Update project structure
This commit is contained in:
111
Line.cs
111
Line.cs
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using System.Collections.Generic;
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using System.Diagnostics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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public class Line
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{
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private List<Vector2> points;
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private float thickness = 1.0f;
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public enum JoinType
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{
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None,
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Miter,
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Bevel,
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Round
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}
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public enum LineCaps
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{
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None,
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Round
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}
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private Color LineColor { get; set; }
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//Graphical representation
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private VertexBuffer vbo;
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private IndexBuffer ibo;
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private GraphicsDevice gDevice;
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public Line(List<Vector2> points)
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{
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this.points = points;
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this.LineColor = Color.Black;
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}
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public Line(List<Vector2> points, float thickness)
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{
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this.points = points;
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this.thickness = thickness;
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this.LineColor = Color.Black;
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}
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public Line(List<Vector2> points, float thickness, Color color)
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{
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this.points = points;
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this.thickness = thickness;
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this.LineColor = color;
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}
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public void InitOnGraphicalDevice(GraphicsDevice device)
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{
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this.gDevice = device;
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Debug.Assert(this.points.Count >= 2);
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List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
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List<ushort> indices = new List<ushort>();
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for(int i = 0; i < this.points.Count - 1 ; i++)
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{
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var p = this.points[i];
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var pNext = this.points[i+1];
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Vector2 dir = pNext - p;
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Vector2 perpendincularVector = new Vector2(dir.Y, -dir.X);
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perpendincularVector.Normalize();
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var offsetPoint1 = new Vector3(p.X, p.Y ,0.0f);
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var offsetPoint2 = new Vector3(p.X, p.Y ,0.0f);
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vertices.Add(new VertexPositionColorTexture(offsetPoint1,this.LineColor, perpendincularVector));
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vertices.Add(new VertexPositionColorTexture(offsetPoint2,this.LineColor, perpendincularVector * -1));
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var offsetPoint1Next = new Vector3(pNext.X, pNext.Y ,0.0f);
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var offsetPoint2Next = new Vector3(pNext.X, pNext.Y ,0.0f);
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vertices.Add(new VertexPositionColorTexture(offsetPoint1Next,this.LineColor, perpendincularVector));
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vertices.Add(new VertexPositionColorTexture(offsetPoint2Next,this.LineColor, perpendincularVector * -1));
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}
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for (int i = 0; i < vertices.Count; i+=4)
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{
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indices.Add((ushort)(i));
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indices.Add((ushort)(i + 1));
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indices.Add((ushort)(i + 2));
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indices.Add((ushort)(i + 2));
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indices.Add((ushort)(i + 1));
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indices.Add((ushort)(i + 3));
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}
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this.vbo = new VertexBuffer(device, typeof(VertexPositionColorTexture), (this.points.Count - 1) * 4, BufferUsage.WriteOnly);
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this.vbo.SetData<VertexPositionColorTexture>(vertices.ToArray());
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this.ibo = new IndexBuffer(device, typeof(ushort), indices.Count,BufferUsage.WriteOnly);
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this.ibo.SetData<ushort>(indices.ToArray());
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}
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public void Draw(Effect lineEffect)
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{
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this.gDevice.SetVertexBuffer(this.vbo);
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this.gDevice.Indices = this.ibo;
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RasterizerState rasterizerState = new RasterizerState();
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rasterizerState.CullMode = CullMode.None;
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this.gDevice.RasterizerState = rasterizerState;
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lineEffect.Parameters["thickness"].SetValue(this.thickness);
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foreach (EffectPass pass in lineEffect.CurrentTechnique.Passes)
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{
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pass.Apply();
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this.gDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList,0,0,this.ibo.IndexCount / 3);
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//this.gDevice.DrawPrimitives(PrimitiveType.LineList, 0, this.vbo.VertexCount);
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}
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}
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}
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Before Width: | Height: | Size: 8.2 KiB After Width: | Height: | Size: 8.2 KiB |
114
src/Primitives/Line.cs
Normal file
114
src/Primitives/Line.cs
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using System.Collections.Generic;
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using System.Diagnostics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace MyGame.Primitives
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{
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public class Line
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{
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private List<Vector2> points;
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private float thickness = 1.0f;
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public enum JoinType
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{
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None,
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Miter,
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Bevel,
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Round
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}
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public enum LineCaps
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{
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None,
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Round
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}
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private Color LineColor { get; set; }
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//Graphical representation
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private VertexBuffer vbo;
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private IndexBuffer ibo;
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private GraphicsDevice gDevice;
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public Line(List<Vector2> points)
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{
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this.points = points;
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this.LineColor = Color.Black;
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}
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public Line(List<Vector2> points, float thickness)
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{
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this.points = points;
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this.thickness = thickness;
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this.LineColor = Color.Black;
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}
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public Line(List<Vector2> points, float thickness, Color color)
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{
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this.points = points;
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this.thickness = thickness;
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this.LineColor = color;
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}
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public void InitOnGraphicalDevice(GraphicsDevice device)
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{
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this.gDevice = device;
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Debug.Assert(this.points.Count >= 2);
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List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
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List<ushort> indices = new List<ushort>();
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for (int i = 0; i < this.points.Count - 1; i++)
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{
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var p = this.points[i];
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var pNext = this.points[i + 1];
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Vector2 dir = pNext - p;
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Vector2 perpendincularVector = new Vector2(dir.Y, -dir.X);
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perpendincularVector.Normalize();
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var offsetPoint1 = new Vector3(p.X, p.Y, 0.0f);
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var offsetPoint2 = new Vector3(p.X, p.Y, 0.0f);
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vertices.Add(new VertexPositionColorTexture(offsetPoint1, this.LineColor, perpendincularVector));
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vertices.Add(new VertexPositionColorTexture(offsetPoint2, this.LineColor, perpendincularVector * -1));
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var offsetPoint1Next = new Vector3(pNext.X, pNext.Y, 0.0f);
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var offsetPoint2Next = new Vector3(pNext.X, pNext.Y, 0.0f);
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vertices.Add(new VertexPositionColorTexture(offsetPoint1Next, this.LineColor, perpendincularVector));
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vertices.Add(new VertexPositionColorTexture(offsetPoint2Next, this.LineColor, perpendincularVector * -1));
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}
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for (int i = 0; i < vertices.Count; i += 4)
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{
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indices.Add((ushort)(i));
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indices.Add((ushort)(i + 1));
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indices.Add((ushort)(i + 2));
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indices.Add((ushort)(i + 2));
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indices.Add((ushort)(i + 1));
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indices.Add((ushort)(i + 3));
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}
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this.vbo = new VertexBuffer(device, typeof(VertexPositionColorTexture), (this.points.Count - 1) * 4, BufferUsage.WriteOnly);
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this.vbo.SetData<VertexPositionColorTexture>(vertices.ToArray());
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this.ibo = new IndexBuffer(device, typeof(ushort), indices.Count, BufferUsage.WriteOnly);
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this.ibo.SetData<ushort>(indices.ToArray());
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}
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public void Draw(Effect lineEffect)
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{
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this.gDevice.SetVertexBuffer(this.vbo);
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this.gDevice.Indices = this.ibo;
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RasterizerState rasterizerState = new RasterizerState();
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rasterizerState.CullMode = CullMode.None;
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this.gDevice.RasterizerState = rasterizerState;
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lineEffect.Parameters["thickness"].SetValue(this.thickness);
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foreach (EffectPass pass in lineEffect.CurrentTechnique.Passes)
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{
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pass.Apply();
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this.gDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, this.ibo.IndexCount / 3);
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//this.gDevice.DrawPrimitives(PrimitiveType.LineList, 0, this.vbo.VertexCount);
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}
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}
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}
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}
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@@ -3,6 +3,8 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using MyGame.Primitives;
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namespace Barbs
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namespace Barbs
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{
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{
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class Program : Game
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class Program : Game
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@@ -19,7 +21,7 @@ namespace Barbs
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public Program()
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public Program()
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{
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{
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graphics = new GraphicsDeviceManager(this);
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = ".";
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Content.RootDirectory = "assets";
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}
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}
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protected override void Initialize()
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protected override void Initialize()
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@@ -43,7 +45,7 @@ namespace Barbs
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projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 480f, 0.01f, 100f);
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projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 480f, 0.01f, 100f);
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basicEffect = new BasicEffect(GraphicsDevice);
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basicEffect = new BasicEffect(GraphicsDevice);
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lineEffect = Content.Load<Effect>("line");
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lineEffect = Content.Load<Effect>("shaders/line");
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Vector2[] arr = { new Vector2(0.0f,0.0f), new Vector2(0.2f,0.5f), new Vector2(0.2f,0.0f), new Vector2(0.5f,0.0f),
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Vector2[] arr = { new Vector2(0.0f,0.0f), new Vector2(0.2f,0.5f), new Vector2(0.2f,0.0f), new Vector2(0.5f,0.0f),
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new Vector2(0.7f,-0.5f)};
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new Vector2(0.7f,-0.5f)};
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