using System; using System.Collections.Generic; using System.Linq; 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.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace MojaPierwszaGraXNA { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; //private BasicEffect efekt = null; Effect efekt = null; Matrix World = Matrix.Identity, ViewProjection; Kwadryka scietyStozek, walec, stozek, dysk, kolo, sfera; /* //MessageBox via PInvoke [System.Runtime.InteropServices.DllImport("user32.dll", CharSet = System.Runtime.InteropServices.CharSet.Auto)] public static extern uint MessageBox(IntPtr hWnd, String text, String caption, uint type); */ public Game1() { Window.Title = "Modul 2. Oświetlenie: Laboratorium rozszerzone"; //Window.AllowUserResizing = true; graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// protected override void Initialize() { scietyStozek = Kwadryka.StworzScietyStozek(graphics.GraphicsDevice, 0.75f, 0.5f, 1.0f, 100, Color.White); walec = Kwadryka.StworzWalec(graphics.GraphicsDevice, 0.5f, 1.0f, 1000, Color.White); stozek = Kwadryka.StworzStozek(graphics.GraphicsDevice, 0.75f, 1.0f, 100, Color.White); dysk = Kwadryka.StworzDysk(graphics.GraphicsDevice, 0.25f, 0.75f, 100, Color.White); kolo = Kwadryka.StworzKolo(graphics.GraphicsDevice, 1, 100, Color.White); sfera = Kwadryka.StworzSfere(graphics.GraphicsDevice, 0.75f, 100, 100, Color.White); //efekt //efekt = new BasicEffect(graphics.GraphicsDevice); //efekt.VertexColorEnabled = false; //oswietlenie domyslne /* efekt.EnableDefaultLighting(); efekt.DirectionalLight1.DiffuseColor = Color.Black.ToVector3(); efekt.DirectionalLight1.SpecularColor = Color.Black.ToVector3(); efekt.DirectionalLight2.DiffuseColor = Color.Black.ToVector3(); efekt.DirectionalLight2.SpecularColor = Color.Black.ToVector3(); */ //odświeżanie ustawień sceny //this.TargetElapsedTime = TimeSpan.FromMilliseconds(13.333f); //this.TargetElapsedTime = TimeSpan.FromSeconds(1.0f/75.0f); this.IsFixedTimeStep = false; //pelny ekran /* try { //graphics.PreferredBackBufferWidth = 800; //graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.DisplayMode.Width; graphics.PreferredBackBufferHeight = graphics.GraphicsDevice.DisplayMode.Height; graphics.IsFullScreen = true; //tylko w Windows graphics.ApplyChanges(); //alternatywnie: //graphics.ToggleFullScreen(); //tylko w Windows } catch (Exception exc) { MessageBox(new IntPtr(0), "Błąd podczas przełączania w tryb pełnoekranowy:\n"+exc.Message, Window.Title, 16); } */ //macierz rzutowania //efekt.Projection = Matrix.CreateOrthographic(2.0f * graphics.GraphicsDevice.Viewport.AspectRatio, 2.0f, 0.0f, 100.0f); ////efekt.Projection = Matrix.CreatePerspective(2.0f * graphics.GraphicsDevice.Viewport.AspectRatio, 2.0f, 1.0f, 100.0f); //kamera ////efekt.View = Matrix.CreateTranslation(0, 0, -1); //efekt.View = Matrix.CreateLookAt(new Vector3(0, 0, 2), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //Wczytywanie efektu efekt = Content.Load("efekt"); efekt.Parameters["OswietleniePerPixel"].SetValue(true); efekt.Parameters["PozycjaZrodlaSwiatla"].SetValue(new Vector3(1, 1, 1)); efekt.Parameters["PolozenieKamery"].SetValue(new Vector3(0, 0, 1)); efekt.Parameters["Ca"].SetValue(new Vector4(0.5f,0.5f,0.5f,1)); efekt.Parameters["Cd"].SetValue(new Vector4(0.75f,0.75f,0.75f,1)); efekt.Parameters["Cd"].SetValue(new Vector4(1,1,1,1)); World = Matrix.CreateRotationX(-MathHelper.PiOver2); ViewProjection = Matrix.CreateLookAt(new Vector3(0, 0, 2), new Vector3(0, 0, 0), new Vector3(0, 1, 0)) * Matrix.CreateOrthographic(2.0f * graphics.GraphicsDevice.Viewport.AspectRatio, 2.0f, 0.0f, 100.0f); efekt.Parameters["WVP"].SetValue(World * ViewProjection); efekt.Parameters["World"].SetValue(World); efekt.Parameters["Tekstura"].SetValue(this.Content.Load("tekstura")); efekt.Parameters["MapaNormalnych"].SetValue(this.Content.Load("mapa_normalnych")); efekt.Parameters["MapaRozblysku"].SetValue(this.Content.Load("mapa_rozblysku")); //efekt.Texture = this.Content.Load("Ziemia"); //efekt.TextureEnabled = true; //dla walca //efekt.World = Matrix.CreateRotationX(-MathHelper.PiOver2) * Matrix.CreateTranslation(0, -0.5f, 0); //dla sfery //efekt.World = Matrix.CreateRotationX(-MathHelper.PiOver2); } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); //klawiatura if (Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); if (Keyboard.GetState().IsKeyDown(Keys.Space)) graphics.ToggleFullScreen(); //ruch kamery (obrot wokol osi OY) /* efekt.View *= Matrix.CreateTranslation(0, 0, 2) * //Matrix.CreateRotationX(gameTime.ElapsedRealTime.Milliseconds / 3000.0f) * Matrix.CreateRotationY(gameTime.ElapsedRealTime.Milliseconds / 3000.0f) * Matrix.CreateTranslation(0, 0, -2); */ if (Keyboard.GetState().IsKeyDown(Keys.Up)) World *= Matrix.CreateRotationX(-0.01f); if (Keyboard.GetState().IsKeyDown(Keys.Down)) World *= Matrix.CreateRotationX(0.01f); World *= Matrix.CreateRotationY(gameTime.ElapsedGameTime.Milliseconds / 3000.0f); efekt.Parameters["WVP"].SetValue(World * ViewProjection); efekt.Parameters["World"].SetValue(World); base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { //graphics.GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here GraphicsDevice gd = graphics.GraphicsDevice; gd.Clear(Color.Black); //gd.RenderState.CullMode = CullMode.CullCounterClockwiseFace; gd.RasterizerState = RasterizerState.CullNone; foreach (EffectPass pass in efekt.CurrentTechnique.Passes) { pass.Apply(); //gd.Vertices[0].SetSource(walec.BuforWerteksow, 0, VertexPositionColorNormal.SizeInBytes); //gd.DrawPrimitives(PrimitiveType.PointList, 0, walec.IloscPasm * walec.IloscTrojkatowWPasmie); //gd.DrawPrimitives(PrimitiveType.TriangleStrip, 0, walec.IloscTrojkatowWPasmie); //gd.Vertices[0].SetSource(sfera.BuforWerteksow, 0, VertexPositionColorNormal.SizeInBytes); //gd.DrawPrimitives(PrimitiveType.PointList, 0, sfera.IloscPasm * sfera.IloscTrojkatowWPasmie); //for(int i=0;i