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March 3, 2012 17:30
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XNA Showroom
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/* | |
* Program.cs | |
* | |
* Copyright 2012 Roberto Estrada | |
* | |
* This program is free software; you can redistribute it and/or modify | |
* it under the terms of the GNU General Public License version 3 as | |
* published by the Free Software Foundation. | |
* | |
* This program is distributed in the hope that it will be useful, | |
* but WITHOUT ANY WARRANTY; without even the implied warranty of | |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
* GNU General Public License for more details. | |
* | |
* You should have received a copy of the GNU General Public License | |
* along with this program. If not, see <http://www.gnu.org/licenses/>. | |
*/ | |
using System; | |
namespace XNAShowRoom | |
{ | |
#if WINDOWS || XBOX | |
static class Program | |
{ | |
/// <summary> | |
/// The main entry point for the application. | |
/// </summary> | |
static void Main(string[] args) | |
{ | |
using (ShowRoom game = new ShowRoom()) | |
{ | |
game.Run(); | |
} | |
} | |
} | |
#endif | |
} |
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/* | |
* ShowRoom.cs | |
* | |
* Copyright 2012 Roberto Estrada | |
* | |
* This program is free software; you can redistribute it and/or modify | |
* it under the terms of the GNU General Public License version 3 as | |
* published by the Free Software Foundation. | |
* | |
* This program is distributed in the hope that it will be useful, | |
* but WITHOUT ANY WARRANTY; without even the implied warranty of | |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
* GNU General Public License for more details. | |
* | |
* You should have received a copy of the GNU General Public License | |
* along with this program. If not, see <http://www.gnu.org/licenses/>. | |
*/ | |
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 XNAShowRoom | |
{ | |
/// <summary> | |
/// The 3D XNA Showroom | |
/// </summary> | |
public class ShowRoom : Microsoft.Xna.Framework.Game | |
{ | |
// Field of view | |
static float FOV = 60.0f; | |
// Graphics adapter variables | |
float aspectRatio; | |
GraphicsDeviceManager graphics; | |
SpriteBatch spriteBatch; | |
// Model to be shown | |
Model shownModel; | |
// Position of the model (X, Y, Z) | |
Vector3 modelPos; | |
// Model rotation (in degrees) | |
float modelRotation; | |
// Camera position in world | |
Vector3 cameraPos; | |
Matrix lookAtMatrix; | |
Matrix projectionMatrix; | |
public ShowRoom() | |
{ | |
graphics = new GraphicsDeviceManager(this); | |
Content.RootDirectory = "Content"; | |
} | |
/// <summary> | |
/// 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. | |
/// </summary> | |
protected override void Initialize() | |
{ | |
// TODO: Add your initialization logic here | |
base.Initialize(); | |
} | |
/// <summary> | |
/// LoadContent will be called once per game and is the place to load | |
/// all of your content. | |
/// </summary> | |
protected override void LoadContent() | |
{ | |
// Create a new SpriteBatch, which can be used to draw textures. | |
spriteBatch = new SpriteBatch(GraphicsDevice); | |
// Getting viewport aspect ratio | |
aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; | |
// Content loading | |
shownModel = Content.Load<Model>("Models\\desklamp"); | |
// Setting camera | |
cameraPos = new Vector3(0.0f, 100.0f, 80.0f); | |
// Matrix precomputation | |
lookAtMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0.0f, 50.0f, 0.0f), Vector3.Up); | |
projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(FOV), aspectRatio, 1.0f, 10000.0f); | |
} | |
/// <summary> | |
/// UnloadContent will be called once per game and is the place to unload | |
/// all content. | |
/// </summary> | |
protected override void UnloadContent() | |
{ | |
// No unmanaged contents to unload | |
} | |
/// <summary> | |
/// Allows the game to run logic such as updating the world, | |
/// checking for collisions, gathering input, and playing audio. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
protected override void Update(GameTime gameTime) | |
{ | |
// Allows the game to exit | |
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) | |
this.Exit(); | |
modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds * | |
MathHelper.ToRadians(0.01f); | |
base.Update(gameTime); | |
} | |
/// <summary> | |
/// This is called when the game should draw itself. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
protected override void Draw(GameTime gameTime) | |
{ | |
GraphicsDevice.Clear(Color.CornflowerBlue); | |
// Drawing code | |
Matrix[] transformBoneMatrixes = new Matrix[shownModel.Bones.Count]; | |
shownModel.CopyAbsoluteBoneTransformsTo(transformBoneMatrixes); | |
// Model draw, for each mesh in the model... | |
foreach (ModelMesh mesh in shownModel.Meshes) | |
{ | |
foreach (BasicEffect effect in mesh.Effects) | |
{ | |
effect.EnableDefaultLighting(); | |
effect.World = transformBoneMatrixes[mesh.ParentBone.Index] * | |
Matrix.CreateRotationY(modelRotation) * | |
Matrix.CreateTranslation(modelPos); | |
effect.View = lookAtMatrix; | |
effect.Projection = projectionMatrix; | |
} | |
mesh.Draw(); | |
} | |
base.Draw(gameTime); | |
} | |
} | |
} |
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