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;
namespace PlanetTest
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
PlanetTerrainMap terrain;
Model sphere;
Matrix ViewMatrix;
Matrix ProjectionMatrix;
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
ViewMatrix = Matrix.CreateLookAt(new Vector3(0, 0, -10), new Vector3(0, 0, 0), Vector3.Up);
ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 1, 1000);
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);
sphere = Content.Load<Model>("sphere");
terrain = new PlanetTerrainMap(1000, 20, GraphicsDevice, Content);
// TODO: use this.Content to load your game content here
}
/// <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)
{
float time = (float)gameTime.TotalGameTime.TotalSeconds;
Matrix rotation = Matrix.CreateRotationY(time * 0.5f);
GraphicsDevice.Clear(Color.CornflowerBlue);
Matrix[] transforms = new Matrix[sphere.Bones.Count];
sphere.CopyAbsoluteBoneTransformsTo(transforms);
RasterizerState rState = new RasterizerState();
rState.FillMode = FillMode.Solid;
GraphicsDevice.RasterizerState = rState;
foreach (ModelMesh mesh in sphere.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.World = (transforms[mesh.ParentBone.Index] * rotation);
//effect.Parameters["WorldInverseTranspose"].SetValue(Matrix.Transpose(Matrix.Invert(transforms[mesh.ParentBone.Index] * world)));
effect.View = ViewMatrix;
effect.Projection = ProjectionMatrix;
effect.Texture = terrain.Image;
//for testing purposes:
//effect.Parameters["DiffuseColor"].SetValue(new Vector4(1, 0, 0, 1));
}
mesh.Draw();
}
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}