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A simple Quad object for XNA
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework; | |
namespace XNAGists | |
{ | |
public class SimpleQuad | |
{ | |
private GraphicsDevice device; | |
private VertexPositionColor[] vertices; | |
private short[] indices; | |
private VertexBuffer vertexBuffer; | |
private IndexBuffer indexBuffer; | |
private Vector3 position = Vector3.Zero; | |
public SimpleQuad(GraphicsDevice device) | |
{ | |
this.device = device; | |
InitVertices(); | |
InitIndices(); | |
} | |
private void InitIndices() | |
{ | |
indices = new short[4]; | |
// First triangle | |
indices[0] = 0; | |
indices[1] = 1; | |
indices[2] = 2; | |
// Second triangle | |
indices[3] = 3; | |
indexBuffer = new IndexBuffer(device, IndexElementSize.SixteenBits, 4, BufferUsage.None); | |
indexBuffer.SetData<short>(indices); | |
} | |
private void InitVertices() | |
{ | |
vertices = new VertexPositionColor[4]; | |
vertices[0] = new VertexPositionColor(); | |
vertices[0].Position = new Vector3(-1, 1, 0); | |
vertices[0].Color = Color.Red; | |
vertices[1] = new VertexPositionColor(); | |
vertices[1].Position = new Vector3(1, 1, 0); | |
vertices[1].Color = Color.Green; | |
vertices[2] = new VertexPositionColor(); | |
vertices[2].Position = new Vector3(-1, -1, 0); | |
vertices[2].Color = Color.Blue; | |
vertices[3] = new VertexPositionColor(); | |
vertices[3].Position = new Vector3(1, -1, 0); | |
vertices[3].Color = Color.Purple; | |
// Create our VertexBuffer | |
vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 4, BufferUsage.None); | |
vertexBuffer.SetData<VertexPositionColor>(vertices); | |
} | |
public void Update(Microsoft.Xna.Framework.GameTime gameTime) | |
{ | |
//throw new NotImplementedException(); | |
} | |
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, BasicEffect effect) | |
{ | |
effect.VertexColorEnabled = true; | |
device.SetVertexBuffer(vertexBuffer); | |
device.Indices = indexBuffer; | |
effect.CurrentTechnique.Passes[0].Apply(); | |
device.DrawIndexedPrimitives(PrimitiveType.TriangleStrip, 0, 0, vertices.Length, 0, 2); | |
} | |
} | |
} |
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