我目前正在尝试通过组合两个三角形来制作一个简单的正方形,就像在 Riemer 的教程中一样(链接到教程),但是由于从 3.x 到 4.0 已经发生了很多变化,我觉得这很困难。我也想知道如何纹理这个“正方形”,所以如果有人可以通过给出一些例子来帮助我,我将不胜感激:)
谢谢!
- 基本的
这是一个绘制简单纹理正方形的示例 XNA 4.0 程序。它需要将 Green-gel-x 纹理(来自 wiki-commons - 代码中的链接)添加到内容项目(或替换为您自己的纹理)。绘制带纹理的正方形后,在顶部绘制一个线框正方形,以便您可以看到三角形。此示例使用正交投影和 BasicEffect 而不是效果文件,但在其他方面类似于您链接到的 Riemer 教程。
要执行纹理每个顶点需要一个纹理坐标。对于在正方形表面上平铺一次的纹理,左上顶点的纹理坐标为 (0, 0),右下顶点的纹理坐标为 (1, 1),依此类推。如果您想将纹理平铺两次,您可以将所有右下角的纹理坐标设置为 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);
}
}
}