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); } }}