- implemented MultiRenderTargets for DirectX 10 and DirectX 11 RenderSystems (feature #559) - fixed a minor issue in MultiRenderTarget sample
98 lines
4.3 KiB
C#
98 lines
4.3 KiB
C#
#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<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);
|
|
|
|
//TODO: the code above should work but it looks like there's a problem with DrawUserPrimitives
|
|
|
|
GraphicsDevice.SetRenderTarget(renderTargets[0]);
|
|
GraphicsDevice.Clear(Color.Green);
|
|
GraphicsDevice.SetRenderTarget(renderTargets[1]);
|
|
GraphicsDevice.Clear(Color.Blue);
|
|
GraphicsDevice.SetRenderTarget(renderTargets[2]);
|
|
GraphicsDevice.Clear(Color.Yellow);
|
|
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);
|
|
}
|
|
}
|
|
}
|