開発環境 Microsoft Visual C# 2010 Express (SP1)
実行環境 Microsoft Windows XP Home Edition (SP3)
プロジェクトの種類 Windows Game (4.0)
プロジェクト名 XnaCube

Game1.cs
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
 
namespace XnaCube
{
    class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch sprite;
        SpriteFont font;
        BasicEffect effect;
 
        VertexBuffer vertexBuffer;
        IndexBuffer indexBuffer;
        Texture2D texture;
 
        // fps
        int sec;
        int draw = 0;
        int fps = 0;
 
        // カメラ
        int camLat = 0;
        int camLong = 90;
        float camDist = 5;
 
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;
            Content.RootDirectory = "Content";
            IsMouseVisible = true;
        }
 
        protected override void LoadContent()
        {
            font = Content.Load<SpriteFont>("SpriteFont1");
            texture = Content.Load<Texture2D>("Palette16");
            sprite = new SpriteBatch(GraphicsDevice);
            effect = new BasicEffect(GraphicsDevice);
            //effect.VertexColorEnabled = true;
            //effect.EnableDefaultLighting();
            effect.TextureEnabled = true;
            effect.Texture = texture;
            effect.Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 1, 100);
 
            // 頂点バッファ
            int face = 6;
            float f = 4;
            VertexPositionTexture[] vertices = new VertexPositionTexture[4 * face];
            for (int n = 0; n < 4; n++)
            {
                int u = n & 1;
                int v = (n >> 1) & 1;
                int ru = 1 - u * 2;
                int rv = 1 - v * 2;
                // +X面
                vertices[0 + n] = new VertexPositionTexture(
                    new Vector3(1, rv, ru), new Vector2(u / f, v / f));
                // -X面
                vertices[4 + n] = new VertexPositionTexture(
                    new Vector3(-1, -ru, -rv), new Vector2((1 + u) / f, v / f));
                // +Y面
                vertices[8 + n] = new VertexPositionTexture(
                    new Vector3(ru, 1, rv), new Vector2((2 + u) / f, v / f));
                // -Y面
                vertices[12 + n] = new VertexPositionTexture(
                    new Vector3(-rv, -1, -ru), new Vector2((3 + u) / f, v / f));
                // +Z面
                vertices[16 + n] = new VertexPositionTexture(
                    new Vector3(rv, ru, 1), new Vector2(u / f, (1 + v) / f));
                // -Z面
                vertices[20 + n] = new VertexPositionTexture(
                    new Vector3(-ru, -rv, -1), new Vector2((1 + u) / f, (1 + v) / f));
            }
 
            vertexBuffer = new VertexBuffer(GraphicsDevice,
                typeof(VertexPositionTexture), 4 * face, BufferUsage.WriteOnly);
            vertexBuffer.SetData(vertices);
 
            // 索引バッファ
            short[] indices = new short[6 * face];
            int i = 0;
            for (int m = 0; m < face; m++)
            {
                for (int n = 0; n < 6; n++)
                {
                    indices[i++] = (short)(4 * m + (n < 3 ? n : 6 - n));
                }
            }
 
            indexBuffer = new IndexBuffer(GraphicsDevice,
                typeof(short), 6 * face, BufferUsage.WriteOnly);
            indexBuffer.SetData(indices);
 
            base.LoadContent();
        }
 
 
        protected override void Update(GameTime gameTime)
        {
            KeyboardState kState = Keyboard.GetState();
            if (kState.IsKeyDown(Keys.Escape)) Exit();
            if (kState.IsKeyDown(Keys.Up)) camLat++;
            if (kState.IsKeyDown(Keys.Down)) camLat--;
            if (kState.IsKeyDown(Keys.Left)) camLong = (camLong + 1) % 360;
            if (kState.IsKeyDown(Keys.Right)) camLong = (camLong + 359) % 360;
            if (kState.IsKeyDown(Keys.PageUp)) camDist -= 0.1f;
            if (kState.IsKeyDown(Keys.PageDown)) camDist += 0.1f;
 
            base.Update(gameTime);
        }
 
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
 
            // カメラ位置
            float rad = MathHelper.ToRadians(camLat);
            float y = (float)Math.Sin(rad) * camDist;
            float r = (float)Math.Cos(rad) * camDist;
            rad = MathHelper.ToRadians(camLong);
            float x = (float)Math.Cos(rad) * r;
            float z = (float)Math.Sin(rad) * r;
            effect.View = Matrix.CreateLookAt(new Vector3(x, y, z), Vector3.Zero, Vector3.Up);
 
            GraphicsDevice.SetVertexBuffer(vertexBuffer);
            GraphicsDevice.Indices = indexBuffer;
 
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList,
                    0, 0, vertexBuffer.VertexCount, 0, vertexBuffer.VertexCount / 2);
            }
 
            // fps
            draw++;
            if (gameTime.TotalGameTime.Seconds != sec)
            {
                fps = draw;
                draw = 0;
                sec = gameTime.TotalGameTime.Seconds;
            }
 
            sprite.Begin();
            string text = String.Format(
                "fps={0} lat={1} long={2} dist={3:f1}", fps, camLat, camLong, camDist);
            sprite.DrawString(font, text, new Vector2(0, 0), Color.White);
            sprite.End();
 
            base.Draw(gameTime);
        }
    }
}
 
最終更新:2012年12月11日 18:45