#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(@"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(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); } } }