Merge remote-tracking branch 'origin/main'
This commit is contained in:
9
Screens/IScreen.cs
Normal file
9
Screens/IScreen.cs
Normal file
@@ -0,0 +1,9 @@
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|||||||
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||||||
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namespace MyGame.Screens
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||||||
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{
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||||||
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public interface IScreen
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||||||
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{
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||||||
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void Update();
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||||||
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void Draw();
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||||||
|
}
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||||||
|
}
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||||||
15
Screens/MenuScreen.cs
Normal file
15
Screens/MenuScreen.cs
Normal file
@@ -0,0 +1,15 @@
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namespace MyGame.Screens
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||||||
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{
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||||||
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public class MenuScreen : IScreen
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||||||
|
{
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||||||
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public void Update()
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||||||
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{
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||||||
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||||||
|
}
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||||||
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||||||
|
public void Draw()
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||||||
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{
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||||||
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||||||
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}
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||||||
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}
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||||||
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}
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||||||
@@ -40,7 +40,7 @@ float4 MainPS(VertexShaderOutput input) : COLOR
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float4 res = input.Color;
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float4 res = input.Color;
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||||||
float distFromLine = length(input.Normal);
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float distFromLine = length(input.Normal);
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||||||
float alpha = 1.0 - ((clamp(distFromLine, (1.0 - feather),1.0) - (1.0 - feather)) / feather);
|
float alpha = 1.0 - ((clamp(distFromLine, (1.0 - feather),1.0) - (1.0 - feather)) / feather);
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res.a = alpha;
|
//res.a = alpha;
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return res;
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return res;
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||||||
}
|
}
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|||||||
@@ -1,14 +1,20 @@
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|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
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||||||
|
using System.Linq;
|
||||||
using System.Diagnostics;
|
using System.Diagnostics;
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||||||
using Microsoft.Xna.Framework;
|
using Microsoft.Xna.Framework;
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||||||
using Microsoft.Xna.Framework.Graphics;
|
using Microsoft.Xna.Framework.Graphics;
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|
using System.Collections;
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|
using System;
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|
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namespace MyGame.Primitives
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namespace MyGame.Primitives
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{
|
{
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|
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||||||
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|
||||||
public class Line
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public class Line
|
||||||
{
|
{
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private List<Vector2> points;
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private List<Vector2> points;
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||||||
private float thickness = 1.0f;
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private float thickness;
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|
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||||||
public enum JoinType
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public enum JoinType
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{
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{
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@@ -25,71 +31,289 @@ namespace MyGame.Primitives
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}
|
}
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private Color LineColor { get; set; }
|
private Color LineColor { get; set; }
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|
private LineCaps LineEndings { get; set; }
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||||||
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private JoinType JoinTypes { get; set; }
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||||||
|
|
||||||
//Graphical representation
|
//Graphical representation
|
||||||
private VertexBuffer vbo;
|
private VertexBuffer vbo;
|
||||||
private IndexBuffer ibo;
|
private IndexBuffer ibo;
|
||||||
private GraphicsDevice gDevice;
|
private GraphicsDevice gDevice;
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||||||
|
|
||||||
public Line(List<Vector2> points)
|
private class LinkedMeshList : IEnumerable<LinkedMeshListNode>
|
||||||
{
|
{
|
||||||
this.points = points;
|
public int Count { get; set; }
|
||||||
this.LineColor = Color.Black;
|
|
||||||
|
public LinkedMeshListNode FirstNode { get; private set; }
|
||||||
|
|
||||||
|
public LinkedMeshListNode LastNode { get; private set; }
|
||||||
|
|
||||||
|
public LinkedMeshList()
|
||||||
|
{
|
||||||
|
this.Count = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Remove(LinkedMeshListNode node)
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddBefore(LinkedMeshListNode node, LinkedMeshListNode beforeNode)
|
||||||
|
{
|
||||||
|
var oldBefore = node.Previous;
|
||||||
|
|
||||||
|
oldBefore.Next = beforeNode;
|
||||||
|
beforeNode.Previous = oldBefore;
|
||||||
|
|
||||||
|
beforeNode.Next = node;
|
||||||
|
node.Previous = beforeNode;
|
||||||
|
|
||||||
|
Count++;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddAfter(LinkedMeshListNode node, LinkedMeshListNode afterNode)
|
||||||
|
{
|
||||||
|
var oldNext = node.Next;
|
||||||
|
|
||||||
|
node.Next = afterNode;
|
||||||
|
afterNode.Previous = node;
|
||||||
|
|
||||||
|
afterNode.Next = oldNext;
|
||||||
|
oldNext.Previous = afterNode;
|
||||||
|
|
||||||
|
Count++;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Append(LinkedMeshListNode node)
|
||||||
|
{
|
||||||
|
if (this.Count == 0)
|
||||||
|
{
|
||||||
|
this.FirstNode = node;
|
||||||
|
this.LastNode = node;
|
||||||
|
Count++;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.LastNode.Next = node;
|
||||||
|
node.Previous = this.LastNode;
|
||||||
|
this.LastNode = node;
|
||||||
|
this.Count++;
|
||||||
|
}
|
||||||
|
|
||||||
|
public List<VertexPositionColorTexture> GetVerticeList()
|
||||||
|
{
|
||||||
|
List<VertexPositionColorTexture> verticesList = new List<VertexPositionColorTexture>();
|
||||||
|
foreach (var node in this)
|
||||||
|
{
|
||||||
|
verticesList.AddRange(node.GenerateVerticeList());
|
||||||
|
}
|
||||||
|
return verticesList;
|
||||||
|
}
|
||||||
|
|
||||||
|
public List<ushort> GetIndiceList()
|
||||||
|
{
|
||||||
|
List<ushort> indeicesList = new List<ushort>();
|
||||||
|
foreach (var node in this)
|
||||||
|
{
|
||||||
|
indeicesList.AddRange(node.GenerateIndiceList());
|
||||||
|
}
|
||||||
|
return indeicesList;
|
||||||
|
}
|
||||||
|
|
||||||
|
public IEnumerator<LinkedMeshListNode> GetEnumerator()
|
||||||
|
{
|
||||||
|
LinkedMeshListNode curNode = this.FirstNode;
|
||||||
|
while (curNode != null)
|
||||||
|
{
|
||||||
|
yield
|
||||||
|
return curNode;
|
||||||
|
curNode = curNode.Next;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator IEnumerable.GetEnumerator()
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private abstract class LinkedMeshListNode
|
||||||
|
{
|
||||||
|
public LinkedMeshListNode Next { get; set; }
|
||||||
|
|
||||||
|
private LinkedMeshListNode previous;
|
||||||
|
public LinkedMeshListNode Previous
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.previous;
|
||||||
|
}
|
||||||
|
set
|
||||||
|
{
|
||||||
|
this.IndexOffset = value.IndexOffset + value.GetVertexCount();
|
||||||
|
this.previous = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int IndexOffset { get; private set; }
|
||||||
|
|
||||||
|
public abstract int GetVertexCount();
|
||||||
|
|
||||||
|
public abstract List<VertexPositionColorTexture> GenerateVerticeList();
|
||||||
|
public abstract List<ushort> GenerateIndiceList();
|
||||||
|
|
||||||
|
public LinkedMeshListNode()
|
||||||
|
{
|
||||||
|
this.IndexOffset = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private class Segment : LinkedMeshListNode
|
||||||
|
{
|
||||||
|
public Vector2 Start { get; private set; }
|
||||||
|
public Vector2 End { get; private set; }
|
||||||
|
public Vector2 Normal { get; private set; }
|
||||||
|
public const ushort INDEX_BL = 0;
|
||||||
|
public const ushort INDEX_BR = 1;
|
||||||
|
public const ushort INDEX_TL = 2;
|
||||||
|
public const ushort INDEX_TR = 3;
|
||||||
|
private Color color { get; set; }
|
||||||
|
|
||||||
|
public Segment(Vector2 start, Vector2 end, Color color) : base()
|
||||||
|
{
|
||||||
|
this.Start = start;
|
||||||
|
this.End = end;
|
||||||
|
Vector2 dir = end - start;
|
||||||
|
Vector2 perpendincularVector = new Vector2(dir.Y, -dir.X);
|
||||||
|
perpendincularVector.Normalize();
|
||||||
|
this.Normal = perpendincularVector;
|
||||||
|
this.color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override List<VertexPositionColorTexture> GenerateVerticeList()
|
||||||
|
{
|
||||||
|
List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
|
||||||
|
var offsetPoint1 = new Vector3(this.Start.X, this.Start.Y, 0.0f);
|
||||||
|
vertices.Add(new VertexPositionColorTexture(offsetPoint1, this.color, this.Normal));
|
||||||
|
vertices.Add(new VertexPositionColorTexture(offsetPoint1, this.color, this.Normal * -1));
|
||||||
|
var offsetPoint1Next = new Vector3(this.End.X, this.End.Y, 0.0f);
|
||||||
|
vertices.Add(new VertexPositionColorTexture(offsetPoint1Next, this.color, this.Normal));
|
||||||
|
vertices.Add(new VertexPositionColorTexture(offsetPoint1Next, this.color, this.Normal * -1));
|
||||||
|
return vertices;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override List<ushort> GenerateIndiceList()
|
||||||
|
{
|
||||||
|
List<ushort> indices = new List<ushort>();
|
||||||
|
indices.Add((ushort)(this.IndexOffset + INDEX_BL));
|
||||||
|
indices.Add((ushort)(this.IndexOffset + INDEX_BR));
|
||||||
|
indices.Add((ushort)(this.IndexOffset + INDEX_TL));
|
||||||
|
|
||||||
|
indices.Add((ushort)(this.IndexOffset + INDEX_TL));
|
||||||
|
indices.Add((ushort)(this.IndexOffset + INDEX_BR));
|
||||||
|
indices.Add((ushort)(this.IndexOffset + INDEX_TR));
|
||||||
|
|
||||||
|
return indices;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int GetVertexCount()
|
||||||
|
{
|
||||||
|
return 4;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private class BevelLineJoin : LinkedMeshListNode
|
||||||
|
{
|
||||||
|
private Color color { get; set; }
|
||||||
|
|
||||||
|
public BevelLineJoin(Color color) : base()
|
||||||
|
{
|
||||||
|
this.color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override List<ushort> GenerateIndiceList()
|
||||||
|
{
|
||||||
|
Debug.Assert(this.Previous != null);
|
||||||
|
Debug.Assert(this.Previous is Segment);
|
||||||
|
Debug.Assert(this.Next != null);
|
||||||
|
Debug.Assert(this.Next is Segment);
|
||||||
|
var next = this.Next as Segment;
|
||||||
|
var previous = this.Previous as Segment;
|
||||||
|
|
||||||
|
ushort lastOffset = (ushort)previous.IndexOffset;
|
||||||
|
ushort nextOffset = (ushort)next.IndexOffset;
|
||||||
|
|
||||||
|
List<ushort> indices = new List<ushort>();
|
||||||
|
indices.Add((ushort)(lastOffset + Segment.INDEX_TL));
|
||||||
|
indices.Add((ushort)(lastOffset + Segment.INDEX_TR));
|
||||||
|
indices.Add((ushort)(nextOffset + Segment.INDEX_BL));
|
||||||
|
|
||||||
|
indices.Add((ushort)(lastOffset + Segment.INDEX_TL));
|
||||||
|
indices.Add((ushort)(lastOffset + Segment.INDEX_TR));
|
||||||
|
indices.Add((ushort)(nextOffset + Segment.INDEX_BR));
|
||||||
|
return indices;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override List<VertexPositionColorTexture> GenerateVerticeList()
|
||||||
|
{
|
||||||
|
return new List<VertexPositionColorTexture>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int GetVertexCount()
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Line(List<Vector2> points)
|
||||||
|
: this(points, 1.0f)
|
||||||
|
{ }
|
||||||
|
|
||||||
public Line(List<Vector2> points, float thickness)
|
public Line(List<Vector2> points, float thickness)
|
||||||
{
|
: this(points, thickness, Color.Black)
|
||||||
this.points = points;
|
{ }
|
||||||
this.thickness = thickness;
|
|
||||||
this.LineColor = Color.Black;
|
|
||||||
}
|
|
||||||
|
|
||||||
public Line(List<Vector2> points, float thickness, Color color)
|
public Line(List<Vector2> points, float thickness, Color color)
|
||||||
|
: this(points, thickness, color, JoinType.None)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
public Line(List<Vector2> points, float thickness, Color color, JoinType joinType)
|
||||||
|
: this(points, thickness, color, joinType, LineCaps.None)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
public Line(List<Vector2> points, float thickness, Color color, JoinType joinType, LineCaps caps)
|
||||||
{
|
{
|
||||||
this.points = points;
|
this.points = points;
|
||||||
this.thickness = thickness;
|
this.thickness = thickness;
|
||||||
this.LineColor = color;
|
this.LineColor = color;
|
||||||
|
this.JoinTypes = joinType;
|
||||||
|
this.LineEndings = caps;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void InitOnGraphicalDevice(GraphicsDevice device)
|
public void InitOnGraphicalDevice(GraphicsDevice device)
|
||||||
{
|
{
|
||||||
this.gDevice = device;
|
this.gDevice = device;
|
||||||
Debug.Assert(this.points.Count >= 2);
|
Debug.Assert(this.points.Count >= 2);
|
||||||
List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
|
|
||||||
List<ushort> indices = new List<ushort>();
|
LinkedMeshList meshList = new LinkedMeshList();
|
||||||
|
|
||||||
for (int i = 0; i < this.points.Count - 1; i++)
|
for (int i = 0; i < this.points.Count - 1; i++)
|
||||||
{
|
{
|
||||||
var p = this.points[i];
|
var p = this.points[i];
|
||||||
var pNext = this.points[i + 1];
|
var pNext = this.points[i + 1];
|
||||||
|
meshList.Append(new Segment(p, pNext, this.LineColor));
|
||||||
Vector2 dir = pNext - p;
|
|
||||||
Vector2 perpendincularVector = new Vector2(dir.Y, -dir.X);
|
|
||||||
perpendincularVector.Normalize();
|
|
||||||
|
|
||||||
var offsetPoint1 = new Vector3(p.X, p.Y, 0.0f);
|
|
||||||
var offsetPoint2 = new Vector3(p.X, p.Y, 0.0f);
|
|
||||||
vertices.Add(new VertexPositionColorTexture(offsetPoint1, this.LineColor, perpendincularVector));
|
|
||||||
vertices.Add(new VertexPositionColorTexture(offsetPoint2, this.LineColor, perpendincularVector * -1));
|
|
||||||
var offsetPoint1Next = new Vector3(pNext.X, pNext.Y, 0.0f);
|
|
||||||
var offsetPoint2Next = new Vector3(pNext.X, pNext.Y, 0.0f);
|
|
||||||
vertices.Add(new VertexPositionColorTexture(offsetPoint1Next, this.LineColor, perpendincularVector));
|
|
||||||
vertices.Add(new VertexPositionColorTexture(offsetPoint2Next, this.LineColor, perpendincularVector * -1));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < vertices.Count; i += 4)
|
var curNode = meshList.FirstNode;
|
||||||
|
while (curNode != null && curNode.Next != null)
|
||||||
{
|
{
|
||||||
indices.Add((ushort)(i));
|
meshList.AddAfter(curNode, new BevelLineJoin(this.LineColor));
|
||||||
indices.Add((ushort)(i + 1));
|
curNode = curNode.Next.Next;
|
||||||
indices.Add((ushort)(i + 2));
|
|
||||||
|
|
||||||
indices.Add((ushort)(i + 2));
|
|
||||||
indices.Add((ushort)(i + 1));
|
|
||||||
indices.Add((ushort)(i + 3));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
List<VertexPositionColorTexture> vertices = meshList.GetVerticeList();
|
||||||
|
List<ushort> indices = meshList.GetIndiceList();
|
||||||
|
|
||||||
this.vbo = new VertexBuffer(device, typeof(VertexPositionColorTexture), (this.points.Count - 1) * 4, BufferUsage.WriteOnly);
|
this.vbo = new VertexBuffer(device, typeof(VertexPositionColorTexture), vertices.Count, BufferUsage.WriteOnly);
|
||||||
this.vbo.SetData<VertexPositionColorTexture>(vertices.ToArray());
|
this.vbo.SetData<VertexPositionColorTexture>(vertices.ToArray());
|
||||||
this.ibo = new IndexBuffer(device, typeof(ushort), indices.Count, BufferUsage.WriteOnly);
|
this.ibo = new IndexBuffer(device, typeof(ushort), indices.Count, BufferUsage.WriteOnly);
|
||||||
this.ibo.SetData<ushort>(indices.ToArray());
|
this.ibo.SetData<ushort>(indices.ToArray());
|
||||||
@@ -100,7 +324,8 @@ namespace MyGame.Primitives
|
|||||||
this.gDevice.SetVertexBuffer(this.vbo);
|
this.gDevice.SetVertexBuffer(this.vbo);
|
||||||
this.gDevice.Indices = this.ibo;
|
this.gDevice.Indices = this.ibo;
|
||||||
RasterizerState rasterizerState = new RasterizerState();
|
RasterizerState rasterizerState = new RasterizerState();
|
||||||
rasterizerState.CullMode = CullMode.None;
|
// rasterizerState.CullMode = CullMode.None;
|
||||||
|
//rasterizerState.FillMode = FillMode.WireFrame;
|
||||||
this.gDevice.RasterizerState = rasterizerState;
|
this.gDevice.RasterizerState = rasterizerState;
|
||||||
lineEffect.Parameters["thickness"].SetValue(this.thickness);
|
lineEffect.Parameters["thickness"].SetValue(this.thickness);
|
||||||
foreach (EffectPass pass in lineEffect.CurrentTechnique.Passes)
|
foreach (EffectPass pass in lineEffect.CurrentTechnique.Passes)
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System.Collections.Generic;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using Microsoft.Xna.Framework;
|
using Microsoft.Xna.Framework;
|
||||||
using Microsoft.Xna.Framework.Graphics;
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
using Microsoft.Xna.Framework.Input;
|
using Microsoft.Xna.Framework.Input;
|
||||||
@@ -7,7 +8,7 @@ using MyGame.Primitives;
|
|||||||
|
|
||||||
namespace Barbs
|
namespace Barbs
|
||||||
{
|
{
|
||||||
class Program : Game
|
class Program : Game, IDisposable
|
||||||
{
|
{
|
||||||
Texture2D ballTexture;
|
Texture2D ballTexture;
|
||||||
private GraphicsDeviceManager graphics;
|
private GraphicsDeviceManager graphics;
|
||||||
@@ -26,10 +27,10 @@ namespace Barbs
|
|||||||
|
|
||||||
protected override void Initialize()
|
protected override void Initialize()
|
||||||
{
|
{
|
||||||
// TODO: Add your initialization logic here
|
graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
|
||||||
graphics.PreferredBackBufferHeight = 1824;
|
graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
|
||||||
graphics.PreferredBackBufferWidth = 2736;
|
|
||||||
graphics.ApplyChanges();
|
graphics.ApplyChanges();
|
||||||
|
Window.IsBorderless = true;
|
||||||
|
|
||||||
base.Initialize();
|
base.Initialize();
|
||||||
}
|
}
|
||||||
@@ -41,18 +42,24 @@ namespace Barbs
|
|||||||
ballTexture = Content.Load<Texture2D>("ball");
|
ballTexture = Content.Load<Texture2D>("ball");
|
||||||
|
|
||||||
world = Matrix.CreateTranslation(0, 0, 0);
|
world = Matrix.CreateTranslation(0, 0, 0);
|
||||||
view = Matrix.CreateLookAt(new Vector3(0, 0, 3), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
|
view = Matrix.CreateLookAt(new Vector3(0.3f, 0, 2.0f), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
|
||||||
projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 480f, 0.01f, 100f);
|
projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 480f, 0.01f, 100f);
|
||||||
|
|
||||||
basicEffect = new BasicEffect(GraphicsDevice);
|
basicEffect = new BasicEffect(GraphicsDevice);
|
||||||
lineEffect = Content.Load<Effect>("shaders/line");
|
lineEffect = Content.Load<Effect>("shaders/line");
|
||||||
|
|
||||||
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),
|
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),
|
||||||
new Vector2(0.7f,-0.5f)};
|
new Vector2(0.7f,-0.5f), new Vector2(1.0f, 1.0f)};
|
||||||
this.testLine = new Line(new List<Vector2>(arr), 0.01f, Color.DarkSlateGray);
|
this.testLine = new Line(new List<Vector2>(arr), 0.01f, Color.DarkSlateGray);
|
||||||
this.testLine.InitOnGraphicalDevice(GraphicsDevice);
|
this.testLine.InitOnGraphicalDevice(GraphicsDevice);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected void Dispose()
|
||||||
|
{
|
||||||
|
//Cleanup
|
||||||
|
// OR Final call before shutdown
|
||||||
|
}
|
||||||
|
|
||||||
protected override void Update(GameTime gameTime)
|
protected override void Update(GameTime gameTime)
|
||||||
{
|
{
|
||||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
|
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||||
@@ -84,8 +91,11 @@ namespace Barbs
|
|||||||
|
|
||||||
static void Main(string[] args)
|
static void Main(string[] args)
|
||||||
{
|
{
|
||||||
var pro = new Program();
|
|
||||||
pro.Run();
|
using (Program game = new Program())
|
||||||
|
{
|
||||||
|
game.Run();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user