绘制立方体(或其他3D图形)的方法与绘制三角形的方法类似,任何一个3D图形的轮廓都有一系列三角形构成.为减少数据冗余,在绘制复杂3D图形时,应使用
GraphicsDevice.DrawIndexedPrimitives()方法,而不是绘制三角形时所使用的GraphicsDevice.DrawUserPrimitives()。
1.为Game类添加成员变量:
1: VertexPositionColor[] vertexList;2: VertexBuffer vertexBuffer;3: ushort[] indexList;
4: IndexBuffer indexBuffer;
2.在LoadContent()方法中定义立方体六个顶点的坐标
1: vertexList = new VertexPositionColor[]
2: {3: new VertexPositionColor(new Vector3(1f,1f,-1f),Color.Red),4: new VertexPositionColor(new Vector3(1f,-1f,-1f),Color.Red),5: new VertexPositionColor(new Vector3(-1f,-1f,-1f),Color.Red),6: new VertexPositionColor(new Vector3(-1f,1f,-1f),Color.Red),7: new VertexPositionColor(new Vector3(1f,1f,1f),Color.Red),8: new VertexPositionColor(new Vector3(1f,-1f,1f),Color.Red),9: new VertexPositionColor(new Vector3(-1f,-1f,1f),Color.Red),10: new VertexPositionColor(new Vector3(-1f,1f,1f),Color.Red)11: };12: vertexBuffer = new VertexBuffer(
13: GraphicsDevice,14: typeof(VertexPositionColor),
15: vertexList.Length,16: BufferUsage.None);17: vertexBuffer.SetData<VertexPositionColor>(vertexList);
3.定义顶点索引数组:
1: indexList = new ushort[]2: {3: 0,1,2,0,2,3,4: 7,4,5,7,5,6,5: 0,1,5,0,5,4,6: 7,3,2,7,2,6,7: 0,4,7,0,7,3,8: 2,1,5,2,5,69: };10: indexBuffer = new IndexBuffer(11: GraphicsDevice,12: typeof(ushort),13: indexList.Length,14: BufferUsage.None);15: indexBuffer.SetData<ushort>(indexList);
4.在Draw()方法中添加绘制代码:
1: GraphicsDevice.SetVertexBuffer(vertexBuffer);2: GraphicsDevice.Indices = indexBuffer;3:4: int primitiveCount = indexList.Length / 3;
5: foreach (var pass in basicEffect.CurrentTechnique.Passes)6: {7: pass.Apply();8: GraphicsDevice.DrawIndexedPrimitives(9: PrimitiveType.TriangleList,10: 0,11: 0,12: vertexList.Length,13: 0,14: primitiveCount);15: }