#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(@"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); } } }