2010-09-14 76 views
3

我目前正在嘗試通過組合兩個三角形來製作一個簡單的正方形,就像Riemer的教程(Link to tutorial)一樣,但由於很多已從3.x更改爲4.0,所以我發現它很困難。 我也想知道如何紋理這個「正方形」,所以如果任何人可以通過舉一些例子或任何幫助我,我將不勝感激:)Xna 4.0 3D頂點示例

謝謝!

  • 基本

回答

8

下面是一個例子XNA 4.0程序,繪製一個簡單紋理正方形。它需要添加到內容項目中的Green-gel-x紋理(來自wiki-commons - 代碼中的鏈接)(或者替換爲您自己的紋理)。繪製紋理方形之後,會在頂部繪製一個線框正方形,以便您可以看到三角形。本示例使用正交投影和BasicEffect而不是效果文件,但與鏈接到的Riemer教程類似。

要執行紋理化,每個頂點需要紋理座標。對於在正方形表面上平鋪一次的紋理,紋理座標爲左上角頂點的(0,0)和右下角頂點的(1,1),依此類推。如果要在整個正方形上平鋪紋理兩次,則可以將所有右下方的紋理座標設置爲2,而不是1.

using Microsoft.Xna.Framework; 
using Microsoft.Xna.Framework.Graphics; 
using Microsoft.Xna.Framework.Input; 

namespace WindowsGame 
{ 
    public class Game1 : Microsoft.Xna.Framework.Game 
    { 
     const string TEXTURE_NAME = "Green-gel-x"; // http://upload.wikimedia.org/wikipedia/commons/9/99/Green-gel-x.png 
     const int TOP_LEFT = 0; 
     const int TOP_RIGHT = 1; 
     const int BOTTOM_RIGHT = 2; 
     const int BOTTOM_LEFT = 3; 
     RasterizerState WIREFRAME_RASTERIZER_STATE = new RasterizerState() { CullMode = CullMode.None, FillMode = FillMode.WireFrame }; 

     GraphicsDeviceManager graphics; 
     BasicEffect effect; 
     Texture2D texture; 
     VertexPositionColorTexture[] vertexData; 
     int[] indexData; 
     Matrix viewMatrix; 
     Matrix projectionMatrix; 

     public Game1() 
     { 
      graphics = new GraphicsDeviceManager(this); 
      Content.RootDirectory = "Content"; 
     } 

     protected override void Initialize() 
     { 
      effect = new BasicEffect(graphics.GraphicsDevice); 

      SetUpVertices(Color.White); 
      SetUpCamera(); 
      SetUpIndices(); 

      base.Initialize(); 
     } 

     private void SetUpVertices(Color color) 
     { 
      const float HALF_SIDE = 200.0f; 
      const float Z = 0.0f; 

      vertexData = new VertexPositionColorTexture[4]; 
      vertexData[TOP_LEFT] = new VertexPositionColorTexture(new Vector3(-HALF_SIDE, HALF_SIDE, Z), color, new Vector2(0, 0)); 
      vertexData[TOP_RIGHT] = new VertexPositionColorTexture(new Vector3(HALF_SIDE, HALF_SIDE, Z), color, new Vector2(1, 0)); 
      vertexData[BOTTOM_RIGHT] = new VertexPositionColorTexture(new Vector3(HALF_SIDE, -HALF_SIDE, Z), color, new Vector2(1, 1)); 
      vertexData[BOTTOM_LEFT] = new VertexPositionColorTexture(new Vector3(-HALF_SIDE, -HALF_SIDE, Z), color, new Vector2(0, 1)); 
     } 

     private void SetUpIndices() 
     { 
      indexData = new int[6]; 
      indexData[0] = TOP_LEFT; 
      indexData[1] = BOTTOM_RIGHT; 
      indexData[2] = BOTTOM_LEFT; 

      indexData[3] = TOP_LEFT; 
      indexData[4] = TOP_RIGHT; 
      indexData[5] = BOTTOM_RIGHT; 
     } 

     private void SetUpCamera() 
     { 
      viewMatrix = Matrix.Identity; 
      projectionMatrix = Matrix.CreateOrthographic(Window.ClientBounds.Width, Window.ClientBounds.Height, -1.0f, 1.0f); 
     } 

     protected override void LoadContent() 
     { 
      texture = Content.Load<Texture2D>(TEXTURE_NAME); 
     } 

     protected override void Update(GameTime gameTime) 
     { 
      if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 
       this.Exit(); 

      base.Update(gameTime); 
     } 

     protected override void Draw(GameTime gameTime) 
     { 
      GraphicsDevice.Clear(Color.CornflowerBlue); 

      // Draw textured box 
      GraphicsDevice.RasterizerState = RasterizerState.CullNone; // vertex order doesn't matter 
      GraphicsDevice.BlendState = BlendState.NonPremultiplied; // use alpha blending 
      GraphicsDevice.DepthStencilState = DepthStencilState.None; // don't bother with the depth/stencil buffer 

      effect.View = viewMatrix; 
      effect.Projection = projectionMatrix; 
      effect.Texture = texture; 
      effect.TextureEnabled = true; 
      effect.DiffuseColor = Color.White.ToVector3(); 
      effect.CurrentTechnique.Passes[0].Apply(); 

      GraphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, vertexData, 0, 4, indexData, 0, 2); 

      // Draw wireframe box 
      GraphicsDevice.RasterizerState = WIREFRAME_RASTERIZER_STATE; // draw in wireframe 
      GraphicsDevice.BlendState = BlendState.Opaque;     // no alpha this time 

      effect.TextureEnabled = false; 
      effect.DiffuseColor = Color.Black.ToVector3(); 
      effect.CurrentTechnique.Passes[0].Apply(); 

      GraphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, vertexData, 0, 4, indexData, 0, 2); 

      base.Draw(gameTime); 
     } 
    } 
} 
+0

謝謝!正是我所需要的:)現在我只需要成千上萬的這些,彼此相鄰的瓷磚:) – Basic 2010-09-14 18:31:37