بسم الله الرحمن الرحيم الدرس الرابع أهلا بكم في الدرس الرابع من سلسلة دروس تعلم 3D Xna (السلسلة الثانية)، في هذا الدرس سوف نقوم برسم المدينة بشكل فعلي. للأمانة، لن تتعلم أشياء جديدة كثيرة في هذا الدرس: سوف نقوم ببساطة بتوسيع الكود الموجود في الدرس السابق. حيث سنقوم برسم المباني على الأرضية التي قمنا بتجهيزها، و بعدها سنقوم برسم الأسطح فوق المباني. لهذا السبب، سأقوم بتلخيص الإضافات و التعديلات. لأن برنامجنا سوف يدعم عدة أشكال من المباني (5 حسب صورة الخامة التي لدينا)، سوف نحتاج إلى مصفوفة تحتوي على إرتفاعات هذه المباني. لذا قم بتعريف هذه المصفوفة في أعلى الكود لديك:
int[] buildingHeights = new int[] { 0, 2, 2, 6, 5, 4 };
Random random = new Random(); int differentBuildings = buildingHeights.Length - 1; for (int x = 0; x < floorPlan.GetLength(0); x++) for (int y = 0; y < floorPlan.GetLength(1); y++) if (floorPlan[x, y] == 1) floorPlan[x, y] = random.Next(differentBuildings) + 1;
int differentBuildings = buildingHeights.Length - 1; float imagesInTexture = 1 + differentBuildings * 2;
int currentbuilding = floorPlan[x, z]; //floor or ceiling verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2(currentbuilding * 2 / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 1)));
private void SetUpVertices() { int differentBuildings = buildingHeights.Length - 1; float imagesInTexture = 1 + differentBuildings * 2; int cityWidth = floorPlan.GetLength(0); int cityLength = floorPlan.GetLength(1); List<VertexPositionNormalTexture> verticesList = new List<VertexPositionNormalTexture> (); for (int x = 0; x < cityWidth; x++) { for (int z = 0; z < cityLength; z++) { int currentbuilding = floorPlan[x, z]; //floor or ceiling verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2(currentbuilding * 2 / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 1))); if (currentbuilding != 0) { //front wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); //back wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); //left wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); //right wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); } } } cityVertexBuffer = new VertexBuffer(device, verticesList.Count * VertexPositionNormalTexture.SizeInBytes, BufferUsage.WriteOnly); cityVertexBuffer.SetData<VertexPositionNormalTexture> (verticesList.ToArray()); texturedVertexDeclaration = new VertexDeclaration(device, VertexPositionNormalTexture.VertexElements);}
floorPlan = new int[,] { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,1,1,0,0,0,1,1,0,0,1,0,1}, {1,0,0,1,1,0,0,0,1,0,0,0,1,0,1}, {1,0,0,0,1,1,0,1,1,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,1,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,1,1,0,0,0,1,0,0,0,0,0,0,1}, {1,0,1,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,1,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,1,0,0,0,1,0,0,0,0,1}, {1,0,1,0,0,0,0,0,0,1,0,0,0,0,1}, {1,0,1,1,0,0,0,0,1,1,0,0,0,1,1}, {1,0,0,0,0,0,0,0,1,1,0,0,0,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, };
viewMatrix = Matrix.CreateLookAt(new Vector3(20, 13, -5), new Vector3(8, 0, -7), new Vector3(0, 1, 0));
using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace XNAseries2 { public class Game1 : Microsoft.Xna.Framework.Game { int[] buildingHeights = new int[] { 0, 2, 2, 6, 5, 4 }; GraphicsDeviceManager graphics; GraphicsDevice device; Effect effect; Matrix viewMatrix; Matrix projectionMatrix; Texture2D sceneryTexture; int[,] floorPlan; VertexBuffer cityVertexBuffer; VertexDeclaration texturedVertexDeclaration; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 500; graphics.PreferredBackBufferHeight = 500; graphics.IsFullScreen = false; graphics.ApplyChanges(); Window.Title = "Riemer's XNA Tutorials -- Series 2"; LoadFloorPlan(); base.Initialize(); } protected override void LoadContent() { device = graphics.GraphicsDevice; effect = Content.Load<Effect> ("effects"); sceneryTexture = Content.Load<Texture2D> ("texturemap"); SetUpVertices(); SetUpCamera(); } private void LoadFloorPlan() { floorPlan = new int[,] { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,1,1,0,0,0,1,1,0,0,1,0,1}, {1,0,0,1,1,0,0,0,1,0,0,0,1,0,1}, {1,0,0,0,1,1,0,1,1,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,1,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,1,1,0,0,0,1,0,0,0,0,0,0,1}, {1,0,1,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,1,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,1,0,0,0,1,0,0,0,0,1}, {1,0,1,0,0,0,0,0,0,1,0,0,0,0,1}, {1,0,1,1,0,0,0,0,1,1,0,0,0,1,1}, {1,0,0,0,0,0,0,0,1,1,0,0,0,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, }; Random random = new Random(); int differentBuildings = buildingHeights.Length - 1; for (int x = 0; x < floorPlan.GetLength(0); x++) for (int y = 0; y < floorPlan.GetLength(1); y++) if (floorPlan[x, y] == 1) floorPlan[x, y] = random.Next(differentBuildings) + 1; } private void SetUpCamera() { viewMatrix = Matrix.CreateLookAt(new Vector3(20, 13, -5), new Vector3(8, 0, -7), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.2f, 500.0f); } private void SetUpVertices() { int differentBuildings = buildingHeights.Length - 1; float imagesInTexture = 1 + differentBuildings * 2; int cityWidth = floorPlan.GetLength(0); int cityLength = floorPlan.GetLength(1); List<VertexPositionNormalTexture> verticesList = new List<VertexPositionNormalTexture> (); for (int x = 0; x < cityWidth; x++) { for (int z = 0; z < cityLength; z++) { int currentbuilding = floorPlan[x, z]; //floor or ceiling verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2(currentbuilding * 2 / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 1, 0), new Vector2((currentbuilding * 2 + 1) / imagesInTexture, 1))); if (currentbuilding != 0) { //front wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(0, 0, -1), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); //back wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(0, 0, 1), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); //left wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z - 1), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z - 1), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, buildingHeights[currentbuilding], -z), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x, 0, -z), new Vector3(-1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); //right wall verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z - 1), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z - 1), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2 - 1) / imagesInTexture, 0))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, 0, -z), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 1))); verticesList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, buildingHeights[currentbuilding], -z), new Vector3(1, 0, 0), new Vector2((currentbuilding * 2) / imagesInTexture, 0))); } } } cityVertexBuffer = new VertexBuffer(device, verticesList.Count * VertexPositionNormalTexture.SizeInBytes, BufferUsage.WriteOnly); cityVertexBuffer.SetData<VertexPositionNormalTexture> (verticesList.ToArray()); texturedVertexDeclaration = new VertexDeclaration(device, VertexPositionNormalTexture.VertexElements); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { base.Update(gameTime); } protected override void Draw(GameTime gameTime) { device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); DrawCity(); base.Draw(gameTime); } private void DrawCity() { effect.CurrentTechnique = effect.Techniques["Textured"]; effect.Parameters["xWorld"].SetValue(Matrix.Identity); effect.Parameters["xView"].SetValue(viewMatrix); effect.Parameters["xProjection"].SetValue(projectionMatrix); effect.Parameters["xTexture"].SetValue(sceneryTexture); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); device.VertexDeclaration = texturedVertexDeclaration; device.Vertices[0].SetSource(cityVertexBuffer, 0, VertexPositionNormalTexture.SizeInBytes); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cityVertexBuffer.SizeInBytes / VertexPositionNormalTexture.SizeInBytes / 3); pass.End(); } effect.End(); } }}