| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158 | //-----------------------------------------------------------------------------// DualDemo.cs//// Microsoft XNA Community Game Platform// Copyright (C) Microsoft Corporation. All rights reserved.//-----------------------------------------------------------------------------using System;using System.Collections.Generic;using System.Linq;using System.Text;using Microsoft.Xna.Framework;using Microsoft.Xna.Framework.Graphics;using SkinnedModel;namespace XnaGraphicsDemo{    /// <summary>    /// Demo shows how to use DualTextureEffect.    /// </summary>    class DualDemo : MenuComponent    {        // Fields.        Model model;        BoolMenuEntry showTexture;        BoolMenuEntry showLightmap;        Texture2D grey;        float cameraRotation = 0;        float cameraArc = 0;        /// <summary>        /// Constructor.        /// </summary>        public DualDemo(DemoGame game)            : base(game)        {            Entries.Add(showTexture = new BoolMenuEntry("texture"));            Entries.Add(showLightmap = new BoolMenuEntry("light map"));            Entries.Add(new MenuEntry { Text = "back", Clicked = delegate { Game.SetActiveMenu(0); } });        }        /// <summary>        /// Resets the menu state.        /// </summary>        public override void Reset()        {            showTexture.Value = true;            showLightmap.Value = true;            cameraRotation = 124;            cameraArc = -12;            base.Reset();        }        /// <summary>        /// Loads content for this demo.        /// </summary>        protected override void LoadContent()        {            model = Game.Content.Load<Model>("model");            grey = new Texture2D(GraphicsDevice, 1, 1);            grey.SetData(new Color[] { new Color(128, 128, 128, 255) });        }        /// <summary>        /// Draws the DualTextureEffect demo.        /// </summary>        /// <param name="gameTime">Provides a snapshot of timing values.</param>        public override void Draw(GameTime gameTime)        {            DrawTitle("dual texture effect", new Color(128, 160, 128), new Color(96, 128, 96));            // Compute camera matrices.            float time = (float)gameTime.TotalGameTime.TotalSeconds;            Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(cameraRotation)) *                              Matrix.CreateRotationZ(MathHelper.ToRadians(cameraArc));            Matrix view = Matrix.CreateLookAt(new Vector3(35, 13, 0),                                              new Vector3(0, 3, 0),                                              Vector3.Up);            Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,                                                                    GraphicsDevice.Viewport.AspectRatio,                                                                    2, 100);            Matrix[] transforms = new Matrix[model.Bones.Count];            model.CopyAbsoluteBoneTransformsTo(transforms);            GraphicsDevice.BlendState = BlendState.Opaque;            GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;            GraphicsDevice.DepthStencilState = DepthStencilState.Default;            GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;            foreach (ModelMesh mesh in model.Meshes)            {                List<Texture2D> textures = new List<Texture2D>();                foreach (DualTextureEffect effect in mesh.Effects)                {                    Matrix world = transforms[mesh.ParentBone.Index] * rotation;                    effect.World = world;                    effect.View = view;                    effect.Projection = projection;                    effect.DiffuseColor = new Vector3(0.75f);                    // Store the previous textures.                    textures.Add(effect.Texture);                    textures.Add(effect.Texture2);                    // Optionally disable one or both textures.                    if (!showTexture.Value)                        effect.Texture = grey;                    if (!showLightmap.Value)                        effect.Texture2 = grey;                }                // Draw the mesh.                mesh.Draw();                // Restore the original textures.                int i = 0;                foreach (DualTextureEffect effect in mesh.Effects)                {                    effect.Texture = textures[i++];                    effect.Texture2 = textures[i++];                }            }            base.Draw(gameTime);        }        /// <summary>        /// Dragging on the menu background rotates the camera.        /// </summary>        /// <param name="delta">The amount the mouse was dragged.</param>        protected override void OnDrag(Vector2 delta)        {            cameraRotation = MathHelper.Clamp(cameraRotation + delta.X / 8, 0, 180);            cameraArc = MathHelper.Clamp(cameraArc - delta.Y / 8, -50, 15);        }    }}
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