Multiple RenderTargets in different drawableComponents XNA - c#

Hi guys i have a little problem.
I have this 2 DrawableGameComponets (bigApple, smallApple) in both I'm drawing into a RenderTarget and then draw the RenderTarget in the backbuffer but this happens independently in each DrawableGameComponent.
The thing I want to achieve is that both DrawableGameComponents draw properly one in top of another.
Something like this:
This it's the screen with both drawableComponent with no rendertargets in each component.
But instead of that I get this:
This it's the screen with both drawableComponent with rendertargets in each component.
This is for a little game I'm working on. I'm planning to display in one drawable component and image from the camera and in the other drawable gamecomponent the game itself. But once I add another GameComponent to the Componets List, the one above the last added can't be seen.
This is the Code from each drawable Component.
SmallApple:
public class SmallApple:DrawableComponent2D
{
Texture2D apple;
public SmallApple(Game game)
: base(game)
{
//Do nothing
}
protected override void LoadContent()
{
apple = Game.Content.Load<Texture2D>("apple");
this.Size = new Vector2(apple.Width,
apple.Height);
renderTarget = new RenderTarget2D(GraphicsDevice,
(int)Size.X,
(int)Size.Y,
false,
SurfaceFormat.Color,
DepthFormat.None,
this.Game.GraphicsDevice.PresentationParameters.MultiSampleCount,
RenderTargetUsage.PreserveContents);
base.LoadContent();
}
public override void Initialize()
{
base.Initialize();
}
public override void Draw(GameTime gameTime)
{
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.Clear(ClearOptions.Target, Color.Transparent, 1f, 0);
this.SharedSpriteBatch.Begin(SpriteSortMode.Immediate, null);
this.SharedSpriteBatch.Draw(this.apple, this.Position, Color.White);
this.SharedSpriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
this.SharedSpriteBatch.Begin();
this.SharedSpriteBatch.Draw(apple, this.Position,Color.White);
this.SharedSpriteBatch.End();
base.Draw(gameTime);
}
}
--
And the BigApple Class
public class BigApple:DrawableComponent2D
{
Texture2D apple;
public BigApple(Game game)
: base(game)
{
}
protected override void LoadContent()
{
base.LoadContent();
apple = Game.Content.Load<Texture2D>("apple");
this.Size = new Vector2(apple.Width, apple.Height);
renderTarget = new RenderTarget2D(GraphicsDevice,
(int)Size.X,
(int)Size.Y,
false,
SurfaceFormat.Color,
DepthFormat.None,
this.Game.GraphicsDevice.PresentationParameters.MultiSampleCount,
RenderTargetUsage.PreserveContents);
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
}
public override void Draw(GameTime gameTime)
{
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.Clear(ClearOptions.Target, Color.Transparent, 1f, 0);
this.SharedSpriteBatch.Begin(SpriteSortMode.Immediate,null);
this.SharedSpriteBatch.Draw(this.apple, this.Position, Color.White);
this.SharedSpriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
this.SharedSpriteBatch.Begin();
this.SharedSpriteBatch.Draw(renderTarget,new Rectangle((int)Position.X, (int)Position.Y, (int)GraphicsDevice.Viewport.Width, (int)GraphicsDevice.Viewport.Height), Color.White);
this.SharedSpriteBatch.End();
base.Draw(gameTime);
}
}
The class DrawableComponent2D is the one that contains the heritage from drawablegameComponent and has some variables to work with.

What is your XNA version?
If you use XNA 3.1 maybe your problem is here GraphicsDeviceCapabilities.MaxSimultaneousRenderTargets property

Solved!!. i have to add a method to the delegate:
graphics.PreparingDeviceSettings;
so this is the method:
private void GraphicsDevicePreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e) {
e.GraphicsDeviceInformation.PresentationParameters.RenderTargetUsage = RenderTargetUsage.PreserveContents;
}
And to add it to the graphicsDeviceManager is just one line:
graphics. PreparingDeviceSettings += GraphicsDevicePreparingDeviceSettings;
voilà!!! Thanks for your support

Related

Drawing a Sprite using Monogame

I'm just starting with Monogame and I'm trying to make a simple sprite, which later is meant to be a button. I've searched all around and done several tutorials, but I can't make it work. I just keep getting the blank, blue screen. Here's my code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
namespace Test_Game
{
class Main_Menu
{
//setting the variables
public Texture2D button1;
public Vector2 button1Pos;
public GraphicsDevice graphicsDevice;
GraphicsDeviceManager graphics;
public void initialize(Texture2D texture, Vector2 position, ContentManager Content)
{
//Getting the initialized stuff
button1 = Content.Load<Texture2D>("button_temp");
button1Pos.X = 30;
button1Pos.Y = 30;
}
public void Draw(SpriteBatch spriteBatch)
{
graphics.GraphicsDevice.Clear(Color.Black);
spriteBatch = new SpriteBatch(graphicsDevice);
//Just drawing the Sprite
spriteBatch.Begin();
spriteBatch.Draw(button1, new Rectangle(30, 30, 214, 101), Color.White);
spriteBatch.End();
}
}
}
Hope you can find an answer.
I can see many mistakes in your code, I would left a comment pointing all of the, but its too long.
Most of the mistakes come from this: you're not inheriting from Game class. Your line class Main_Menu should be class Main_Menu : Game. Always use this template for a game class:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MyGame
{
public class MyGame : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public MyGame()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
base.Draw(gameTime);
}
}
}
From here on, you must fill this template with the following in mind:
Create your memory-only objects in the Initialize method;
Load and create file-related objects in the LoadContent method;
Add your game logic in the Update method;
Add your drawing logic in the Draw method;
Usually, do not bother with the constructor or the UnloadContent method.
Connecting your existing code with the template, we get the following:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Test_Game
{
public class Main_Menu : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Vector2 buttonPos; // our button position
Texture2D button; // our button texture
public MyGame()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
buttonPos = new Vector2(30, 30); // X=30, Y=30
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
button = Content.Load<Texture2D>("button_temp"); // load texture
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
// here we would add game logic
// things like moving game objects, detecting collisions, etc
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
// draw our button
int buttonWidth = 214;
int buttonHeight = 101;
spriteBatch.Draw(button, new Rectangle(buttonPos.X, buttonPos.Y, buttonWidth, buttonHeight), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
This template is used in every game for the MonoGame and XNA frameworks, so you should find a LOT of content on the web about what each method of the Game class does.

C# HLSL/XNA/MonoGame Problems

First of all, im new to shaders and xna.
I've been trying to follow this tutorial:
http://www.xnahub.com/simple-2d-lighting-system-in-c-and-monogame/
I've done everything he said, I even ended up copy/pasting some parts to be totally sure although – it still won't work.
sampler s0;
texture lightMask;
sampler lightSampler=sampler_state {
Texture=<lightMask>;
}
;
float4 PixelShaderLight(float2 coords:TEXCOORD0):COLOR0 {
float4 color=tex2D(s0, coords);
float4 lightColor=tex2D(lightSampler, coords);
return color * lightColor;
}
technique Technique1 {
pass P0 {
PixelShader=compile ps_4_0_level_9_1 PixelShaderLight();
}
}
The problem is that when I apply the pass 0 everything goes black.
My guess is that the lightcolor is returning zero. The lightmask is a renderTarget where I've painted my lights on.
I really dont know why lightcolor would return zero. If that is the case, could anyone give me a hint in what I'm doing wrong?
Here is my main class if you want to look at it:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace TestingGame
{
public class TestingGame : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Location loc;
public static Texture2D lightMask;
public static Texture2D img;
public static Effect effect1;
RenderTarget2D lightsTarget;
RenderTarget2D mainTarget;
public TestingGame()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
loc = new Location(20,20);
var pp = GraphicsDevice.PresentationParameters;
lightsTarget = new RenderTarget2D(
GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight);
mainTarget = new RenderTarget2D(
GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
lightMask = Content.Load<Texture2D>("lightmask.png");
img = Content.Load<Texture2D>("img.png");
effect1 = Content.Load<Effect>("lighteffect");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if(loc.Equals(new Location(21,20)))
System.Console.WriteLine("Working");
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.SetRenderTarget(lightsTarget);
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive);
spriteBatch.Draw(lightMask, new Vector2(20, 20), Color.Red);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(mainTarget);
GraphicsDevice.Clear(Color.Transparent);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
spriteBatch.Draw(img, new Vector2(50,50));
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
effect1.Parameters["lightMask"].SetValue(lightsTarget);
effect1.CurrentTechnique.Passes[0].Apply();
spriteBatch.Draw(mainTarget, Vector2.Zero, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
For the others like me who stumble upon this problem, you need to use the complete signature for the pixel shader as stated here : http://www.software7.com/blog/pitfalls-when-developing-hlsl-shader/
So the correct code for this shader is the following :
sampler s0;
texture lightMask;
sampler lightSampler=sampler_state {
Texture=<lightMask>;
};
float4 PixelShaderLight(float4 pos: SV_POSITION, float4 color: COLOR0, float2 coords: TEXCOORD0): SV_TARGET0 {
float4 color=tex2D(s0, coords);
float4 lightColor=tex2D(lightSampler, coords);
return color * lightColor;
}
technique Technique1 {
pass P0 {
PixelShader=compile ps_4_0_level_9_1 PixelShaderLight();
}
}

C# XNA4.0 keyboardstate error

I am trying to move a sprite but it won't even let me debug.
When i try to debug i get the following error:
Error 1 The name 'keys' does not exist in the current context
What am i doing wrong? or is it something else? According to multiple sources this is one of the ways to make a sprite move.
I've never been able to use keyboard input to move something or make something happen for some reason. Kinda lost here :(
Here's the code:
public class Game1 : Microsoft.Xna.Framework.Game
{
Texture2D myTexture;
Vector2 spritePosition = Vector2.Zero;
Vector2 spriteSpeed = new Vector2(50.0f, 50.0f);
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
KeyboardState keystate;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
myTexture = Content.Load<Texture2D>("sprite");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
keystate = Keyboard.GetState();
if (keystate.IsKeyDown(keys.right))
spritePosition.X += spriteSpeed.X;
}
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(myTexture, spritePosition, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
Use the actual XNA Keys enumeration (MSDN):
protected override void Update(GameTime gameTime)
{
keystate = Keyboard.GetState();
if (keystate.IsKeyDown(Keys.Right))
spritePosition.X += spriteSpeed.X;
}
Remember, C# is case sensitive!

How to make texture move

I have problem. I have tryed how to make my texture move, but my solution is slow and it is not working. Does anybody know how to make texture2D move using C# XNAGamestudio. ANybody please help me!
EDIT:
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Hashtable Objects = new Hashtable();
public Hashtable XPOS = new Hashtable();
public Hashtable YPOS = new Hashtable();
public int NUM = 0;
public bool UP = true;
public bool DOWN = false;
public bool LEFT = false;
public bool RIGHT = false;
......
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
this.AddObject("Nameee", "C:\\Box.png");
// TODO: Add your update logic here
if (UP)
{
if (NUM != 25)
{
AppendObject(new Vector2((float)this.XPOS["Nameee"], (float)this.XPOS["Nameee"] - NUM), "Nameee");
NUM++;
Thread.Sleep(100);
}
else
UP = false;
}
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
//GraphicsDevice.Clear(Color.CornflowerBlue);
//spriteBatch.Begin();
//spriteBatch.End();
//base.Draw(gameTime);
}
public void AddObject(string TagName, string ObjectImage)
{
Texture2D fileTexture;
using (FileStream fileStream = new FileStream(#ObjectImage, FileMode.Open))
{
fileTexture = Texture2D.FromStream(graphics.GraphicsDevice, fileStream);
}
if (!this.Objects.ContainsKey(TagName))
{
this.Objects.Add(TagName, fileTexture);
this.XPOS.Add(TagName, 0.0F);
this.YPOS.Add(TagName, 50.0F);
}
}
public void AppendObject(Vector2 pos, string tagName)
{
spriteBatch.Begin();
spriteBatch.Draw((Texture2D)this.Objects[tagName], new Vector2((float)this.XPOS[tagName], (float)this.YPOS[tagName]), Color.White);
spriteBatch.End();
}
Hmm, well technically, this looks like it should move a texture along the X axis.
As for performance, you may want to take these things into consideration:
You are calling this.AddObject("Nameee", "C:\\Box.png"); on every update. That's not a good thing. Call this once in your LoadContent() method.
Instead of using Thread.Sleep(100);, I would suggest tracking the time elapsed with GameTime. (Hit the comment if you need an example of how to do this)
You are creating a new vector2 on each pass for the texture position. While this probably doesn't have a noticeable performance hit since its only creating 10 a second (thanks to your Thread.Sleep(100);, I would suggest using the same one.
On a side note, I would recommend completely refactoring this code for a more object oriented approach. Create a class that holds a Texture2D and a Vector2. Then give it an Update() method and a Draw(SpriteBatch sb) method and perform your work in there.
That's just a suggestion though.
You can do something similar to this, and you should use the content manager to load assets.
public class Sprite
{
public Vector2 Position = Vector2.Zero;
public Texture2D Texture;
public float Scale = 1;
public void LoadAsset(Game game, string asset)
{
Texture = game.Content.Load<Texture2d>(asset);
}
public Draw(SpriteBatch batch)
{
batch.Draw(Texture, Position, null, Color.White, ...,... Scale,...);
}
}
//In your game:
List<Sprite> Sprites = new List<Sprite>();
Initialize()
{
base.Initialize();
Sprite myBox = new Box();
myBox.LoadAsset("Box");
Sprites.Add(myBox);
}
Update(GameTime gametime)
{
myBox.Position += Vector2.UnitX * Speed * (float) gametime.elapsed.TotalSeconds;
}
Draw()
{
batch.begin();
foreach (Sprite sprite in Sprites) sprite.Draw(batch);
batch.end();
}
Both good answers by Blau and justnS. I would also advise to take a look at some XNA tutorials to get a better understanding of the XNA Framework and how it should be used (i.e. the purpose of the separate Initialize(), LoadContent(), Update(), Draw(), etc methods).
Try these for starters:
Riemer's
MSDN
XNA Game Dev

My first game in XNA(Little problem)

this is my code so far:
Game1.cs Class:
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Player MyPlayer;
Texture2D Ball;
int GraphicsWidth,GraphicsHeight;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
GraphicsWidth = graphics.PreferredBackBufferWidth;
GraphicsHeight= graphics.PreferredBackBufferHeight;
MyPlayer = new Player(Ball, new Vector2(100, 100), Vector2.Zero);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
Ball = Content.Load<Texture2D>("Images/ball");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
MyPlayer.Draw(spriteBatch);
base.Draw(gameTime);
}
}
Player class(The ball):
class Player
{
Texture2D Texture;
Vector2 Positon,Velocity;
public int Height
{
get { return this.Texture.Height; }
}
public int Width
{
get { return this.Texture.Width; }
}
public Player(Texture2D tex, Vector2 position,Vector2 velocity)
{
this.Texture = tex;
this.Positon = position;
this.Velocity = velocity;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(Texture, Positon, Color.White);
spriteBatch.End();
}
}
When I try to debug the game I have the following error:
This method does not accept null for this parameter.
Parameter name: texture
In that part:
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(Texture, Positon, Color.White);
spriteBatch.End();
}
Btw, I'd like to ask if I can make this code better or something like that.
Thanks alot!
Looks like you create the Player object before you've loaded the Ball content, and thus, the player holds null instead of a texture, but the Ball field in the Game is the real texture.
I would move the creation of Player into LoadContent, after you've assigned the Ball.
Ball = Content.Load<Texture2D>("Images/ball");
MyPlayer = new Player(Ball, new Vector2(100, 100), Vector2.Zero);
I'm going to preface my answer by saying you should call spriteBatch.begin() and spriteBatch.end() in your Game1.cs Draw function instead of your Player.cs Draw function. It's expensive and you shouldn't do it more than once per draw frame, unless it's absolutely necessary (it's not in this case).
With regards to your actual question, you need to load your player in the LoadContent method rather than your Initialize method.
Initialize is happening before your texture is loaded.
try moving MyPlayer = new Player(Ball, new Vector2(100, 100), Vector2.Zero);
into your LoadContent method after you load the texture into Ball.
It looks like you're loading the ball texture after you've already initialized myPlayer with the "NULL" Ball texture
This is because Initialize is called before LoadContent, and at the point you create your Player the Ball texture is still null.
Either create the Player object in LoadContent, after you load the ball, or allow Player to load its own content.

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