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This chapter, we’ll do something about the solid background color surrounding our city. This will be done using a skybox.
What exactly is a skybox? In fact, it’s nothing more than a cube with 6 nice landscape images, drawn around the camera. This gives the player the impression of being in an outdoor environment, while in fact, he’s enclosed in a box!
Using the methods we’ve created thus far, we could expect this to be quite easy, as a skybox is nothing more than a mesh. Only this time, we need to load some texture files to accompany the mesh.
You can download the mesh file itself (link), as well as the texure files (link). I’ve put the texture files in a zip file, if you’ve got problems opening it, you can also find the files here (link). The meshfile itself used to be supplied with the DirectX SDK. You can find lots of skybox texturefiles on the internet.
This time, we will need 2 variables: one to store the model, and an extra one to store the textures (because each subset of the model can have a different texture). So create these variables at the top of your code:
Texture2D[] skyboxTextures; Model skyboxModel;
Normally, we would use the LoadModel method to load our skybox, but we cannot do this since that method doesn’t load the textures. We’ll fix this by overloading that method: we’ll create a completely new version of the method, with exactly the same name, but with different arguments!
private Model LoadModel(string assetName, out Texture2D[] textures) {
Model newModel = Content.Load<Model>
(assetName); textures = new Texture2D[newModel.Meshes.Count]; int i = 0; foreach (ModelMesh mesh in newModel.Meshes) foreach (BasicEffect currentEffect in mesh.Effects) textures[i++] = currentEffect.Texture; foreach (ModelMesh mesh in newModel.Meshes) foreach (ModelMeshPart meshPart in mesh.MeshParts) meshPart.Effect = effect.Clone(device); return newModel; }
Note that the signature of this method differs from the first LoadModel method in that it has 2 arguments.
The first line and 3 last lines are taken directly from our first LoadModel method. Only the middle part is new.
Remember all parts of the model can hold a different effect? These effects also hold the name of the texture, corresponding to its part of the model. So we cycle through each effect in our model, and save all the textures in the textures array!
Call this method from within your LoadContent method:
skyboxModel = LoadModel("skybox", out skyboxTextures);
So far for loading the skybox. All we have to do now, is draw it. What makes a skybox special? When your plane is moving, the city has to move relative to it. Not so for your skybox, which has always to be at a constant distance from your airplane. This will make our skybox look like it’s infinitely far away! So when our airplanes moves, we move the skybox with it, so our xwing will always be in the middle of it.
Add this method at the bottom of your code:
private void DrawSkybox() { device.SamplerStates[0].AddressU = TextureAddressMode.Clamp; device.SamplerStates[0].AddressV = TextureAddressMode.Clamp; device.RenderState.DepthBufferWriteEnable = false; Matrix[] skyboxTransforms = new Matrix[skyboxModel.Bones.Count]; skyboxModel.CopyAbsoluteBoneTransformsTo(skyboxTransforms); int i = 0; foreach (ModelMesh mesh in skyboxModel.Meshes) { foreach (Effect currentEffect in mesh.Effects) { Matrix worldMatrix = skyboxTransforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(xwingPosition); currentEffect.CurrentTechnique = currentEffect.Techniques["Textured"]; currentEffect.Parameters["xWorld"].SetValue(worldMatrix); currentEffect.Parameters["xView"].SetValue(viewMatrix); currentEffect.Parameters["xProjection"].SetValue(projectionMatrix); currentEffect.Parameters["xTexture"].SetValue(skyboxTextures[i++]); } mesh.Draw(); } device.RenderState.DepthBufferWriteEnable = true; }
This method is explained in detail in Recipe 2-8. The texture addressing mode is set to Clamp, to get rid of the texture seams you would otherwise see at the edges of the box. We need to disable the Zbuffer so we don’t have to specify a size for the skybox. The skybox is rendered around our xwing, as its positions is used to create the World matrix.
As discussed in Recipe 2-8, you need to call this method as the first line in your Draw method:
DrawSkybox();
That’s it for this chapter! Running the code should give you an image as displayed below:

Click here to go to the forum on this chapter!
Or click on one of the topics on this chapter to go there: Error when importing an FBX model hi
well, i wanted to try my own models over my ap...Mod to Skybox Model I have modified the Skybox.x file to add the effec...Skybox Image Quality Is there any way to improve the texture quality on...Invalid casting for effects Hi!
I get an invalid casting exception at run-t...Problem Loading Skybox "Device does not support multi-level texture widt...Skybox Image Size Problem After compiling Skybox tutorial unit, I got device...
The code thus far:
using System; using System.Collections.Generic; 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.Net; using Microsoft.Xna.Framework.Storage; namespace XNAseries2 { public class Game1 : Microsoft.Xna.Framework.Game { struct Bullet { public Vector3 position; public Quaternion rotation; } private struct VertexPointSprite { private Vector3 position; private float pointSize; public VertexPointSprite(Vector3 position, float pointSize) { this.position = position; this.pointSize = pointSize; } public static readonly VertexElement[] VertexElements = { new VertexElement(0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0), new VertexElement(0, sizeof(float)*3, VertexElementFormat.Single, VertexElementMethod.Default, VertexElementUsage.PointSize, 0), }; public static int SizeInBytes = sizeof(float) * (3 + 1); } enum CollisionType { None, Building, Boundary, Target } const int maxTargets = 50; int[] buildingHeights = new int[] { 0, 2, 2, 6, 5, 4 }; GraphicsDeviceManager graphics; GraphicsDevice device; Effect effect; Vector3 lightDirection = new Vector3(3, -2, 5); Matrix viewMatrix; Matrix projectionMatrix; Texture2D sceneryTexture; Texture2D bulletTexture;
Texture2D[] skyboxTextures;
Model xwingModel; Model targetModel;
Model skyboxModel;
Vector3 xwingPosition = new Vector3(8, 1, -3); Quaternion xwingRotation = Quaternion.Identity; int[,] floorPlan; float gameSpeed = 1.0f; VertexBuffer cityVertexBuffer; VertexDeclaration texturedVertexDeclaration; VertexDeclaration pointSpriteVertexDeclaration; BoundingBox[] buildingBoundingBoxes; BoundingBox completeCityBox;
List<BoundingSphere>
targetList = new List<BoundingSphere>
(); List<Bullet>
bulletList = new List<Bullet>
(); double lastBulletTime = 0;
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; }
protected override void Initialize() { graphics.PreferredBackBufferWidth = 500; graphics.PreferredBackBufferHeight = 500; graphics.IsFullScreen = false; graphics.ApplyChanges(); Window.Title = "Riemer's XNA Tutorials -- Series 2";
LoadFloorPlan(); lightDirection.Normalize(); SetUpBoundingBoxes(); AddTargets();
base.Initialize(); }
protected override void LoadContent() { device = graphics.GraphicsDevice;
effect = Content.Load<Effect>
("effects"); sceneryTexture = Content.Load<Texture2D>
("texturemap"); bulletTexture = Content.Load<Texture2D>
("bullet"); xwingModel = LoadModel("xwing"); targetModel = LoadModel("target"); skyboxModel = LoadModel("skybox", out skyboxTextures);
SetUpVertices(); SetUpCamera();
pointSpriteVertexDeclaration = new VertexDeclaration(device, VertexPointSprite.VertexElements); }
private Model LoadModel(string assetName) {
Model newModel = Content.Load<Model>
(assetName); foreach (ModelMesh mesh in newModel.Meshes) foreach (ModelMeshPart meshPart in mesh.MeshParts) meshPart.Effect = effect.Clone(device); return newModel; }
private Model LoadModel(string assetName, out Texture2D[] textures) {
Model newModel = Content.Load<Model>
(assetName); textures = new Texture2D[newModel.Meshes.Count]; int i = 0; foreach (ModelMesh mesh in newModel.Meshes) foreach (BasicEffect currentEffect in mesh.Effects) textures[i++] = currentEffect.Texture;
foreach (ModelMesh mesh in newModel.Meshes) foreach (ModelMeshPart meshPart in mesh.MeshParts) meshPart.Effect = effect.Clone(device);
return newModel; }
private void LoadFloorPlan() { floorPlan = new int[,] { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,1,1,0,0,0,1,1,0,0,1,0,1}, {1,0,0,1,1,0,0,0,1,0,0,0,1,0,1}, {1,0,0,0,1,1,0,1,1,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,1,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,1,1,0,0,0,1,0,0,0,0,0,0,1}, {1,0,1,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,1,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,1,0,0,0,1,0,0,0,0,1}, {1,0,1,0,0,0,0,0,0,1,0,0,0,0,1}, {1,0,1,1,0,0,0,0,1,1,0,0,0,1,1}, {1,0,0,0,0,0,0,0,1,1,0,0,0,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, }; Random random = new Random(); int differentBuildings = buildingHeights.Length - 1; for (int x = 0; x < floorPlan.GetLength(0); x++) for (int y = 0; y < floorPlan.GetLength(1); y++) if (floorPlan[x, y] == 1) floorPlan[x, y] = random.Next(differentBuildings) + 1; } private void SetUpBoundingBoxes() { int cityWidth = floorPlan.GetLength(0); int cityLength = floorPlan.GetLength(1);
List<BoundingBox>
bbList = new List<BoundingBox>
(); for (int x = 0; x < cityWidth; x++) { for (int z = 0; z < cityLength; z++) { int buildingType = floorPlan[x, z]; if (buildingType != 0) { int buildingHeight = buildingHeights[buildingType]; Vector3[] buildingPoints = new Vector3[2]; buildingPoints[0] = new Vector3(x, 0, -z); buildingPoints[1] = new Vector3(x + 1, buildingHeight, -z - 1); BoundingBox buildingBox = BoundingBox.CreateFromPoints(buildingPoints); bbList.Add(buildingBox); } } } buildingBoundingBoxes = bbList.ToArray();
Vector3[] boundaryPoints = new Vector3[2]; boundaryPoints[0] = new Vector3(0, 0, 0); boundaryPoints[1] = new Vector3(cityWidth, 20, -cityLength); completeCityBox = BoundingBox.CreateFromPoints(boundaryPoints); }
private void AddTargets() { int cityWidth = floorPlan.GetLength(0); int cityLength = floorPlan.GetLength(1);
Random random = new Random();
while (targetList.Count < maxTargets) { int x = random.Next(cityWidth); int z = -random.Next(cityLength); float y = (float)random.Next(2000) / 1000f + 1; float radius = (float)random.Next(1000) / 1000f * 0.2f + 0.01f;
BoundingSphere newTarget = new BoundingSphere(new Vector3(x, y, z), radius);
if (CheckCollision(newTarget) == CollisionType.None) targetList.Add(newTarget); } }
private void SetUpCamera() { viewMatrix = Matrix.CreateLookAt(new Vector3(20, 13, -5), new Vector3(8, 0, -7), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.2f, 500.0f); }
private void SetUpVertices() { int differentBuildings = buildingHeights.Length - 1; float imagesInTexture = 1 + differentBuildings * 2;
int cityWidth = floorPlan.GetLength(0); int cityLength = floorPlan.GetLength(1);
List<VertexPositionNormalTexture>
verticesList = new List<VertexPositionNormalTexture>
(); for (int x = 0; x < cityWidth; x++) { for (int z = 0; z < cityLength; z++) { int currentbuilding = floorPlan[x, z];
//floor or ceiling verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2(currentbuilding * 2 / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 1)));
if (currentbuilding != 0) { //front wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2) / imagesInTexture, 0)));
//back wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2) / imagesInTexture, 1)));
//left wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1)));
//right wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1)));
verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); } } }
cityVertexBuffer = new VertexBuffer(device, verticesList.Count * VertexPositionNormalTexture.SizeInBytes, BufferUsage.WriteOnly);
cityVertexBuffer.SetData<VertexPositionNormalTexture>
(verticesList.ToArray()); texturedVertexDeclaration = new VertexDeclaration(device, VertexPositionNormalTexture.VertexElements); }
protected override void UnloadContent() { }
protected override void Update(GameTime gameTime) { ProcessKeyboard(gameTime); float moveSpeed = gameTime.ElapsedGameTime.Milliseconds / 500.0f * gameSpeed; MoveForward(ref xwingPosition, xwingRotation, moveSpeed);
BoundingSphere xwingSpere = new BoundingSphere(xwingPosition, 0.04f); if (CheckCollision(xwingSpere) != CollisionType.None) { xwingPosition = new Vector3(8, 1, -3); xwingRotation = Quaternion.Identity; gameSpeed /= 1.1f; }
UpdateCamera(); UpdateBulletPositions(moveSpeed);
base.Update(gameTime); }
private void UpdateCamera() { Vector3 campos = new Vector3(0, 0.1f, 0.6f); campos = Vector3.Transform(campos, Matrix.CreateFromQuaternion(xwingRotation)); campos += xwingPosition;
Vector3 camup = new Vector3(0, 1, 0); camup = Vector3.Transform(camup, Matrix.CreateFromQuaternion(xwingRotation));
viewMatrix = Matrix.CreateLookAt(campos, xwingPosition, camup); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.2f, 500.0f); }
private void ProcessKeyboard(GameTime gameTime) { float leftRightRot = 0;
float turningSpeed = (float)gameTime.ElapsedGameTime.TotalMilliseconds / 1000.0f; turningSpeed *= 1.6f * gameSpeed; KeyboardState keys = Keyboard.GetState(); if (keys.IsKeyDown(Keys.Right)) leftRightRot += turningSpeed; if (keys.IsKeyDown(Keys.Left)) leftRightRot -= turningSpeed;
float upDownRot = 0; if (keys.IsKeyDown(Keys.Down)) upDownRot += turningSpeed; if (keys.IsKeyDown(Keys.Up)) upDownRot -= turningSpeed;
Quaternion additionalRot = Quaternion.CreateFromAxisAngle(new Vector3(0, 0, -1), leftRightRot) * Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), upDownRot); xwingRotation *= additionalRot;
if (keys.IsKeyDown(Keys.Space)) { double currentTime = gameTime.TotalGameTime.TotalMilliseconds; if (currentTime - lastBulletTime > 100) { Bullet newBullet = new Bullet(); newBullet.position = xwingPosition; newBullet.rotation = xwingRotation; bulletList.Add(newBullet);
lastBulletTime = currentTime; } } }
private void MoveForward(ref Vector3 position, Quaternion rotationQuat, float speed) { Vector3 addVector = Vector3.Transform(new Vector3(0, 0, -1), rotationQuat); position += addVector * speed; }
private CollisionType CheckCollision(BoundingSphere sphere) { for (int i = 0; i < buildingBoundingBoxes.Length; i++) if (buildingBoundingBoxes[i].Contains(sphere) != ContainmentType.Disjoint) return CollisionType.Building;
if (completeCityBox.Contains(sphere) != ContainmentType.Contains) return CollisionType.Boundary;
for (int i = 0; i < targetList.Count; i++) { if (targetList[i].Contains(sphere) != ContainmentType.Disjoint) { targetList.RemoveAt(i); i--; AddTargets();
return CollisionType.Target; } }
return CollisionType.None; }
private void UpdateBulletPositions(float moveSpeed) { for (int i = 0; i < bulletList.Count; i++) { Bullet currentBullet = bulletList[i]; MoveForward(ref currentBullet.position, currentBullet.rotation, moveSpeed * 2.0f); bulletList[i] = currentBullet;
BoundingSphere bulletSphere = new BoundingSphere(currentBullet.position, 0.05f); CollisionType colType = CheckCollision(bulletSphere); if (colType != CollisionType.None) { bulletList.RemoveAt(i); i--;
if (colType == CollisionType.Target) gameSpeed *= 1.05f; } } }
protected override void Draw(GameTime gameTime) { device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0);
DrawSkybox();
DrawCity(); DrawModel(); DrawTargets(); DrawBullets(); base.Draw(gameTime); } private void DrawCity() { effect.CurrentTechnique = effect.Techniques["Textured"]; effect.Parameters["xWorld"].SetValue(Matrix.Identity); effect.Parameters["xView"].SetValue(viewMatrix); effect.Parameters["xProjection"].SetValue(projectionMatrix); effect.Parameters["xTexture"].SetValue(sceneryTexture); effect.Parameters["xEnableLighting"].SetValue(true); effect.Parameters["xLightDirection"].SetValue(lightDirection); effect.Parameters["xAmbient"].SetValue(0.5f); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); device.VertexDeclaration = texturedVertexDeclaration; device.Vertices[0].SetSource(cityVertexBuffer, 0, VertexPositionNormalTexture.SizeInBytes); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cityVertexBuffer.SizeInBytes / VertexPositionNormalTexture.SizeInBytes / 3); pass.End(); } effect.End(); } private void DrawModel() { Matrix worldMatrix = Matrix.CreateScale(0.0005f, 0.0005f, 0.0005f) * Matrix.CreateRotationY(MathHelper.Pi) * Matrix.CreateFromQuaternion(xwingRotation) * Matrix.CreateTranslation(xwingPosition); Matrix[] xwingTransforms = new Matrix[xwingModel.Bones.Count]; xwingModel.CopyAbsoluteBoneTransformsTo(xwingTransforms); foreach (ModelMesh mesh in xwingModel.Meshes) { foreach (Effect currentEffect in mesh.Effects) { currentEffect.CurrentTechnique = currentEffect.Techniques["Colored"]; currentEffect.Parameters["xWorld"].SetValue(xwingTransforms[mesh.ParentBone.Index] * worldMatrix); currentEffect.Parameters["xView"].SetValue(viewMatrix); currentEffect.Parameters["xProjection"].SetValue(projectionMatrix); currentEffect.Parameters["xEnableLighting"].SetValue(true); currentEffect.Parameters["xLightDirection"].SetValue(lightDirection); currentEffect.Parameters["xAmbient"].SetValue(0.5f); } mesh.Draw(); } } private void DrawTargets() { for (int i = 0; i < targetList.Count; i++) { Matrix worldMatrix = Matrix.CreateScale(targetList[i].Radius) * Matrix.CreateTranslation(targetList[i].Center); Matrix[] targetTransforms = new Matrix[targetModel.Bones.Count]; targetModel.CopyAbsoluteBoneTransformsTo(targetTransforms); foreach (ModelMesh mesh in targetModel.Meshes) { foreach (Effect currentEffect in mesh.Effects) { currentEffect.CurrentTechnique = currentEffect.Techniques["Colored"]; currentEffect.Parameters["xWorld"].SetValue(targetTransforms[mesh.ParentBone.Index] * worldMatrix); currentEffect.Parameters["xView"].SetValue(viewMatrix); currentEffect.Parameters["xProjection"].SetValue(projectionMatrix); currentEffect.Parameters["xEnableLighting"].SetValue(true); currentEffect.Parameters["xLightDirection"].SetValue(lightDirection); currentEffect.Parameters["xAmbient"].SetValue(0.5f); } mesh.Draw(); } } } private void DrawBullets() { if (bulletList.Count > 0) { VertexPointSprite[] spriteArray = new VertexPointSprite[bulletList.Count]; for (int i = 0; i < bulletList.Count; i++) spriteArray[i] = new VertexPointSprite(bulletList[i].position, 50); effect.CurrentTechnique = effect.Techniques["PointSprites"]; Matrix worldMatrix = Matrix.Identity; effect.Parameters["xWorld"].SetValue(worldMatrix); effect.Parameters["xView"].SetValue(viewMatrix); effect.Parameters["xProjection"].SetValue(projectionMatrix); effect.Parameters["xTexture"].SetValue(bulletTexture); device.RenderState.PointSpriteEnable = true; device.RenderState.AlphaBlendEnable = true; device.RenderState.SourceBlend = Blend.One; device.RenderState.DestinationBlend = Blend.One; effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); device.VertexDeclaration = pointSpriteVertexDeclaration; device.DrawUserPrimitives(PrimitiveType.PointList, spriteArray, 0, spriteArray.Length); pass.End(); } effect.End(); device.RenderState.PointSpriteEnable = false; device.RenderState.AlphaBlendEnable = false; } }
private void DrawSkybox() { device.SamplerStates[0].AddressU = TextureAddressMode.Clamp; device.SamplerStates[0].AddressV = TextureAddressMode.Clamp; device.RenderState.DepthBufferWriteEnable = false; Matrix[] skyboxTransforms = new Matrix[skyboxModel.Bones.Count]; skyboxModel.CopyAbsoluteBoneTransformsTo(skyboxTransforms); int i = 0; foreach (ModelMesh mesh in skyboxModel.Meshes) { foreach (Effect currentEffect in mesh.Effects) { Matrix worldMatrix = skyboxTransforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(xwingPosition); currentEffect.CurrentTechnique = currentEffect.Techniques["Textured"]; currentEffect.Parameters["xWorld"].SetValue(worldMatrix); currentEffect.Parameters["xView"].SetValue(viewMatrix); currentEffect.Parameters["xProjection"].SetValue(projectionMatrix); currentEffect.Parameters["xTexture"].SetValue(skyboxTextures[i++]); } mesh.Draw(); } device.RenderState.DepthBufferWriteEnable = true; }
} }
- Website design & XNA + DirectX code : Riemer Grootjans - ©2003 - 2008 Riemer Grootjans
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