这段代码可以用于绘制2D线条,一些计算可以在初始化调用中完成,但我更喜欢在此示例中将所有内容放在一起。
public void DrawLine(VertexPositionColor[] Vertices)
{
Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
Vector2 center;
center.X = Game.GraphicsDevice.Viewport.Width * 0.5f;
center.Y = Game.GraphicsDevice.Viewport.Height * 0.5f;
Matrix View = Matrix.CreateLookAt( new Vector3( center, 0 ), new Vector3( center, 1 ), new Vector3( 0, -1, 0 ) );
Matrix Projection = Matrix.CreateOrthographic( center.X * 2, center.Y * 2, -0.5f, 1 );
Effect EffectLines = Game.Content.Load<Effect>( "lines" );
EffectLines.CurrentTechnique = EffectLines.Techniques["Lines"];
EffectLines.Parameters["xViewProjection"].SetValue( View * Projection );
EffectLines.Parameters["xWorld"].SetValue( Matrix.Identity );
foreach ( EffectPass pass in EffectLines.CurrentTechnique.Passes )
{
pass.Apply( );
Game.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>
( PrimitiveType.LineList, Vertices, 0, Vertices.Length/2 );
}
}
LINES.FX
uniform float4x4 xWorld;
uniform float4x4 xViewProjection;
void VS_Basico(in float4 inPos : POSITION, in float4 inColor: COLOR0, out float4 outPos: POSITION, out float4 outColor:COLOR0 )
{
float4 tmp = mul (inPos, xWorld);
outPos = mul (tmp, xViewProjection);
outColor = inColor;
}
float4 PS_Basico(in float4 inColor:COLOR) :COLOR
{
return inColor;
}
technique Lines
{
pass Pass0
{
VertexShader = compile vs_2_0 VS_Basico();
PixelShader = compile ps_2_0 PS_Basico();
FILLMODE = SOLID;
CULLMODE = NONE;
}
}