XNA 4.0画一个彩色三角形

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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.Media;namespace 例11._1_彩色三角形{    /// <summary>    /// This is the main type for your game    /// </summary>    public class Game1 : Microsoft.Xna.Framework.Game    {        GraphicsDeviceManager graphics;        SpriteBatch spriteBatch;        BasicEffect basicEffect;        VertexPositionColor[] verts;        VertexBuffer vertexBuffer;        public Game1()        {            graphics = new GraphicsDeviceManager(this);            Content.RootDirectory = "Content";        }        /// <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            basicEffect = new BasicEffect(this.graphics.GraphicsDevice);            verts = new VertexPositionColor[3];            verts[0].Position = new Vector3(-1.0f, -1.0f, 0.0f);            verts[0].Color = Color.Aqua;            verts[1].Position = new Vector3(0.0f, 1.0f, 0.0f);            verts[1].Color = Color.Brown;            verts[2].Position = new Vector3(1.0f, -1.0f, 0.0f);            verts[2].Color = Color.LightPink;            basicEffect.View = Matrix.CreateLookAt(new Vector3(0, 3, 5), new                Vector3(0, 0, 0), new Vector3(0, 1, 0));            basicEffect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45),                (float)graphics.GraphicsDevice.Viewport.Width / (float)graphics.GraphicsDevice.Viewport.Height, 1.0f,                100.0f);            basicEffect.World = Matrix.Identity;            basicEffect.VertexColorEnabled = true;            base.Initialize();        }        /// <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);            //vertexDeclaration = new VertexDeclaration()            vertexBuffer=new VertexBuffer(graphics.GraphicsDevice,typeof(VertexPositionColor),3,BufferUsage.None);            // TODO: use this.Content to load your game content here            vertexBuffer.SetData<VertexPositionColor>(verts);        }        /// <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            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);            basicEffect.CurrentTechnique.Passes[0].Apply();            GraphicsDevice.SetVertexBuffer(vertexBuffer);            GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);            base.Draw(gameTime);        }    }}

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