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MiniCubeGame.cs
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// Copyright (c) 2010-2013 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using SharpDX;
using SharpDX.Toolkit;
namespace MiniCube
{
// Use this namespace here in case we need to use Direct3D11 namespace as well, as this
// namespace will override the Direct3D11.
using SharpDX.Toolkit.Graphics;
/// <summary>
/// Simple MiniCube application using SharpDX.Toolkit.
/// The purpose of this application is to show a rotating cube using <see cref="BasicEffect"/>.
/// </summary>
public class MiniCubeGame : Game
{
private GraphicsDeviceManager graphicsDeviceManager;
private BasicEffect basicEffect;
private Buffer<VertexPositionColor> vertices;
private VertexInputLayout inputLayout;
/// <summary>
/// Initializes a new instance of the <see cref="MiniCubeGame" /> class.
/// </summary>
public MiniCubeGame()
{
// Creates a graphics manager. This is mandatory.
graphicsDeviceManager = new GraphicsDeviceManager(this);
// Setup the relative directory to the executable directory
// for loading contents with the ContentManager
Content.RootDirectory = "Content";
}
protected override void LoadContent()
{
// Creates a basic effect
basicEffect = ToDisposeContent(new BasicEffect(GraphicsDevice)
{
VertexColorEnabled = true,
View = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY),
Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)GraphicsDevice.BackBuffer.Width / GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f),
World = Matrix.Identity
});
// Creates vertices for the cube
vertices = ToDisposeContent(Buffer.Vertex.New(
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),
}));
ToDisposeContent(vertices);
// Create an input layout from the vertices
inputLayout = VertexInputLayout.FromBuffer(0, vertices);
base.LoadContent();
}
protected override void Initialize()
{
Window.Title = "MiniCube demo";
base.Initialize();
}
protected override void Update(GameTime gameTime)
{
// Rotate the cube.
var time = (float)gameTime.TotalGameTime.TotalSeconds;
basicEffect.World = Matrix.RotationX(time) * Matrix.RotationY(time * 2.0f) * Matrix.RotationZ(time * .7f);
basicEffect.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)GraphicsDevice.BackBuffer.Width / GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f);
// Handle base.Update
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
// Clears the screen with the Color.CornflowerBlue
GraphicsDevice.Clear(Color.CornflowerBlue);
// Setup the vertices
GraphicsDevice.SetVertexBuffer(vertices);
GraphicsDevice.SetVertexInputLayout(inputLayout);
// Apply the basic effect technique and draw the rotating cube
basicEffect.CurrentTechnique.Passes[0].Apply();
GraphicsDevice.Draw(PrimitiveType.TriangleList, vertices.ElementCount);
// Handle base.Draw
base.Draw(gameTime);
}
}
}