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#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
#endregion
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace MultiRenderTarget
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Effect effect;
RenderTarget2D[] renderTargets;
Color[] backgroundColors = new Color[] { Color.Red, Color.Green, Color.Blue, Color.DarkMagenta };
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);
}
}
}