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Course 3D_XNA: 3D-Computer Graphics with XNA
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Project triangle1 Game1, Initialize, Update, Draw Three triangles Hundred triangles Chaos Help |
This project is the XNA-clone of
3D-Computer Graphics with Managed DirectX, Chapter C1: Moving Triangles and of
3D-Computer Graphics with C++ and OpenGL, Chapter C1: Moving Triangles.
This chapter requires no DirectX SDK but:
1. Visual C# 2010 Express or Visual Studio 2010 Professional
2. XNA Game Studio 4.0
3. DirectX End-User Runtimes
1. Main Menu after starting VS 2010:
Solution Explorer - triangle1: Delete the file Program.cs and the default code of Game1.cs.
2. If You find no Solution Explorer-window, open it via the main menu:
Inside the Solution Explorer-window click the plus-sign in front of triangle1. A tree opens. Look for the branch "References". Check if there are four references
3. You should switch off the vexatious automatic format- and indent- mechanism of the code editor before You copy the following code to triangle1.cs (otherwise all the code will be reformatted into chaos):
3.1. Main menu of Visual C# 2010 Express: click menu "Tools".
3.2. A DropDown-menu appears. Click "Options...".
3.3. An Options dialog box appears.
3.4. Double click the branch "Text Editor" → double click "C#" → double click "Formatting".
3.5. A sub-tree appears with the 5 branches "General, Indentation, New Lines, Spacing, Wrapping".
3.6. Uncheck any of the 45 check boxes that these 5 Formatting-branches may offer.
3.7. Leave the dialog box with button "OK".
Write the following code into the empty code window of Game1.cs:
using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; static class Program { static void Main() { Game1 game = new Game1(); game.Run(); } public class Game1 : Microsoft.Xna.Framework.Game { private GraphicsDeviceManager g; private VertexBuffer vbuffer; private BasicEffect effect; private EffectPass pass; private float rotAngle = 0f; public Game1() { Window.Title = "3DTriangleAnimation"; Window.AllowUserResizing = true; g = new GraphicsDeviceManager( this ); g.IsFullScreen = false; g.PreferredBackBufferWidth = 300; g.PreferredBackBufferHeight = 300; } protected override void Initialize() { VertexPositionColor[] v = new VertexPositionColor[3]; v[0].Position.X=-1f; v[0].Position.Y=-1f; v[0].Position.Z=0f; v[1].Position.X= 0f; v[1].Position.Y= 0f; v[1].Position.Z=0f; v[2].Position.X= 1f; v[2].Position.Y=-1f; v[2].Position.Z=0f; v[0].Color = Color.Blue; v[1].Color = Color.Cornsilk; v[2].Color = Color.MediumOrchid; vbuffer = new VertexBuffer( g.GraphicsDevice, typeof(VertexPositionColor), 3, BufferUsage.WriteOnly ); vbuffer.SetData< VertexPositionColor >( v ); effect = new BasicEffect( g.GraphicsDevice, null ); //effect.View = Matrix.CreateLookAt( new Vector3(0, 0, 3), Vector3.Zero, Vector3.Up ); //effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.Pi/4, 1f, 1f, 10f ); effect.VertexColorEnabled = true; pass = effect.CurrentTechnique.Passes[0]; } protected override void Update( GameTime gameTime ) { g.GraphicsDevice.Vertices[0].SetSource( vbuffer, 0, VertexPositionColor.SizeInBytes ); g.GraphicsDevice.VertexDeclaration = new VertexDeclaration( g.GraphicsDevice, VertexPositionColor.VertexElements ); //g.GraphicsDevice.RenderState.CullMode = CullMode.None; } protected override void Draw( GameTime gameTime ) { //g.GraphicsDevice.Clear( Color.DarkBlue ); //effect.World = Matrix.CreateRotationY( rotAngle += 0.01f ); effect.Begin(); pass.Begin(); try { g.GraphicsDevice.DrawPrimitives( PrimitiveType.TriangleList, 0, 1 ); } catch {} pass.End(); effect.End(); } } // end of class Game1 } // end of class Program
Click Debug → Start Without Debugging Ctrl F5. Drag the window borders.
Enhancements: (Start Without Debugging Ctrl F5 after any change.)
1. | Change g.PreferredBackBufferWidth and g.PreferredBackBufferHeight from 300 to 600. | The window is larger at start. |
2. | Change v[1].Position.Y= 0f; to v[1].Position.Y= 1f;. | The triangle is equilateral. |
3. | Change v[0].Color = Color.Blue; to v[0].Color = Color.DarkGoldenrod;. | The lower left color changes. |
4. | Remove the comment slashes // in front of //g.GraphicsDevice.Clear( Color.DarkBlue ); | blue background |
5. | Remove the comment slashes // in front of //g.GraphicsDevice.RenderState.CullMode = CullMode.None; Remove the comment slashes // in front of //effect.View = ... Remove the comment slashes // in front of //effect.Projection = ... | Triangle seems smaller. |
6. | Remove the comment slashes // in front of //effect.World *= ... | Rotation around the Y-axis |
Keep all enhancements.
Experiments: (Recover the change after any experiment.)
1. | Set comment slashes // in front of g.GraphicsDevice.RenderState.CullMode = CullMode.None;. | The backside of the triangle disappears. |
2. | Change the Z-value of the camera position in new Vector3(0,0,3) in effect.View=Matrix.CreateLookAt(new Vector3(0, 0,3),Vector3.Zero,Vector3.Up) from 3 to 4, 2, -2, -3. | The camera moves on the Z-axis. |
3. | Change the direction of the Y-axis in effect.View=Matrix.CreateLookAt(new Vector3(0,0,3),Vector3.Zero,Vector3.Up ) from Vector3.Up to Vector3.Down. | The triangle appears upside down. |
4. | Open the viewing angle in effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.Pi/4,1f,1f,10f); from MathHelper.Pi/4 = 45° to MathHelper.Pi/2 = 90°. | The triangle appears smaller. |
5. | Change the angle increment in effect.World=Matrix.CreateRotationY(rotAngle+=0.01f); from 0.01f to 0.1f and to 0.003f. | Faster and slower rotation |
6. | Change the rotation axis in effect.World=Matrix.CreateRotationY(rotAngle+=0.01f); from CreateRotationY to CreateRotationX. | Rotation around the X-axis |
7. | Change the rotation axis in effect.World=Matrix.CreateRotationY(rotAngle+=0.01f); from CreateRotationY to CreateRotationZ. | Rotation around the Z-axis |
Declare 4 new global variables in the head of public class Game1 : Microsoft.Xna.Framework.Game just below the line
private Matrix rot = Matrix.CreateRotationY( 0f ); private Matrix zoom = Matrix.CreateScale( 0.5f ); private Matrix leftshift = Matrix.CreateTranslation( new Vector3( -1f, 0f, 0f ) ); private Matrix rightshift = Matrix.CreateTranslation( new Vector3( 1f, 0f, 0f ) );
Change the protected override void Draw( GameTime gameTime )-function as follows:
protected override void Draw( GameTime gameTime ) { g.GraphicsDevice.Clear( Color.DarkBlue ); rot = Matrix.CreateRotationY( rotAngle += 0.01f ); //rot = Matrix.CreateFromYawPitchRoll( rotAngle += 0.01f, rotAngle, rotAngle ); effect.Begin(); pass.Begin(); effect.World = rot; try { g.GraphicsDevice.DrawPrimitives( PrimitiveType.TriangleList, 0, 1 ); } catch {} pass.End(); pass.Begin(); effect.World = zoom * rot * leftshift; try { g.GraphicsDevice.DrawPrimitives( PrimitiveType.TriangleList, 0, 1 ); } catch {} pass.End(); pass.Begin(); effect.World = zoom * rot * rightshift; try { g.GraphicsDevice.DrawPrimitives( PrimitiveType.TriangleList, 0, 1 ); } catch {} pass.End(); effect.End(); }
Click Debug → Start Without Debugging Ctrl F5. Drag the window borders.
Experiments: (Recover the change after any experiment.)
1. | Change the zoom- factor of the small triangles in Matrix zoom = Matrix.CreateScale(0.5f); from 0.5f to 0.2f and to 1.2f. | Smaller / larger triangles. |
2. | Change the leftshift of the left small triangle in Matrix leftshift = Matrix.CreateTranslation(new Vector3(-1f,0f,0f)); from -1f to -1.5f and to -0.5f. | The left triangle is horizontally shifted along the X-axis. |
3. | Change the leftshift of the left small triangle in Matrix leftshift = Matrix.CreateTranslation(new Vector3(-1f,0f,0f)); from new Vector3(-1f,0f,0f) to new Vector3(-1f,1f,0f) and to new Vector3(-1f,-1f,0f). | The left triangle is vertically shifted. |
4. | Change the leftshift of the left small triangle in Matrix leftshift = Matrix.CreateTranslation(new Vector3(-1f,0f,0f)); from new Vector3(-1f,0f,0f ) to new Vector3(-1f,0f,-2f). | The left triangle is shifted back and seems smaller. |
5. | Set comment slashes // in front of //Matrix.CreateRotationY( rotationAngle );. Remove the comment slashes // in front of //rot=Matrix.CreateFromYawPitchRoll(rotAngle+=0.01f,rotAngle,rotAngle);. Keep this change. | The triangles rotate simultaneously around their X-, Y- and Z-axes. |
Add the following declarations to the head of public class Game1 : Microsoft.Xna.Framework.Game below the line:
private const Int32 nTriangles = 100; private float[] dx = new float[nTriangles]; private float[] dy = new float[nTriangles]; private float[] dz = new float[nTriangles]; private float[] ax = new float[nTriangles]; private float[] ay = new float[nTriangles]; private float[] az = new float[nTriangles]; private Random r = new Random();
Add the following intialisations to protected override void Initialize() below the line:
for ( int i = 0; i < nTriangles; i++ ) { dx[i] = (float)r.NextDouble() - 0.5f; //random permanent translation dx dy[i] = (float)r.NextDouble() - 0.5f; //random permanent translation dy dz[i] = (float)r.NextDouble() - 0.5f; //random permanent translation dz }
g.GraphicsDevice.RenderState.DepthBufferEnable = false; g.GraphicsDevice.RenderState.DepthBufferWriteEnable = false;
Change the protected override void Draw( GameTime gameTime ) - function as follows:
protected override void Draw( GameTime gameTime ) { g.GraphicsDevice.Clear( Color.DarkBlue ); rot = Matrix.CreateFromYawPitchRoll( rotAngle += 0.01f, rotAngle, rotAngle ); effect.Begin(); for ( int i = 0; i < nTriangles; i++ ) { pass.Begin(); leftshift = Matrix.CreateTranslation( dx[i], dy[i], dz[i] ); effect.World = zoom * rot * leftshift; try { g.GraphicsDevice.DrawPrimitives( PrimitiveType.TriangleList, 0, 1 ); } catch {} pass.End(); } effect.End(); }
Click Debug → Start Without Debugging Ctrl F5. Hundred small triangles will dance synchronously as fishes do.
Change protected override void Initialize() below the line:
for ( int i = 0; i < nTriangles; i++ ) { dx[i] = (float)r.NextDouble() - 0.5f; //random permanent translation dx dy[i] = (float)r.NextDouble() - 0.5f; //random permanent translation dy dz[i] = (float)r.NextDouble() - 0.5f; //random permanent translation dz ax[i] = (float)r.NextDouble(); //random initial pitch rotation angle ay[i] = (float)r.NextDouble(); //random initial yaw rotation angle az[i] = (float)r.NextDouble(); //random initial roll rotation angle } g.GraphicsDevice.RenderState.DepthBufferEnable = false; g.GraphicsDevice.RenderState.DepthBufferWriteEnable = false;
Change the protected override void Draw( GameTime gameTime ) - function as follows:
protected override void Draw( GameTime gameTime ) { g.GraphicsDevice.Clear( Color.DarkBlue ); effect.Begin(); for ( int i = 0; i < nTriangles; i++ ) { pass.Begin(); rot = Matrix.CreateFromYawPitchRoll( ay[i] += 0.01f, ax[i] += 0.01f, az[i] += 0.01f ); leftshift = Matrix.CreateTranslation( dx[i], dy[i], dz[i] ); effect.World = zoom * rot * leftshift; g.GraphicsDevice.DrawPrimitives( PrimitiveType.TriangleList, 0, 1 ); pass.End(); } effect.End(); }
Click Debug → Start Without Debugging Ctrl F5. Hundred small triangles will dance as flying paper sheets do.
Experiments: (Recover the change after any experiment.)
1. | Allow the default Z-test and put comment slashes // in front of both g.GraphicsDevice.RenderState.DepthBufferEnable = false; and g.GraphicsDevice.RenderState.DepthBufferWriteEnable = false;. Keep this change. | New triangles don't cover the old ones. |
2. | Vary the constant const Int32 nTriangles = 100; between 10 and 1000. |
Less or more triangles. |
3. | Vary the random initial pitch+yaw+roll rotation angles ax[i], ay[i], az[i] inside the constructor between 0f and |
The initial disorder changes. |
4. | Vary the retarding factors 0.01f inside Matrix.CreateFromYawPitchRoll of the angular increments ay[i], ax[i] and az[i] between 0.001f and 0.1f. | Less or more chaos. |
5. | Insert a new line just below zoom = Matrix.CreateScale( new Vector3( (float)r.NextDouble(), (float)r.NextDouble(), (float)r.NextDouble() ) );. |
Bustling excitement. |
1. I recommend the following german booklet: KONEROW Jens: XNA Framework. schnell + kompakt, entwickler.press,
2. You find extensive information about XNA here: http://msdn2.microsoft.com/en-us/library/bb200104.aspx.
Click trough the tree on the left side:
1: XNA Game Studio x.0 →
2: XNA Game Studio x.0 →
3: XNA Game Studio x.0 →
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