
            Vector3 topRightFront = new Vector3(1.0f, 1.0f, 1.0f);
            Vector3 bottomRightFront = new Vector3(1.0f, -1.0f, 1.0f);
            Vector3 topLeftBack = new Vector3(-1.0f, 1.0f, -1.0f);
            Vector3 topRightBack = new Vector3(1.0f, 1.0f, -1.0f);
            Vector3 bottomLeftBack = new Vector3(-1.0f, -1.0f, -1.0f);
            Vector3 bottomRightBack = new Vector3(1.0f, -1.0f, -1.0f);

            Vector2 textureTopLeft = new Vector2(0.0f, 0.0f);
            Vector2 textureTopRight = new Vector2(1.0f, 0.0f);
            Vector2 textureBottomLeft = new Vector2(0.0f, 1.0f);
            Vector2 textureBottomRight = new Vector2(1.0f, 1.0f);

            Vector3 frontNormal = new Vector3(0.0f, 0.0f, 1.0f);
            Vector3 backNormal = new Vector3(0.0f, 0.0f, -1.0f);
            Vector3 topNormal = new Vector3(0.0f, 1.0f, 0.0f);
            Vector3 bottomNormal = new Vector3(0.0f, -1.0f, 0.0f);
            Vector3 leftNormal = new Vector3(-1.0f, 0.0f, 0.0f);
            Vector3 rightNormal = new Vector3(1.0f, 0.0f, 0.0f);

            // Front face.
            cubeVertices[0] =
                new VertexPositionNormalTexture(
                topLeftFront, frontNormal, textureTopLeft);
            cubeVertices[1] =
                new VertexPositionNormalTexture(
                bottomLeftFront, frontNormal, textureBottomLeft);
            cubeVertices[2] =
                new VertexPositionNormalTexture(
                topRightFront, frontNormal, textureTopRight);
            cubeVertices[3] =
                new VertexPositionNormalTexture(
                bottomLeftFront, frontNormal, textureBottomLeft);
            cubeVertices[4] =
                new VertexPositionNormalTexture(
                bottomRightFront, frontNormal, textureBottomRight);
            cubeVertices[5] =
                new VertexPositionNormalTexture(
                topRightFront, frontNormal, textureTopRight);

            // Back face.
            cubeVertices[6] =
                new VertexPositionNormalTexture(
                topLeftBack, backNormal, textureTopRight);
            cubeVertices[7] =
                new VertexPositionNormalTexture(
                topRightBack, backNormal, textureTopLeft);
            cubeVertices[8] =
                new VertexPositionNormalTexture(
                bottomLeftBack, backNormal, textureBottomRight);
            cubeVertices[9] =
                new VertexPositionNormalTexture(
                bottomLeftBack, backNormal, textureBottomRight);
            cubeVertices[10] =
                new VertexPositionNormalTexture(
                topRightBack, backNormal, textureTopLeft);
            cubeVertices[11] =
                new VertexPositionNormalTexture(
                bottomRightBack, backNormal, textureBottomLeft);

            // Top face.
            cubeVertices[12] =
                new VertexPositionNormalTexture(
                topLeftFront, topNormal, textureBottomLeft);
            cubeVertices[13] =
                new VertexPositionNormalTexture(
                topRightBack, topNormal, textureTopRight);
            cubeVertices[14] =
                new VertexPositionNormalTexture(
                topLeftBack, topNormal, textureTopLeft);
            cubeVertices[15] =
                new VertexPositionNormalTexture(
                topLeftFront, topNormal, textureBottomLeft);
            cubeVertices[16] =
                new VertexPositionNormalTexture(
                topRightFront, topNormal, textureBottomRight);
            cubeVertices[17] =
                new VertexPositionNormalTexture(
                topRightBack, topNormal, textureTopRight);

            // Bottom face. 
            cubeVertices[18] =
                new VertexPositionNormalTexture(
                bottomLeftFront, bottomNormal, textureTopLeft);
            cubeVertices[19] =
                new VertexPositionNormalTexture(
                bottomLeftBack, bottomNormal, textureBottomLeft);
            cubeVertices[20] =
                new VertexPositionNormalTexture(
                bottomRightBack, bottomNormal, textureBottomRight);
            cubeVertices[21] =
                new VertexPositionNormalTexture(
                bottomLeftFront, bottomNormal, textureTopLeft);
            cubeVertices[22] =
                new VertexPositionNormalTexture(
                bottomRightBack, bottomNormal, textureBottomRight);
            cubeVertices[23] =
                new VertexPositionNormalTexture(
                bottomRightFront, bottomNormal, textureTopRight);

            // Left face.
            cubeVertices[24] =
                new VertexPositionNormalTexture(
                topLeftFront, leftNormal, textureTopRight);
            cubeVertices[25] =
                new VertexPositionNormalTexture(
                bottomLeftBack, leftNormal, textureBottomLeft);
            cubeVertices[26] =
                new VertexPositionNormalTexture(
                bottomLeftFront, leftNormal, textureBottomRight);
            cubeVertices[27] =
                new VertexPositionNormalTexture(
                topLeftBack, leftNormal, textureTopLeft);
            cubeVertices[28] =
                new VertexPositionNormalTexture(
                bottomLeftBack, leftNormal, textureBottomLeft);
            cubeVertices[29] =
                new VertexPositionNormalTexture(
                topLeftFront, leftNormal, textureTopRight);

            // Right face. 
            cubeVertices[30] =
                new VertexPositionNormalTexture(
                topRightFront, rightNormal, textureTopLeft);
            cubeVertices[31] =
                new VertexPositionNormalTexture(
                bottomRightFront, rightNormal, textureBottomLeft);
            cubeVertices[32] =
                new VertexPositionNormalTexture(
                bottomRightBack, rightNormal, textureBottomRight);
            cubeVertices[33] =
                new VertexPositionNormalTexture(
                topRightBack, rightNormal, textureTopRight);
            cubeVertices[34] =
                new VertexPositionNormalTexture(
                topRightFront, rightNormal, textureTopLeft);
            cubeVertices[35] =
                new VertexPositionNormalTexture(
                bottomRightBack, rightNormal, textureBottomRight);

            vertexBuffer = new VertexBuffer(
                graphics.GraphicsDevice,
                typeof(VertexPositionNormalTexture),
                cubeVertices.Length,
                BufferUsage.None
            );

            vertexBuffer.SetData<VertexPositionNormalTexture>(cubeVertices);
        }

        private void InitEffect()
        {
            // Initialize BasicEffect with transformation and light values
            basicEffect = new BasicEffect(graphics.GraphicsDevice);

            basicEffect.World = worldMatrix;
            basicEffect.View = viewMatrix;
            basicEffect.Projection = projectionMatrix;

            // primitive color
            basicEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f);
            basicEffect.DiffuseColor = new Vector3(1.0f, 1.0f, 1.0f);
            basicEffect.SpecularColor = new Vector3(0.25f, 0.25f, 0.25f);
            basicEffect.SpecularPower = 5.0f;
            basicEffect.Alpha = 1.0f;

            basicEffect.LightingEnabled = true;
            if (basicEffect.LightingEnabled)
            {
                basicEffect.DirectionalLight0.Enabled = true; // enable each light individually
                if (basicEffect.DirectionalLight0.Enabled)
                {
                    // x direction
                    basicEffect.DirectionalLight0.DiffuseColor = new Vector3(1, 0, 0); // range is 0 to 1
                    basicEffect.DirectionalLight0.Direction = Vector3.Normalize(new Vector3(-1, 0, 0));
                    // points from the light to the origin of the scene
                    basicEffect.DirectionalLight0.SpecularColor = Vector3.One;
                }

                basicEffect.DirectionalLight1.Enabled = true;
                if (basicEffect.DirectionalLight1.Enabled)
                {
                    // y direction
                    basicEffect.DirectionalLight1.DiffuseColor = new Vector3(0, 0.75f, 0);
                    basicEffect.DirectionalLight1.Direction = Vector3.Normalize(new Vector3(0, -1, 0));
                    basicEffect.DirectionalLight1.SpecularColor = Vector3.One;
                }

                basicEffect.DirectionalLight2.Enabled = true;
                if (basicEffect.DirectionalLight2.Enabled)
                {
                    // z direction
                    basicEffect.DirectionalLight2.DiffuseColor = new Vector3(0, 0, 0.5f);
                    basicEffect.DirectionalLight2.Direction = Vector3.Normalize(new Vector3(0, 0, -1));
                    basicEffect.DirectionalLight2.SpecularColor = Vector3.One;
                }
            }
        }

        private void InitMatrices()
        {
            // Initialize the world, view, and projection matrices. 
            float tilt = MathHelper.ToRadians(0);  // 0 degree angle
            // Use the world matrix to tilt the cube along x and y axes.
            worldMatrix = Matrix.CreateRotationX(tilt) * Matrix.CreateRotationY(tilt);
            viewMatrix = Matrix.CreateLookAt(new Vector3(5, 5, 5), Vector3.Zero, Vector3.Up);

            projectionMatrix = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.ToRadians(45),  // 45 degree angle
                (float)GraphicsDevice.Viewport.Width /
                (float)GraphicsDevice.Viewport.Height,
                1.0f, 100.0f);
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <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
            Matrix matrix = Matrix.CreateRotationX(0.1f);

            basicEffect.World = basicEffect.World * matrix;

            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)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            RasterizerState rasterizerState1 = new RasterizerState();
            rasterizerState1.CullMode = CullMode.None;
            graphics.GraphicsDevice.RasterizerState = rasterizerState1;
            GraphicsDevice.SetVertexBuffer(vertexBuffer);
            foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
            {
                pass.Apply();

                graphics.GraphicsDevice.DrawPrimitives(
                    PrimitiveType.TriangleList,
                    0,
                    36
                );
            }

            base.Draw(gameTime);
        }
    }
}

 

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