diff --git a/ANX.Framework/ANX.Framework.csproj b/ANX.Framework/ANX.Framework.csproj
index b364cc71..df8e9c9c 100644
--- a/ANX.Framework/ANX.Framework.csproj
+++ b/ANX.Framework/ANX.Framework.csproj
@@ -429,6 +429,7 @@
+
diff --git a/ANX.Framework/Graphics/GraphicsDevice.cs b/ANX.Framework/Graphics/GraphicsDevice.cs
index 1af5e08f..5d3e6b8e 100644
--- a/ANX.Framework/Graphics/GraphicsDevice.cs
+++ b/ANX.Framework/Graphics/GraphicsDevice.cs
@@ -243,9 +243,16 @@ namespace ANX.Framework.Graphics
#region SetRenderTarget
public void SetRenderTarget(RenderTarget2D renderTarget)
{
- RenderTargetBinding[] renderTargetBindings = new RenderTargetBinding[] { new RenderTargetBinding(renderTarget) };
- this.currentRenderTargetBindings = renderTargetBindings;
- nativeDevice.SetRenderTargets(renderTargetBindings);
+ if (renderTarget != null)
+ {
+ RenderTargetBinding[] renderTargetBindings = new RenderTargetBinding[] { new RenderTargetBinding(renderTarget) };
+ this.currentRenderTargetBindings = renderTargetBindings;
+ nativeDevice.SetRenderTargets(renderTargetBindings);
+ }
+ else
+ {
+ nativeDevice.SetRenderTargets(null);
+ }
}
public void SetRenderTarget(RenderTargetCube renderTarget, CubeMapFace cubeMapFace)
diff --git a/ANX.Framework/Graphics/RenderTarget2D.cs b/ANX.Framework/Graphics/RenderTarget2D.cs
index 2c43429e..aa001ab4 100644
--- a/ANX.Framework/Graphics/RenderTarget2D.cs
+++ b/ANX.Framework/Graphics/RenderTarget2D.cs
@@ -5,6 +5,7 @@ using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
+using ANX.Framework.NonXNA.RenderSystem;
#endregion // Using Statements
@@ -61,34 +62,69 @@ namespace ANX.Framework.Graphics
{
public event EventHandler ContentLost;
+ #region Private Members
+ private DepthFormat depthStencilFormat;
+ private int multiSampleCount;
+ private RenderTargetUsage usage;
+ private bool isContentLost;
+ private INativeRenderTarget2D nativeRenderTarget;
+
+ #endregion // Private Members
+
+ #region Constructors
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height)
- : base(graphicsDevice, width, height)
+ : base(graphicsDevice)
{
- throw new NotImplementedException();
+ this.depthStencilFormat = DepthFormat.None;
+ this.multiSampleCount = 0;
+ this.usage = RenderTargetUsage.DiscardContents;
+
+ this.nativeRenderTarget = AddInSystemFactory.Instance.GetDefaultCreator().CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color, this.depthStencilFormat, this.multiSampleCount, this.usage);
+ base.nativeTexture = this.nativeRenderTarget as INativeTexture2D;
}
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat)
- : base(graphicsDevice, width, height)
+ : base(graphicsDevice)
{
- throw new NotImplementedException();
+ this.depthStencilFormat = DepthFormat.None;
+ this.multiSampleCount = 0;
+ this.usage = RenderTargetUsage.DiscardContents;
+
+ this.nativeRenderTarget = AddInSystemFactory.Instance.GetDefaultCreator().CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color, this.depthStencilFormat, this.multiSampleCount, this.usage);
+ base.nativeTexture = this.nativeRenderTarget as INativeTexture2D;
}
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
- : base(graphicsDevice, width, height)
+ : base(graphicsDevice)
{
- throw new NotImplementedException();
+ this.depthStencilFormat = preferredDepthFormat;
+ this.multiSampleCount = preferredMultiSampleCount;
+ this.usage = usage;
+
+ this.nativeRenderTarget = AddInSystemFactory.Instance.GetDefaultCreator().CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color, this.depthStencilFormat, this.multiSampleCount, this.usage);
+ base.nativeTexture = this.nativeRenderTarget as INativeTexture2D;
}
+ #endregion // Constructors
+
protected virtual void Dispose(Boolean disposeManaged)
{
throw new NotImplementedException();
}
+ internal INativeRenderTarget2D NativeRenderTarget
+ {
+ get
+ {
+ return this.nativeRenderTarget;
+ }
+ }
+
public DepthFormat DepthStencilFormat
{
get
{
- throw new NotImplementedException();
+ return this.depthStencilFormat;
}
}
@@ -96,7 +132,7 @@ namespace ANX.Framework.Graphics
{
get
{
- throw new NotImplementedException();
+ return this.isContentLost;
}
}
@@ -104,7 +140,7 @@ namespace ANX.Framework.Graphics
{
get
{
- throw new NotImplementedException();
+ return this.multiSampleCount;
}
}
@@ -112,12 +148,18 @@ namespace ANX.Framework.Graphics
{
get
{
- throw new NotImplementedException();
+ return this.usage;
}
}
void IDynamicGraphicsResource.SetContentLost(bool isContentLost)
{
+ this.isContentLost = isContentLost;
+ if (isContentLost)
+ {
+ raise_ContentLost(this, EventArgs.Empty);
+ }
+
throw new NotImplementedException();
}
diff --git a/ANX.Framework/Graphics/Texture2D.cs b/ANX.Framework/Graphics/Texture2D.cs
index 2f74cc3b..a60e12b0 100644
--- a/ANX.Framework/Graphics/Texture2D.cs
+++ b/ANX.Framework/Graphics/Texture2D.cs
@@ -63,6 +63,12 @@ namespace ANX.Framework.Graphics
#endregion // Private Members
+ internal Texture2D(GraphicsDevice graphicsDevice)
+ : base(graphicsDevice)
+ {
+
+ }
+
public Texture2D(GraphicsDevice graphicsDevice, int width, int height)
: base(graphicsDevice)
{
@@ -72,7 +78,7 @@ namespace ANX.Framework.Graphics
base.levelCount = 1;
base.format = SurfaceFormat.Color;
- CreateNativeTextureSurface();
+ CreateNativeTextureSurface(graphicsDevice, SurfaceFormat.Color, width, height, levelCount);
}
public Texture2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat format)
@@ -84,7 +90,7 @@ namespace ANX.Framework.Graphics
base.levelCount = 1; //TODO: mipmap paramter?!?!?
base.format = format;
- CreateNativeTextureSurface();
+ CreateNativeTextureSurface(graphicsDevice, format, width, height, levelCount);
}
public static Texture2D FromStream(GraphicsDevice graphicsDevice, Stream stream)
@@ -171,9 +177,9 @@ namespace ANX.Framework.Graphics
}
}
- private void CreateNativeTextureSurface()
+ internal void CreateNativeTextureSurface(GraphicsDevice device, SurfaceFormat format, int width, int height, int levelCount)
{
- base.nativeTexture = AddInSystemFactory.Instance.GetDefaultCreator().CreateTexture(GraphicsDevice, format, Width, Height, levelCount);
+ base.nativeTexture = AddInSystemFactory.Instance.GetDefaultCreator().CreateTexture(device, format, width, height, levelCount);
}
}
}
diff --git a/ANX.Framework/NonXNA/RenderSystem/INativeRenderTarget2D.cs b/ANX.Framework/NonXNA/RenderSystem/INativeRenderTarget2D.cs
new file mode 100644
index 00000000..3a480c67
--- /dev/null
+++ b/ANX.Framework/NonXNA/RenderSystem/INativeRenderTarget2D.cs
@@ -0,0 +1,60 @@
+#region Using Statements
+using System;
+using ANX.Framework.Graphics;
+
+#endregion // Using Statements
+
+#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 ANX.Framework.NonXNA.RenderSystem
+{
+ public interface INativeRenderTarget2D
+ {
+ //INativeTexture2D NativeTexture { get; }
+ }
+}
diff --git a/ANX.Framework/NonXNA/RenderSystem/IRenderSystemCreator.cs b/ANX.Framework/NonXNA/RenderSystem/IRenderSystemCreator.cs
index 42e792fb..733344af 100644
--- a/ANX.Framework/NonXNA/RenderSystem/IRenderSystemCreator.cs
+++ b/ANX.Framework/NonXNA/RenderSystem/IRenderSystemCreator.cs
@@ -65,6 +65,8 @@ namespace ANX.Framework
INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount);
+ INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage);
+
INativeBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage);
INativeBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage);
diff --git a/RenderSystems/ANX.Framework.Windows.DX10/ANX.Framework.Windows.DX10.csproj b/RenderSystems/ANX.Framework.Windows.DX10/ANX.Framework.Windows.DX10.csproj
index 71de3536..098e4537 100644
--- a/RenderSystems/ANX.Framework.Windows.DX10/ANX.Framework.Windows.DX10.csproj
+++ b/RenderSystems/ANX.Framework.Windows.DX10/ANX.Framework.Windows.DX10.csproj
@@ -75,6 +75,7 @@
+
diff --git a/RenderSystems/ANX.Framework.Windows.DX10/Creator.cs b/RenderSystems/ANX.Framework.Windows.DX10/Creator.cs
index ad75b9e1..8ed9f044 100644
--- a/RenderSystems/ANX.Framework.Windows.DX10/Creator.cs
+++ b/RenderSystems/ANX.Framework.Windows.DX10/Creator.cs
@@ -227,5 +227,10 @@ namespace ANX.Framework.Windows.DX10
{
return new Texture2D_DX10(graphics, width, height, surfaceFormat, mipCount);
}
+
+ public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
+ {
+ return new RenderTarget2D_DX10(graphics, width, height, mipMap, preferredFormat, preferredDepthFormat, preferredMultiSampleCount, usage);
+ }
}
}
diff --git a/RenderSystems/ANX.Framework.Windows.DX10/GraphicsDeviceWindowsDX10.cs b/RenderSystems/ANX.Framework.Windows.DX10/GraphicsDeviceWindowsDX10.cs
index 6dd9a494..5af02089 100644
--- a/RenderSystems/ANX.Framework.Windows.DX10/GraphicsDeviceWindowsDX10.cs
+++ b/RenderSystems/ANX.Framework.Windows.DX10/GraphicsDeviceWindowsDX10.cs
@@ -99,6 +99,7 @@ namespace ANX.Framework.Windows.DX10
private Device device;
private SwapChain swapChain;
private RenderTargetView renderView;
+ private RenderTargetView renderTargetView;
private DepthStencilView depthStencilView;
private SharpDX.Direct3D10.Texture2D backBuffer;
internal Effect_DX10 currentEffect;
@@ -159,7 +160,7 @@ namespace ANX.Framework.Windows.DX10
clearColor.Alpha = color.A * ColorMultiplier;
}
- this.device.ClearRenderTargetView(this.renderView, this.clearColor);
+ this.device.ClearRenderTargetView(this.renderTargetView != null ? this.renderTargetView : this.renderView, this.clearColor);
}
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
@@ -172,8 +173,9 @@ namespace ANX.Framework.Windows.DX10
this.clearColor.Green = color.Y;
this.clearColor.Blue = color.Z;
this.clearColor.Alpha = color.W;
+ this.lastClearColor = 0;
- this.device.ClearRenderTargetView(this.renderView, this.clearColor);
+ this.device.ClearRenderTargetView(this.renderTargetView != null ? this.renderTargetView : this.renderView, this.clearColor);
}
if (this.depthStencilView != null)
@@ -396,7 +398,40 @@ namespace ANX.Framework.Windows.DX10
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
- throw new NotImplementedException();
+ if (renderTargets == null)
+ {
+ // reset the RenderTarget to backbuffer
+ if (renderTargetView != null)
+ {
+ renderTargetView.Dispose();
+ renderTargetView = null;
+ }
+
+ device.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderView }, this.depthStencilView);
+ }
+ else
+ {
+ if (renderTargets.Length == 1)
+ {
+ RenderTarget2D renderTarget = renderTargets[0].RenderTarget as RenderTarget2D;
+ RenderTarget2D_DX10 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX10;
+ if (renderTarget != null)
+ {
+ if (renderTargetView != null)
+ {
+ renderTargetView.Dispose();
+ renderTargetView = null;
+ }
+ this.renderTargetView = new RenderTargetView(device, ((Texture2D_DX10)nativeRenderTarget).NativeShaderResourceView.Resource);
+ DepthStencilView depthStencilView = null;
+ device.OutputMerger.SetRenderTargets(1,new RenderTargetView[] { this.renderTargetView }, depthStencilView);
+ }
+ }
+ else
+ {
+ throw new NotImplementedException("handling of multiple RenderTargets are not yet implemented");
+ }
+ }
}
@@ -473,7 +508,25 @@ namespace ANX.Framework.Windows.DX10
public void Dispose()
{
- //TODO: implement
+ if (renderTargetView != null)
+ {
+ renderTargetView.Dispose();
+ renderTargetView = null;
+ }
+
+ if (swapChain != null)
+ {
+ renderView.Dispose();
+ renderView = null;
+
+ backBuffer.Dispose();
+ backBuffer = null;
+
+ swapChain.Dispose();
+ swapChain = null;
+ }
+
+ //TODO: dispose everything else
}
}
}
diff --git a/RenderSystems/ANX.Framework.Windows.DX10/RenderTarget2D_DX10.cs b/RenderSystems/ANX.Framework.Windows.DX10/RenderTarget2D_DX10.cs
new file mode 100644
index 00000000..b518dd4f
--- /dev/null
+++ b/RenderSystems/ANX.Framework.Windows.DX10/RenderTarget2D_DX10.cs
@@ -0,0 +1,103 @@
+#region Using Statements
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using ANX.Framework.Graphics;
+using ANX.Framework.NonXNA.RenderSystem;
+using SharpDX.Direct3D10;
+
+#endregion // Using Statements
+
+#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 ANX.Framework.Windows.DX10
+{
+ public class RenderTarget2D_DX10 : Texture2D_DX10, INativeRenderTarget2D, INativeTexture2D
+ {
+ #region Private Members
+
+ #endregion // Private Members
+
+ public RenderTarget2D_DX10(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
+ : base(graphics)
+ {
+ if (mipMap)
+ {
+ throw new NotImplementedException("creating RenderTargets with mip map not yet implemented");
+ }
+
+ this.surfaceFormat = surfaceFormat;
+
+ GraphicsDeviceWindowsDX10 graphicsDX10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
+ SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice;
+
+ SharpDX.Direct3D10.Texture2DDescription description = new SharpDX.Direct3D10.Texture2DDescription()
+ {
+ Width = width,
+ Height = height,
+ MipLevels = 1,
+ ArraySize = 1,
+ Format = FormatConverter.Translate(preferredFormat),
+ SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
+ Usage = SharpDX.Direct3D10.ResourceUsage.Default,
+ BindFlags = SharpDX.Direct3D10.BindFlags.ShaderResource | SharpDX.Direct3D10.BindFlags.RenderTarget,
+ CpuAccessFlags = SharpDX.Direct3D10.CpuAccessFlags.None,
+ OptionFlags = SharpDX.Direct3D10.ResourceOptionFlags.None,
+ };
+ this.nativeTexture = new SharpDX.Direct3D10.Texture2D(graphicsDX10.NativeDevice, description);
+ this.nativeShaderResourceView = new SharpDX.Direct3D10.ShaderResourceView(graphicsDX10.NativeDevice, this.nativeTexture);
+
+ // description of texture formats of DX10: http://msdn.microsoft.com/en-us/library/bb694531(v=VS.85).aspx
+ // more helpfull information on DX10 textures: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx
+
+ this.formatSize = FormatConverter.FormatSize(surfaceFormat);
+ }
+
+ }
+}
diff --git a/RenderSystems/ANX.Framework.Windows.DX10/Texture2D_DX10.cs b/RenderSystems/ANX.Framework.Windows.DX10/Texture2D_DX10.cs
index 2d2efa33..47dd0824 100644
--- a/RenderSystems/ANX.Framework.Windows.DX10/Texture2D_DX10.cs
+++ b/RenderSystems/ANX.Framework.Windows.DX10/Texture2D_DX10.cs
@@ -63,14 +63,19 @@ namespace ANX.Framework.Windows.DX10
public class Texture2D_DX10 : INativeTexture2D
{
#region Private Members
- private SharpDX.Direct3D10.Texture2D nativeTexture;
- private SharpDX.Direct3D10.ShaderResourceView nativeShaderResourceView;
- private int formatSize;
- private SurfaceFormat surfaceFormat;
- private GraphicsDevice graphicsDevice;
+ protected internal SharpDX.Direct3D10.Texture2D nativeTexture;
+ protected internal SharpDX.Direct3D10.ShaderResourceView nativeShaderResourceView;
+ protected internal int formatSize;
+ protected internal SurfaceFormat surfaceFormat;
+ protected internal GraphicsDevice graphicsDevice;
#endregion // Private Members
+ internal Texture2D_DX10(GraphicsDevice graphicsDevice)
+ {
+ this.graphicsDevice = graphicsDevice;
+ }
+
public Texture2D_DX10(GraphicsDevice graphicsDevice, int width, int height, SurfaceFormat surfaceFormat, int mipCount)
{
if (mipCount > 1)
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs b/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs
index 69be93fd..b9daa4d5 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs
@@ -302,5 +302,10 @@ namespace ANX.Framework.Windows.GL3
return new ReadOnlyCollection(result);
}
#endregion
- }
+
+ public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
+ {
+ throw new NotImplementedException();
+ }
+ }
}
diff --git a/RenderSystems/ANX.RenderSystem.Windows.DX11/Creator.cs b/RenderSystems/ANX.RenderSystem.Windows.DX11/Creator.cs
index 7992f203..170fc291 100644
--- a/RenderSystems/ANX.RenderSystem.Windows.DX11/Creator.cs
+++ b/RenderSystems/ANX.RenderSystem.Windows.DX11/Creator.cs
@@ -229,5 +229,11 @@ namespace ANX.RenderSystem.Windows.DX11
{
throw new NotImplementedException();
}
+
+
+ public Framework.NonXNA.RenderSystem.INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
+ {
+ throw new NotImplementedException();
+ }
}
}
diff --git a/Samples/RenderTarget/Game1.cs b/Samples/RenderTarget/Game1.cs
index 76bd7dad..67a811ce 100644
--- a/Samples/RenderTarget/Game1.cs
+++ b/Samples/RenderTarget/Game1.cs
@@ -2,18 +2,18 @@
using System;
using System.Collections.Generic;
using System.Linq;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Audio;
-using Microsoft.Xna.Framework.Content;
-using Microsoft.Xna.Framework.GamerServices;
-using Microsoft.Xna.Framework.Graphics;
-using Microsoft.Xna.Framework.Input;
-using Microsoft.Xna.Framework.Media;
+using ANX.Framework;
+using ANX.Framework.Audio;
+using ANX.Framework.Content;
+using ANX.Framework.GamerServices;
+using ANX.Framework.Graphics;
+using ANX.Framework.Input;
+using ANX.Framework.Media;
#endregion
namespace RenderTarget
{
- public class Game1 : Microsoft.Xna.Framework.Game
+ public class Game1 : ANX.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
@@ -24,6 +24,8 @@ namespace RenderTarget
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
+
+ this.Window.Title = "ANX.Framework - RenderTarget sample - you should see a green rectangle";
}
protected override void Initialize()
@@ -37,7 +39,7 @@ namespace RenderTarget
{
spriteBatch = new SpriteBatch(GraphicsDevice);
- this.renderTarget = new RenderTarget2D(GraphicsDevice, 128, 128, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
+ this.renderTarget = new RenderTarget2D(GraphicsDevice, 128, 128); //, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
}
protected override void UnloadContent()
@@ -60,6 +62,7 @@ namespace RenderTarget
{
GraphicsDevice.SetRenderTarget(this.renderTarget);
GraphicsDevice.Clear(ClearOptions.Target, Color.Green, 1.0f, 0);
+ //GraphicsDevice.Clear(Color.Green);
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.CornflowerBlue);
diff --git a/Samples/RenderTarget/RenderTarget.csproj b/Samples/RenderTarget/RenderTarget.csproj
index 10880cc0..5dd5b061 100644
--- a/Samples/RenderTarget/RenderTarget.csproj
+++ b/Samples/RenderTarget/RenderTarget.csproj
@@ -60,10 +60,6 @@
true
-
-
-
-
@@ -83,6 +79,22 @@
+
+ {6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}
+ ANX.Framework
+
+
+ {60D08399-244F-46A3-91F1-4CFD26D961A3}
+ ANX.InputSystem.Windows.XInput
+
+
+ {5BE49183-2F6F-4527-AC90-D816911FCF90}
+ ANX.Framework.Windows.DX10
+
+
+ {6A582788-C4D2-410C-96CD-177F75712D65}
+ ANX.SoundSystem.Windows.XAudio
+
{FA6E229D-4504-47B1-8A23-2D3FCC13F778}
SampleContent