Спонсор: Microsoft
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2056 / 31 | Длительность: 06:23:00
Специальности: Программист
Самостоятельная работа 5:

Основы 3Д. Текстурирование

< Самостоятельная работа 1 || Самостоятельная работа 5: 12

Реализация:

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 Lab5
{
    /// <summary<
    /// This is the main type for your game
    /// </summary<
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        VertexDeclaration vd;
        VertexPositionTexture[] verts;
        int[] indices;

        BasicEffect effect;

        Texture2D texture;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary<
        /// 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.
        /// </summary<
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            effect = new BasicEffect(GraphicsDevice, null);

            vd = new VertexDeclaration(GraphicsDevice, VertexPositionTexture.VertexElements);
            verts = new VertexPositionTexture[24];


            verts[0] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector2(0, 0));
            verts[1] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector2(1, 0));
            verts[2] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector2(1, 1));
            verts[3] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector2(0, 1));

            verts[4] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector2(0, 0));
            verts[5] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector2(1, 0));
            verts[6] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector2(1, 1));
            verts[7] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector2(0, 1));

            verts[8] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector2(0, 0));
            verts[9] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector2(1, 0));
            verts[10] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector2(1, 1));
            verts[11] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector2(0, 1));

            verts[12] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector2(0, 0));
            verts[13] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector2(1, 0));
            verts[14] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector2(1, 1));
            verts[15] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector2(0, 1));

            verts[16] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector2(1, 0));
            verts[17] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector2(0, 0));
            verts[18] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector2(0, 1));
            verts[19] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector2(1, 1));

            verts[20] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector2(1, 0));
            verts[21] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector2(0, 0));
            verts[22] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector2(0, 1));
            verts[23] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector2(1, 1));

            indices = new int[] { 0, 1, 2, 2, 3, 0,
                                4, 5, 6, 6, 7, 4,
                                8, 9, 10, 10, 11 ,8,
                                12, 13, 14, 14, 15, 12,
                                16, 17, 18, 18, 19, 16,
                                20, 21, 22, 22, 23, 20
            };

            base.Initialize();
        }

        /// <summary<
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary<
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            texture = Content.Load<Texture2D<("tex");
        }

        /// <summary<
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary<
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary<
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary<
        /// <param name="gameTime"<Provides a snapshot of timing values.</param<
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary<
        /// This is called when the game should draw itself.
        /// </summary<
        /// <param name="gameTime"<Provides a snapshot of timing values.</param<
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            Matrix world = Matrix.CreateRotationY((float)gameTime.TotalGameTime.TotalSeconds);

            Matrix view = Matrix.CreateLookAt(new Vector3(0.5f, 1, 3), Vector3.Zero, Vector3.Up);
            Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 1, 10);

            GraphicsDevice.VertexDeclaration = vd;

            effect.World = world;
            effect.View = view;
            effect.Projection = proj;
            effect.Texture = texture;
            effect.TextureEnabled = true;

            effect.DiffuseColor = new Vector3(1, 1, 1);

            effect.Begin();
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Begin();
                GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionTexture<(PrimitiveType.TriangleList, verts, 0, verts.Length, indices, 0, indices.Length / 3);
                pass.End();
            }
            effect.End();

            base.Draw(gameTime);
        }
    }
}
< Самостоятельная работа 1 || Самостоятельная работа 5: 12
Сергей Попов
Сергей Попов

Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ?

ost dem
ost dem

не работает 

        AudioEngine engine;
        WaveBank waveBank;
        SoundBank soundBank;

пишет

Ошибка    2    Не удалось найти имя типа или пространства имен "AudioEngine" (пропущена директива using или ссылка на сборку?)    

 

так же не работает

using Microsoft.Xna.Framework.Xact;

пишет 

Ошибка    1    Имя типа или пространства имен "Xact" отсутствует в пространстве имен "Microsoft.Xna.Framework" (пропущена ссылка на сборку?)   

как это исправить?