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 { /// /// This is the main type for your game /// 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"; } /// /// 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() { // 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(); } /// /// 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); sphere = Content.Load("sphere"); terrain = new PlanetTerrainMap(1000, 20, GraphicsDevice, Content); // TODO: use this.Content to load your game content here } /// /// 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(); // TODO: Add your update logic here base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. 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); } } }