Example #1
0
        public override void Intro( params object [] args )
        {
            Core.Window.Title = "Cube";

            contentManager = new ResourceTable ( FileSystemManager.GetFileSystem ( "ManifestFileSystem" ) );
            cubeEffect = contentManager.Load<IEffect> ( "Resources/Cube/CubeShader.xml", "i_pos", "i_col" );

            cubeVertices = Core.GraphicsDevice.CreateBuffer<CubeVertex>( BufferType.VertexBuffer, new CubeVertex []
            {
                new CubeVertex () { Position = new Vector3 ( -1, -1, -1 ), Diffuse = Color.Red },
                new CubeVertex () { Position = new Vector3 ( +1, -1, -1 ), Diffuse = Color.Blue },
                new CubeVertex () { Position = new Vector3 ( -1, -1, +1 ), Diffuse = Color.Green },
                new CubeVertex () { Position = new Vector3 ( +1, -1, +1 ), Diffuse = Color.White },

                new CubeVertex () { Position = new Vector3 ( -1, +1, -1 ), Diffuse = Color.Magenta },
                new CubeVertex () { Position = new Vector3 ( -1, +1, +1 ), Diffuse = Color.Cyan },
                new CubeVertex () { Position = new Vector3 ( +1, +1, -1 ), Diffuse = Color.Yellow },
                new CubeVertex () { Position = new Vector3 ( +1, +1, +1 ), Diffuse = Color.White },
            } );
            cubeIndices = Core.GraphicsDevice.CreateBuffer<CubeIndex> ( BufferType.IndexBuffer, new CubeIndex []
            {
                // TOP
                new CubeIndex () { I0 = 0, I1 = 1, I2 = 2 },
                new CubeIndex () { I0 = 1, I1 = 3, I2 = 2 },
                // LEFT
                new CubeIndex () { I0 = 0, I1 = 2, I2 = 4 },
                new CubeIndex () { I0 = 2, I1 = 5, I2 = 4 },
                // FRONT
                new CubeIndex () { I0 = 2, I1 = 3, I2 = 5 },
                new CubeIndex () { I0 = 3, I1 = 7, I2 = 5 },
                // RIGHT
                new CubeIndex () { I0 = 3, I1 = 1, I2 = 7 },
                new CubeIndex () { I0 = 1, I1 = 6, I2 = 7 },
                // BACK
                new CubeIndex () { I0 = 1, I1 = 0, I2 = 6 },
                new CubeIndex () { I0 = 6, I1 = 0, I2 = 4 },
                // BOTTOM
                new CubeIndex () { I0 = 5, I1 = 6, I2 = 4 },
                new CubeIndex () { I0 = 5, I1 = 7, I2 = 6 },
            } );
            vertexDeclarataion = Core.GraphicsDevice.CreateVertexDeclaration ( Utilities.CreateVertexElementArray<CubeVertex> () );

            proj = new PerspectiveFieldOfViewProjection ();
            lookAt = new LookAt ( new Vector3 ( 5, 5, 5 ), new Vector3 ( 0, 0, 0 ), new Vector3 ( 0, 1, 0 ) );
            world = World3.Identity;

            base.Intro ( args );
        }
Example #2
0
        public override void Intro( params object [] args )
        {
            Core.GraphicsDevice.ImmediateContext.CullMode = CullMode.ClockWise;

            contentManager = new ResourceTable ( FileSystemManager.GetFileSystem ( "ManifestFileSystem" ) );
            contentManager.AddDefaultContentLoader ();

            texture1 = contentManager.Load<ITexture2D> ( "Resources/Terrain/terrain_02.png" );
            texture2 = contentManager.Load<ITexture2D> ( "Resources/Terrain/terrain_01.png" );
            Color [] colours = texture2.Buffer;
            effect = contentManager.Load<IEffect> ( "Resources/Terrain/TerrainShader.xml" );

            textureArgs = new SamplerState ( texture1, TextureFilter.Anisotropic, TextureAddressing.Clamp,
                Core.GraphicsDevice.Information.MaximumAnisotropicLevel );

            vertexBuffer = Core.GraphicsDevice.CreateBuffer ( BufferType.VertexBuffer, typeof ( TerrainVertex ), texture2.Width * texture2.Height );
            vertexDeclaration = Core.GraphicsDevice.CreateVertexDeclaration ( Utilities.CreateVertexElementArray<TerrainVertex> () );
            numOfIndices = ( texture2.Width - 1 ) * ( texture2.Height - 1 ) * 2;
            indexBuffer = Core.GraphicsDevice.CreateBuffer ( BufferType.IndexBuffer, typeof ( TerrainIndex ), numOfIndices );

            TerrainVertex [] vertices = new TerrainVertex [ texture2.Width * texture2.Height ];
            int index = 0;
            for ( int x = 0; x < texture2.Height; x++ )
            {
                for ( int z = 0; z < texture2.Width; z++ )
                {
                    int location = x * texture2.Width + z;
                    vertices [ index ] = new TerrainVertex ()
                    {
                        Position = new Vector3 (
                            ( x - texture2.Height / 2 ) * 5.0f,
                            colours [ location ].RedValue * 5.0f / 3,
                            ( z - texture2.Width / 2 ) * 5.0f
                        ),
                        UV = new Vector2 (
                            z / ( float ) texture2.Width,
                            x / ( float ) texture2.Height
                        )
                    };
                    ++index;
                }
            }
            vertexBuffer.SetBufferDatas<TerrainVertex> ( vertices );

            TerrainIndex [] indices = new TerrainIndex [ numOfIndices ];
            index = 0;
            for ( int z = 0; z < texture2.Height - 1; z++ )
            {
                for ( int x = 0; x < texture2.Width - 1; x++ )
                {
                    indices [ index ]._0 = z * texture2.Width + x;
                    indices [ index ]._1 = z * texture2.Width + ( x + 1 );
                    indices [ index ]._2 = ( z + 1 ) * texture2.Width + x;
                    ++index;
                    indices [ index ]._0 = ( z + 1 ) * texture2.Width + x;
                    indices [ index ]._1 = z * texture2.Width + ( x + 1 );
                    indices [ index ]._2 = ( z + 1 ) * texture2.Width + ( x + 1 );
                    ++index;
                }
            }
            indexBuffer.SetBufferDatas<TerrainIndex> ( indices );

            proj = new PerspectiveFieldOfViewProjection ( 3.141592f / 4, 4 / 3f, 1, 10000 );
            look = new LookAt ( new Vector3 ( 1000, 2000, 1000 ), new Vector3 ( 0, 0, 0 ), new Vector3 ( 0, 1, 0 ) );
            world = new World3 ();

            sprite = new Sprite ( null );
            spriteWorld = new World2 ();

            Add ( new FpsCalculator () );

            base.Intro ( args );
        }