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Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ? |
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2065 / 33 | Длительность: 06:23:00
Темы: Программирование, Игры, Образование
Специальности: Программист
Самостоятельная работа 6:
Основы 3Д. Освещение
Реализация:
using System;
using System.Collections.Generic;
using System.Linq;
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.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using Primitives3D;
namespace Lab6
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
BasicEffect effect;
TeapotPrimitive teapot;
CylinderPrimitive cylinder;
CubePrimitive cube;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
effect = new BasicEffect(GraphicsDevice, null);
cube = new CubePrimitive(GraphicsDevice);
cylinder = new CylinderPrimitive(GraphicsDevice);
teapot = new TeapotPrimitive(GraphicsDevice);
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
Matrix world = Matrix.CreateRotationY((float)gameTime.TotalGameTime.TotalSeconds);
Matrix view = Matrix.CreateLookAt(new Vector3(0, 1, 5), Vector3.Zero, Vector3.Up);
Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 0.1f, 10);
effect.View = view;
effect.Projection = proj;
effect.LightingEnabled = true;
effect.SpecularColor = new Vector3(1, 1, 1);
effect.SpecularPower = 24;
effect.AmbientLightColor = new Vector3(0.2f, 0.2f, 0.2f);
// Задание параметров первого источника света
effect.DirectionalLight0.Enabled = true;
effect.DirectionalLight0.Direction = new Vector3(1, 0, 0);
effect.DirectionalLight0.DiffuseColor = new Vector3(0.5f, 0, 0);
effect.DirectionalLight0.SpecularColor = new Vector3(1, 0, 0);
// Задание параметров второго источника света
effect.DirectionalLight1.Enabled = true;
effect.DirectionalLight1.Direction = new Vector3(-1, 0, 0);
effect.DirectionalLight1.DiffuseColor = new Vector3(0, 0, 0.5f);
effect.DirectionalLight1.SpecularColor = new Vector3(0, 0, 1);
// Включение попиксельного освещения
effect.PreferPerPixelLighting = true;
effect.World = world;
effect.DiffuseColor = new Vector3(1, 0, 0);
cube.Draw(effect);
effect.World = world * Matrix.CreateTranslation(2, 0, 0);
effect.DiffuseColor = new Vector3(0, 1, 0);
cylinder.Draw(effect);
effect.World = world * Matrix.CreateTranslation(-2, 0, 0);
effect.DiffuseColor = new Vector3(0, 0, 1);
teapot.Draw(effect);
base.Draw(gameTime);
}
}
}