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#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using ANX.Framework;
using ANX.Framework.Content;
using ANX.Framework.Graphics;
using ANX.Framework.Input;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace MultiRenderTarget
{
public class Game1 : ANX.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Effect effect;
RenderTarget2D[] renderTargets;
VertexPositionColor[] primitives;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "SampleContent";
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
effect = Content.Load<Effect>(@"Effects/MRT");
renderTargets = new RenderTarget2D[]
{
new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2),
new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2),
new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2),
new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2),
};
primitives = new VertexPositionColor[]
{
new VertexPositionColor(new Vector3( 0.5f, 0.5f, 0.0f), Color.White),
new VertexPositionColor(new Vector3( 0.5f, -0.5f, 0.0f), Color.White),
new VertexPositionColor(new Vector3(-0.5f, 0.5f, 0.0f), Color.White),
new VertexPositionColor(new Vector3( 0.5f, -0.5f, 0.0f), Color.White),
new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.0f), Color.White),
new VertexPositionColor(new Vector3(-0.5f, 0.5f, 0.0f), Color.White),
};
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.SetRenderTargets(renderTargets[0], renderTargets[1], renderTargets[2], renderTargets[3]);
GraphicsDevice.Clear(Color.Black);
effect.CurrentTechnique.Passes[0].Apply();
GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, primitives, 0, 2);
GraphicsDevice.SetRenderTarget(null);
spriteBatch.Begin();
spriteBatch.Draw(renderTargets[0], new Rectangle(0, 0, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.White);
spriteBatch.Draw(renderTargets[1], new Rectangle(GraphicsDevice.Viewport.Width / 2, 0, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.White);
spriteBatch.Draw(renderTargets[2], new Rectangle(0, GraphicsDevice.Viewport.Height / 2, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.White);
spriteBatch.Draw(renderTargets[3], new Rectangle(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}