#region File Description //----------------------------------------------------------------------------- // Game1.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion 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.Input.Touch; using Microsoft.Xna.Framework.Media; using TexturedQuad; namespace TexturedQuadWindows { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } Quad quad; VertexDeclaration vertexDeclaration; Matrix View, Projection; protected override void Initialize() { quad = new Quad(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1); View = Matrix.CreateLookAt(new Vector3(0, 0, 2), Vector3.Zero, Vector3.Up); Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, 4.0f / 3.0f, 1, 500); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// Texture2D texture; BasicEffect quadEffect; protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); texture = Content.Load("Glass"); quadEffect = new BasicEffect(graphics.GraphicsDevice); // We still do not have lighting implemented in the shaders //quadEffect.EnableDefaultLighting(); quadEffect.World = Matrix.Identity; quadEffect.View = View; quadEffect.Projection = Projection; quadEffect.TextureEnabled = true; quadEffect.Texture = texture; vertexDeclaration = new VertexDeclaration(new VertexElement[] { new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) } ); } /// /// 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(); #if WINDOWS || MONOMAC if (Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); #endif // 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) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserIndexedPrimitives ( PrimitiveType.TriangleList, quad.Vertices, 0, 4, quad.Indexes, 0, 2); } base.Draw(gameTime); } } }