2012-01-30 16:17:27 +00:00
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#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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2012-02-21 07:52:20 +00:00
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using ANX.Framework;
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using ANX.Framework.Content;
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using ANX.Framework.Graphics;
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using ANX.Framework.Input;
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2012-01-30 16:17:27 +00:00
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#endregion
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2012-08-09 09:45:04 +00:00
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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2012-01-30 16:17:27 +00:00
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namespace MultiRenderTarget
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{
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2012-02-21 07:52:20 +00:00
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public class Game1 : ANX.Framework.Game
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2012-01-30 16:17:27 +00:00
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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Effect effect;
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RenderTarget2D[] renderTargets;
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VertexPositionColor[] primitives;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "SampleContent";
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}
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protected override void LoadContent()
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{
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spriteBatch = new SpriteBatch(GraphicsDevice);
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effect = Content.Load<Effect>(@"Effects/MRT");
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renderTargets = new RenderTarget2D[]
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{
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new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2),
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new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2),
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new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2),
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new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2),
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};
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primitives = new VertexPositionColor[]
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{
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new VertexPositionColor(new Vector3( 0.5f, 0.5f, 0.0f), Color.White),
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new VertexPositionColor(new Vector3( 0.5f, -0.5f, 0.0f), Color.White),
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new VertexPositionColor(new Vector3(-0.5f, 0.5f, 0.0f), Color.White),
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new VertexPositionColor(new Vector3( 0.5f, -0.5f, 0.0f), Color.White),
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new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.0f), Color.White),
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new VertexPositionColor(new Vector3(-0.5f, 0.5f, 0.0f), Color.White),
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};
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}
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
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Keyboard.GetState().IsKeyDown(Keys.Escape))
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this.Exit();
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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2012-09-29 09:42:27 +00:00
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GraphicsDevice.SetRenderTargets(renderTargets[0], renderTargets[1], renderTargets[2], renderTargets[3]);
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GraphicsDevice.Clear(Color.Black);
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2015-09-30 21:31:15 +02:00
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2012-09-29 09:42:27 +00:00
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effect.CurrentTechnique.Passes[0].Apply();
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GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, primitives, 0, 2);
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2012-01-30 16:17:27 +00:00
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GraphicsDevice.SetRenderTarget(null);
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spriteBatch.Begin();
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spriteBatch.Draw(renderTargets[0], new Rectangle(0, 0, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.White);
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spriteBatch.Draw(renderTargets[1], new Rectangle(GraphicsDevice.Viewport.Width / 2, 0, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.White);
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spriteBatch.Draw(renderTargets[2], new Rectangle(0, GraphicsDevice.Viewport.Height / 2, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.White);
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spriteBatch.Draw(renderTargets[3], new Rectangle(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.White);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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