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 ); }
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 ); }