public Cube(Lab4Game game) { vertices = Buffer.Vertex.New( game.GraphicsDevice, new[] { new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange), // Front new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.Orange), new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange), new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange), new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange), new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.Orange), new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange), // BACK new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange), new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.Orange), new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange), new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.Orange), new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange), new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed), // Top new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed), // Bottom new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed), new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange), // Left new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.DarkOrange), new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange), new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange), new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange), new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.DarkOrange), new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange), // Right new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange), new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.DarkOrange), new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange), new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.DarkOrange), new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange), }); basicEffect = new BasicEffect(game.GraphicsDevice) { VertexColorEnabled = true, View = Matrix.LookAtLH(new Vector3(0, 0, -10), new Vector3(0, 0, 0), Vector3.UnitY), Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)game.GraphicsDevice.BackBuffer.Width / game.GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f), World = Matrix.Identity }; inputLayout = VertexInputLayout.FromBuffer(0, vertices); this.game = game; }