我有一些问题。我是XNA的新手,想要绘制一个看起来像这样的多边形(最后,我希望这些点是随机的):
所以我读了一些文章,这就是我最终的结果:
private VertexPositionColor[] vertices;
public TextureClass()
{
setupVertices();
}
public override void Render(SpriteBatch spriteBatch)
{
Texture2D texture = createTexture(spriteBatch);
spriteBatch.Draw(texture, new Rectangle((int)vertices[0].Position.X, (int)vertices[0].Position.Y, 30, 30), Color.Brown);
}
private Texture2D createTexture(SpriteBatch spriteBatch)
{
Texture2D texture = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
texture.SetData<Color>(new Color[] { Color.Brown });
return texture;
}
当我调用Render
时,它开始绘制一些正方形,就像它在循环中的位置一样。我只是猜测我做错了。如果有人指出我正确的方向,我会喜欢它。只需创建一个多边形并绘制它。看起来很简单......
答案 0 :(得分:3)
这就是我现在所拥有的。
生成带有一些所需符号的BasicEffect的类。
public class StandardBasicEffect : BasicEffect
{
public StandardBasicEffect(GraphicsDevice graphicsDevice)
: base(graphicsDevice)
{
this.VertexColorEnabled = true;
this.Projection = Matrix.CreateOrthographicOffCenter(
0, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, 0, 0, 1);
}
public StandardBasicEffect(BasicEffect effect)
: base(effect) { }
public BasicEffect Clone()
{
return new StandardBasicEffect(this);
}
}
这是我的PolygonShape类
/// <summary>
/// A Polygon object that you will be able to draw.
/// Animations are being implemented as we speak.
/// </summary>
/// <param name="graphicsDevice">The graphicsdevice from a Game object</param>
/// <param name="vertices">The vertices in a clockwise order</param>
public PolygonShape(GraphicsDevice graphicsDevice, VertexPositionColor[] vertices)
{
this.graphicsDevice = graphicsDevice;
this.vertices = vertices;
this.triangulated = false;
triangulatedVertices = new VertexPositionColor[vertices.Length * 3];
indexes = new int[vertices.Length];
}
/// <summary>
/// Triangulate the set of VertexPositionColors so it will be drawn correcrly
/// </summary>
/// <returns>The triangulated vertices array</returns>}
public VertexPositionColor[] Triangulate()
{
calculateCenterPoint();{
setupIndexes();
for (int i = 0; i < indexes.Length; i++)
{
setupDrawableTriangle(indexes[i]);
}
triangulated = true;
return triangulatedVertices;
}
/// <summary>
/// Calculate the center point needed for triangulation.
/// The polygon will be irregular, so this isn't the actual center of the polygon
/// but it will do for now, as we only need an extra point to make the triangles with</summary>
private void calculateCenterPoint()
{
float xCount = 0, yCount = 0;
foreach (VertexPositionColor vertice in vertices)
{
xCount += vertice.Position.X;
yCount += vertice.Position.Y;
}
centerPoint = new Vector3(xCount / vertices.Length, yCount / vertices.Length, 0);
}
private void setupIndexes()
{
for (int i = 1; i < triangulatedVertices.Length; i = i + 3)
{
indexes[i / 3] = i - 1;
}
}
private void setupDrawableTriangle(int index)
{
triangulatedVertices[index] = vertices[index / 3]; //No DividedByZeroException?...
if (index / 3 != vertices.Length - 1)
triangulatedVertices[index + 1] = vertices[(index / 3) + 1];
else
triangulatedVertices[index + 1] = vertices[0];
triangulatedVertices[index + 2].Position = centerPoint;
}
/// <summary>
/// Draw the polygon. If you haven't called Triangulate yet, I wil do it for you.
/// </summary>
/// <param name="effect">The BasicEffect needed for drawing</param>
public void Draw(BasicEffect effect)
{
try
{
if (!triangulated)
Triangulate();
draw(effect);
}
catch (Exception exception)
{
throw exception;
}
}
private void draw(BasicEffect effect)
{
effect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(
PrimitiveType.TriangleList, triangulatedVertices, 0, vertices.Length);
}
抱歉,这有点很多。现在我的下一个任务。动画我的多边形。
希望它帮助同样有同样问题的人。
答案 1 :(得分:2)
这段代码对于绘制2D线非常有用,一些计算可以在初始化调用中完成,但我更喜欢这个例子来保持一致。
public void DrawLine(VertexPositionColor[] Vertices)
{
Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
Vector2 center;
center.X = Game.GraphicsDevice.Viewport.Width * 0.5f;
center.Y = Game.GraphicsDevice.Viewport.Height * 0.5f;
Matrix View = Matrix.CreateLookAt( new Vector3( center, 0 ), new Vector3( center, 1 ), new Vector3( 0, -1, 0 ) );
Matrix Projection = Matrix.CreateOrthographic( center.X * 2, center.Y * 2, -0.5f, 1 );
Effect EffectLines = Game.Content.Load<Effect>( "lines" );
EffectLines.CurrentTechnique = EffectLines.Techniques["Lines"];
EffectLines.Parameters["xViewProjection"].SetValue( View * Projection );
EffectLines.Parameters["xWorld"].SetValue( Matrix.Identity );
foreach ( EffectPass pass in EffectLines.CurrentTechnique.Passes )
{
pass.Apply( );
Game.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>
( PrimitiveType.LineList, Vertices, 0, Vertices.Length/2 );
}
}
LINES.FX
uniform float4x4 xWorld;
uniform float4x4 xViewProjection;
void VS_Basico(in float4 inPos : POSITION, in float4 inColor: COLOR0, out float4 outPos: POSITION, out float4 outColor:COLOR0 )
{
float4 tmp = mul (inPos, xWorld);
outPos = mul (tmp, xViewProjection);
outColor = inColor;
}
float4 PS_Basico(in float4 inColor:COLOR) :COLOR
{
return inColor;
}
technique Lines
{
pass Pass0
{
VertexShader = compile vs_2_0 VS_Basico();
PixelShader = compile ps_2_0 PS_Basico();
FILLMODE = SOLID;
CULLMODE = NONE;
}
}
答案 2 :(得分:1)
我过去曾使用XNA进行物理模拟,我必须使用GraphicsDevice.DrawIndexedPrimitives绘制边界框(对于更多工作示例,您应该使用google或MSDN获取此函数。)
以下代码是我在项目中用于绘制3D几何图形的代码。
/// <summary>
/// Draw the primitive.
/// </summary>
/// <param name="world">World Matrix</param>
/// <param name="view">View Matrix</param>
/// <param name="projection">Projection Matrix</param>
/// <param name="color">Color of the primitive</param>
public void Draw(Matrix world, Matrix view, Matrix projection, Color color)
{
_mGraphicsDevice.VertexDeclaration = _mVertexDeclaration;
_mGraphicsDevice.Vertices[0].SetSource(_mVertexBuffer, 0, VertexPositionNormal.SizeInBytes);
_mGraphicsDevice.Indices = _mIndexBuffer;
_mBasicEffect.DiffuseColor = color.ToVector3();
_mBasicEffect.World = _mTransform * world;
_mBasicEffect.View = view;
_mBasicEffect.Projection = projection;
int primitiveCount = _mIndex.Count / 3;
_mBasicEffect.Begin();
foreach (EffectPass pass in _mBasicEffect.CurrentTechnique.Passes)
{
pass.Begin();
_mGraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _mVertex.Count, 0, primitiveCount);
pass.End();
}
_mBasicEffect.End();
}
此函数是几何对象(类)的成员方法,并从Game类'Draw(GameTime)
方法