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 XnaSphere

Game1.cs
// XnaSphere5 - 再帰分割slerp+index
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
 
namespace XnaSphere
{
    class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch sprite;
        SpriteFont font;
        BasicEffect effect;
 
        VertexBuffer vertexBuffer;
        IndexBuffer indexBuffer;
        List<VertexPositionColor> vtxList = new List<VertexPositionColor>();
        List<short> idxList = new List<short>();
        const int level = 4;
 
        // 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");
            sprite = new SpriteBatch(GraphicsDevice);
            effect = new BasicEffect(GraphicsDevice);
            //effect.EnableDefaultLighting();
            effect.Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 1, 100);
 
            // 頂点バッファ
            Vector3[] pos =
            { Vector3.Up, Vector3.Right, Vector3.Backward, Vector3.Left, Vector3.Forward, Vector3.Down };
            int[] idx =
            { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 1, 5, 2, 1, 5, 3, 2, 5, 4, 3, 5, 1, 4 };
 
            for (int n = 0; n < idx.Length; n += 3)
            {
                GenerateTriangle(level, pos[idx[n]], pos[idx[n + 1]], pos[idx[n + 2]]);
            }
 
            vertexBuffer = new VertexBuffer(GraphicsDevice,
                typeof(VertexPositionColor), vtxList.Count, BufferUsage.WriteOnly);
            vertexBuffer.SetData(vtxList.ToArray());
 
            indexBuffer = new IndexBuffer(GraphicsDevice,
                typeof(short), idxList.Count, BufferUsage.WriteOnly);
            indexBuffer.SetData(idxList.ToArray());
 
            base.LoadContent();
        }
 
        void GenerateTriangle(int lv, Vector3 p1, Vector3 p2, Vector3 p3)
        {
            if (lv-- <= 0)
            {
                AddVertex(p1);
                AddVertex(p2);
                AddVertex(p3);
                return;
            }
            Vector3 p4 = QV(Quaternion.Slerp(new Quaternion(p1, 0), new Quaternion(p2, 0), 0.5f));
            Vector3 p5 = QV(Quaternion.Slerp(new Quaternion(p2, 0), new Quaternion(p3, 0), 0.5f));
            Vector3 p6 = QV(Quaternion.Slerp(new Quaternion(p3, 0), new Quaternion(p1, 0), 0.5f));
            GenerateTriangle(lv, p1, p4, p6);
            GenerateTriangle(lv, p2, p5, p4);
            GenerateTriangle(lv, p3, p6, p5);
            GenerateTriangle(lv, p4, p5, p6);
        }
 
        void AddVertex(Vector3 pos)
        {
            for (int n = 0; n < vtxList.Count; n++)
            {
                if ((pos - vtxList[n].Position).Length() < 0.00001f)
                {
                    idxList.Add((short)n);
                    return;
                }
            }
            vtxList.Add(new VertexPositionColor(pos, (vtxList.Count & 1) == 0 ? Color.Red : Color.Yellow));
            idxList.Add((short)(vtxList.Count - 1));
        }
 
        Vector3 QV(Quaternion q)
        {
            return new Vector3(q.X, q.Y, q.Z);
        }
 
        protected override void Update(GameTime gameTime)
        {
            KeyboardState kState = Keyboard.GetState();
            if (kState.IsKeyDown(Keys.Escape)) Exit();
            if (kState.IsKeyDown(Keys.Up)) camLat = Math.Min(camLat + 1, 89);
            if (kState.IsKeyDown(Keys.Down)) camLat = Math.Max(camLat - 1, -89);
            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);
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
 
            // 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)
            {
                GraphicsDevice.RasterizerState =
                    new RasterizerState { FillMode = FillMode.WireFrame };
                effect.World = Matrix.CreateTranslation(-1, 0, 0);
                effect.VertexColorEnabled = false;
                pass.Apply();
                GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList,
                    0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3);
 
                GraphicsDevice.RasterizerState =
                    new RasterizerState { FillMode = FillMode.Solid };
                effect.World = Matrix.CreateTranslation(1, 0, 0);
                effect.VertexColorEnabled = true;
                pass.Apply();
                GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList,
                    0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3);
            }
 
            // 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);
            text = String.Format("lv={0} vtx={1} idx={2}",
                level, vertexBuffer.VertexCount, indexBuffer.IndexCount);
            sprite.DrawString(font, text, new Vector2(0, 20), Color.White);
            sprite.End();
 
            base.Draw(gameTime);
        }
    }
}
 
最終更新:2012年12月15日 10:37