DrawLine function in XNA using Texture2D and SpriteBatch

本文介绍了一种使用XNA创建简单绘图函数的方法,通过缩放和旋转1*1的白色纹理来绘制线条,并进一步实现矩形等形状的绘制。这种方法不需要高性能表现,但易于使用。

A Simple DrawLine function is probably the base function for most of the typical Shape Drawing functions like DrawRectangle, DrawTriangle and DrawCircle. During my Editor project I wanted a tile to be marked by a red rect that should be drawn around a tile. Unfortunately XNA doesn not support simple shape drawing functions yet, so I decided to to some research and code them on my own. Of course many people recommended the "DrawPrimitive" way, using all the native 3D-Hardware methods but I wanted to use something more simple, because I didn´t need performance but easy-to-use stuff.

Since XNA makes Texture scaling so easy, another possibility is to just create a 1*1 white Texture2D and scale it to the length of the line and then rotate it, so it exactly looks like the line a normal DrawLine function would produce. In the end you have a very easy but still effective function that you can build on for other shape drawing functions like DrawRect which would simply contain of 4 calls for each edge.

Here is the code for this simple function - feel free to comment on improvments or ask questions:


using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace Editor
{
class XNAShape
{
Texture2D pixel;
GraphicsDevice myDevice;

public XNAShape(GraphicsDevice myDevice)
{
this.myDevice = myDevice;
CreatePixelTexture();

myDevice.DeviceReset += new EventHandler(myDevice_DeviceReset);
}

//Each time the device is reset, we need to recreate the Texture - otherwise it crashes in windowed mode
void myDevice_DeviceReset(object sender, EventArgs e)
{
CreatePixelTexture();
}

//Creates a white 1*1 Texture that is used for the lines by scaling and rotating it
public void CreatePixelTexture()
{
int TargetWidth = 1;
int TargetHeight = 1;

RenderTarget2D LevelRenderTarget = new RenderTarget2D(myDevice, TargetWidth, TargetHeight, 1,
myDevice.PresentationParameters.BackBufferFormat, myDevice.PresentationParameters.MultiSampleType,
myDevice.PresentationParameters.MultiSampleQuality, RenderTargetUsage.PreserveContents);

DepthStencilBuffer stencilBuffer = new DepthStencilBuffer(myDevice, TargetWidth, TargetHeight,
myDevice.DepthStencilBuffer.Format, myDevice.PresentationParameters.MultiSampleType,
myDevice.PresentationParameters.MultiSampleQuality);

myDevice.SetRenderTarget(0, LevelRenderTarget);

// Cache the current depth buffer
DepthStencilBuffer old = myDevice.DepthStencilBuffer;
// Set our custom depth buffer
myDevice.DepthStencilBuffer = stencilBuffer;

myDevice.Clear(Color.White);

myDevice.SetRenderTarget(0, null);

// Reset the depth buffer
myDevice.DepthStencilBuffer = old;
pixel = LevelRenderTarget.GetTexture();
}

//Calculates the distances and the angle and than draws a line
public void DrawLine(SpriteBatch sprite,Vector2 start, Vector2 end, Color color)
{
int distance = (int)Vector2.Distance(start, end);

Vector2 connection = end - start;
Vector2 baseVector = new Vector2(1, 0);

float alpha = (float)Math.Acos(Vector2.Dot(connection, baseVector) / (connection.Length() * baseVector.Length()));

if (pixel != null)
sprite.Draw(pixel, new Rectangle((int)start.X, (int)start.Y, distance, 1),
null, color, alpha, new Vector2(0, 0),SpriteEffects.None, 0);
}

//Draws a rect with the help of DrawLine
public void DrawRect(SpriteBatch sprite, Rectangle rect, Color color)
{
// | left
DrawLine(sprite, new Vector2(rect.X, rect.Y), new Vector2(rect.X, rect.Y + rect.Height), color);
// - top
DrawLine(sprite, new Vector2(rect.X, rect.Y), new Vector2(rect.X + rect.Width, rect.Y ), color);
// - bottom
DrawLine(sprite, new Vector2(rect.X, rect.Y + rect.Height),
new Vector2(rect.X + rect.Width, rect.Y + rect.Height), color);
// | right
DrawLine(sprite, new Vector2(rect.X + rect.Width, rect.Y),
new Vector2(rect.X + rect.Width, rect.Y + rect.Height), color);

}
}
}
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