2.6.8. Complete source code
using System;
using System.Collections.Generic;
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.Net;
using Microsoft.Xna.Framework.Storage;
using BetaCell.Debug;
using BetaCell.Util.GlobalInfo.Content;
using BetaCell.Environment.Camera;
using BetaCell.Util.GlobalInfo;
using BetaCell.Environment.Mesh;
using BetaCell.Behavior.Procedural;
using BetaCell.Environment.Mesh.Visitors;
using BetaCell.Environment;
using BetaCell.Effects.Composer;
using BetaCell.Environment.Light;
using BetaCell.Environment.Texture.Feeder;
using BetaCell.Util.Procedural;
using BetaCell.Common.Vertex;
using BetaCell.Environment.Texture;
using BetaCell.Effects;
namespace Starter
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
//Game attributes
GraphicsDeviceManager
graphics;
GraphicsDevice device;
ContentManager content;
BCFirstPersonHumanCamera
camera;
//end game attributes
//This tutorial's attributes
BCMesh sphere;
BCMesh cylinder;
BCMesh plane;
BCProceduralRotator rotator;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
content = new ContentManager(Services);
#if(XBOX360)
graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720;
#else
graphics.PreferredBackBufferWidth = 852;
graphics.PreferredBackBufferHeight = 480;
#endif
}
protected override void
Initialize()
{
//base initialization
device = graphics.GraphicsDevice;
BCLogger.instance.init(device, content);
BCInitializationManager.initialize(content);
OnActivated(null, null);
recreateScene();
rotator = new BCProceduralRotator(0, 0.0f, 0.1f, 0f, 1000.0f);
base.Initialize();
}
private void recreateScene()
{
//Creating a base material for the cube
BCMaterialBase material = new BCMaterialBase();
material.specRange = 0.8f;
material.diff = Color.White;
material.spec = Color.White;
material.amb = Color.LightGray;
BCMaterialVisitor materialVisitor = new BCMaterialVisitor(material);
//Color set effect composition part
BCColorSet colorSet = new BCColorSet(Color.Black);
BCFunction baseColor = colorSet.getFunction("Shader.ColorSet");
BCDynamicEffectVisitor colorSetter = new
BCDynamicEffectVisitor(baseColor, colorSet, 0);
//Light effect composition part
BCBasicLight light = new BCBasicLight();
light.range = 200;
light.transform = Matrix.CreateTranslation(20, 20, 10);
light.constAtten = 1;
light.linAtten = 0;
light.cubAtten = 0;
light.spotRange = 0.9f;
light.useShadows = false;
BCFunction lightPart =
light.getFunction("Shader.Light.Classic.PixelPointLight");
BCDynamicEffectVisitor lightSetter = new
BCDynamicEffectVisitor(lightPart, light, 1);
//Creating a sampler for the texture
BCSampler sampler = new BCSampler(
"LINEAR", "LINEAR", "LINEAR", "4",
"WRAP", "WRAP", "0xffffffff"
);
//Creating a texture feeder for the texture
//Adding a sampler per expected texture of the channel blend effect part
BCTextureFeeder texFeeder = new BCTextureFeeder();
texFeeder.addSampler("tex", sampler);
//Getting the texture effect part function from the texture feeder
BCFunction texturePart =
texFeeder.getFunction("Shader.Texture.Texture");
//Creating the texture effect setter visitor
BCDynamicEffectVisitor textureEffectSetter =
new BCDynamicEffectVisitor(texturePart, texFeeder,
BCDynamicEffect.MAX_FUNCTIONS);
//-------------
//plane
//-------------
plane = ProceduralModelers.PLANE_MODELER.createPlane(4, 4, 25, 25, new
Vector3(0, 0, 0),
new BCVertexPosNorTexContainer(), 1);
BCMeshGraphicUtil.init(plane, device);
//Setting texture
BCTextureVisitor planeTex = new BCTextureVisitor(
"tex",
new
BCMemoryTextureStrategy(content.Load<Texture2D>("Content/gameAssets/ground0"))
);
plane.visit(planeTex);
plane.visit(materialVisitor);
plane.visit(colorSetter);
plane.visit(lightSetter);
plane.visit(textureEffectSetter);
//-------------
//sphere
//-------------
sphere = ProceduralModelers.SPHERE_MODELER.createSlicedSphere(5, 6, 1,
new BCVertexPosNorTexContainer());
BCMeshGraphicUtil.init(sphere, device);
//Setting texture
BCTextureVisitor sphereTex = new BCTextureVisitor(
"tex",
new
BCMemoryTextureStrategy(content.Load<Texture2D>("Content/gameAssets/crate"))
);
sphere.visit(sphereTex);
sphere.visit(materialVisitor);
sphere.visit(colorSetter);
sphere.visit(lightSetter);
sphere.visit(textureEffectSetter);
//-------------
//cylinder
//-------------
cylinder = ProceduralModelers.CYLINDER_MODELER.createCylinder(5, 6, 1,
1,
new BCVertexPosNorTexContainer());
BCMeshGraphicUtil.init(cylinder, device);
//Setting texture
BCTextureVisitor cylinderTex = new BCTextureVisitor(
"tex",
new
BCMemoryTextureStrategy(content.Load<Texture2D>("Content/gameAssets/stone2"))
);
cylinder.visit(cylinderTex);
cylinder.visit(materialVisitor);
cylinder.visit(colorSetter);
cylinder.visit(lightSetter);
cylinder.visit(textureEffectSetter);
}
protected override void
OnActivated(object sender, EventArgs args)
{
buildViewMatrix();
base.OnActivated(sender, args);
}
void buildViewMatrix()
{
Vector3 pos = new Vector3(30, 10, 30);
Vector3 look = new Vector3(-3, -1, -3);
look.Normalize();
camera = new BCFirstPersonHumanCamera(look, pos,
MathHelper.PiOver4,
(float)this.Window.ClientBounds.Width /
(float)this.Window.ClientBounds.Height,
1f, 200);
BCGlobalInfo.instance.setMatrix(
BCGlobalInfo.VIEW_INDEX,
camera.getViewMatrix(-1)
);
BCGlobalInfo.instance.setMatrix(
BCGlobalInfo.PROJECTION_INDEX,
camera.getProjectionMatrix(-1)
);
}
protected override void
Update(GameTime gameTime)
{
}
protected override void
Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(ClearOptions.Target |
ClearOptions.DepthBuffer, Color.White, 1.0f, 0);
Matrix rotMatrix = rotator.getRotationMatrix(gameTime);
plane.transform = rotMatrix;
plane.Draw(gameTime);
drawCylinders(rotMatrix, gameTime);
drawSpheres(rotMatrix, gameTime);
BCLogger.instance.printFPS(gameTime);
BCLogger.instance.flush();
base.Draw(gameTime);
}
public void
drawCylinders(Matrix rotMatrix, GameTime gameTime)
{
Matrix r, t;
//Creates the compose transformation described i the tutorial
r =
Matrix.CreateRotationX((float)Math.PI / 2) *
Matrix.CreateTranslation(0, 6, 0);
//Draws 12 the cylinders
for
(float z = -30; z <= 30; z += 10)
{
//Creates the positional translation of the actual cylinder
t = Matrix.CreateTranslation(-10.0f, 0.0f, z);
//Sets the cylinder transformation as the composed transformation
described in the
//tutorial multiplied by the
//positional translation that was just calculated
cylinder.transform = r * t * rotMatrix;
cylinder.Draw(gameTime);
t = Matrix.CreateTranslation(10.0f, 0.0f, z);
cylinder.transform = r * t * rotMatrix;
cylinder.Draw(gameTime);
}
}
public void
drawSpheres(Matrix rotMatrix, GameTime gameTime)
{
Matrix t;
for
(float z = -30; z <= 30; z += 10)
{
t = Matrix.CreateTranslation(-10.0f, 8.0f, z);
sphere.transform = t * rotMatrix;
sphere.Draw(gameTime);
t = Matrix.CreateTranslation(10.0f, 8.0f, z);
sphere.transform = t * rotMatrix;
sphere.Draw(gameTime);
}
}
}
}