Draw basic trapezoidal skeleton.
This commit is contained in:
parent
df436f8c32
commit
d6addc15e0
@ -1,18 +1,19 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Audio;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SemiColinGames {
|
||||
public sealed class TreeScene : IScene {
|
||||
|
||||
const int MAX_LINE_VERTICES = 4;
|
||||
const int MAX_SEGMENTS = 1000;
|
||||
const int MAX_VERTICES = MAX_SEGMENTS * 6; // 2 triangles per segment
|
||||
|
||||
private readonly Color backgroundColor = Color.SkyBlue;
|
||||
private readonly GraphicsDevice graphics;
|
||||
private readonly BasicEffect basicEffect;
|
||||
|
||||
private VertexPositionColor[] lineVertices;
|
||||
private VertexPositionColor[] vertices;
|
||||
private VertexBuffer vertexBuffer;
|
||||
|
||||
public TreeScene(GraphicsDevice graphics) {
|
||||
@ -21,13 +22,13 @@ namespace SemiColinGames {
|
||||
basicEffect = new BasicEffect(graphics) {
|
||||
World = Matrix.CreateTranslation(0, 0, 0),
|
||||
View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up),
|
||||
VertexColorEnabled = true
|
||||
VertexColorEnabled = true,
|
||||
Projection = Matrix.CreateOrthographicOffCenter(-1920 / 2, 1920 / 2, -1080 / 4, 1080 * 3 / 4, -1, 1)
|
||||
};
|
||||
basicEffect.Projection = Matrix.CreateOrthographicOffCenter(0, 1920, 1080, 0, -1, 1);
|
||||
|
||||
lineVertices = new VertexPositionColor[MAX_LINE_VERTICES];
|
||||
vertices = new VertexPositionColor[MAX_VERTICES];
|
||||
vertexBuffer = new VertexBuffer(
|
||||
graphics, typeof(VertexPositionColor), MAX_LINE_VERTICES, BufferUsage.WriteOnly);
|
||||
graphics, typeof(VertexPositionColor), MAX_VERTICES, BufferUsage.WriteOnly);
|
||||
}
|
||||
|
||||
~TreeScene() {
|
||||
@ -39,19 +40,53 @@ namespace SemiColinGames {
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
public struct Trapezoid {
|
||||
public Vector2 p1, p2, p3, p4;
|
||||
}
|
||||
|
||||
public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
|
||||
var skeleton = new List<Vector2> {
|
||||
new Vector2(0, 0),
|
||||
new Vector2(0, 100),
|
||||
new Vector2(10, 200),
|
||||
new Vector2(30, 300),
|
||||
new Vector2(60, 400),
|
||||
new Vector2(100, 500),
|
||||
};
|
||||
|
||||
graphics.Clear(backgroundColor);
|
||||
|
||||
lineVertices[0] = new VertexPositionColor(new Vector3(100, 100, 0), Color.Black);
|
||||
lineVertices[1] = new VertexPositionColor(new Vector3(300, 200, 0), Color.Black);
|
||||
lineVertices[2] = new VertexPositionColor(new Vector3(200, 200, 0), Color.Black);
|
||||
lineVertices[3] = new VertexPositionColor(new Vector3(100, 100, 0), Color.Black);
|
||||
var segments = new List<Trapezoid>();
|
||||
|
||||
for (int i = 0; i < skeleton.Count - 1; i++) {
|
||||
Vector2 low = skeleton[i];
|
||||
Vector2 high = skeleton[i + 1];
|
||||
Trapezoid t;
|
||||
int width = 10 - i;
|
||||
t.p1 = new Vector2(low.X - width, low.Y);
|
||||
t.p2 = new Vector2(low.X + width, low.Y);
|
||||
t.p3 = new Vector2(high.X - width + 4, high.Y);
|
||||
t.p4 = new Vector2(high.X + width - 4, high.Y);
|
||||
segments.Add(t);
|
||||
}
|
||||
|
||||
Color color = Color.SaddleBrown;
|
||||
for (int i = 0; i < segments.Count; i++) {
|
||||
Trapezoid t = segments[i];
|
||||
vertices[i * 6] = new VertexPositionColor(new Vector3(t.p1.X, t.p1.Y, 0), color);
|
||||
vertices[i * 6 + 1] = new VertexPositionColor(new Vector3(t.p2.X, t.p2.Y, 0), color);
|
||||
vertices[i * 6 + 2] = new VertexPositionColor(new Vector3(t.p3.X, t.p3.Y, 0), color);
|
||||
vertices[i * 6 + 3] = new VertexPositionColor(new Vector3(t.p2.X, t.p2.Y, 0), color);
|
||||
vertices[i * 6 + 4] = new VertexPositionColor(new Vector3(t.p3.X, t.p3.Y, 0), color);
|
||||
vertices[i * 6 + 5] = new VertexPositionColor(new Vector3(t.p4.X, t.p4.Y, 0), color);
|
||||
}
|
||||
|
||||
graphics.SetVertexBuffer(vertexBuffer);
|
||||
vertexBuffer.SetData(lineVertices);
|
||||
vertexBuffer.SetData(vertices);
|
||||
|
||||
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) {
|
||||
pass.Apply();
|
||||
graphics.DrawPrimitives(PrimitiveType.LineStrip, 0, 3 /* num lines */);
|
||||
graphics.DrawPrimitives(PrimitiveType.TriangleList, 0, segments.Count * 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user