add initial set of tests
parent
1b38f8606b
commit
e9a4b3fd55
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@ -1,3 +1,4 @@
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bin/
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obj/
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.vs/
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*.csproj.user
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|
|
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@ -7,7 +7,7 @@
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</PropertyGroup>
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<PropertyGroup>
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<DefaultItemExcludes>$(DefaultItemExcludes);lib\**\*</DefaultItemExcludes>
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<DefaultItemExcludes>$(DefaultItemExcludes);lib\**\*;tests\**\*</DefaultItemExcludes>
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</PropertyGroup>
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<ItemGroup>
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|
|
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@ -5,6 +5,26 @@ VisualStudioVersion = 16.0.30717.126
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MinimumVisualStudioVersion = 15.0.26124.0
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MoonWorks", "MoonWorks.csproj", "{DDC9BA9B-4440-4CB3-BDB4-D5F91DE1686B}"
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tests", "Tests", "{734B6C25-40FE-4688-9B3C-7B3D3A343257}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MoonWorks.Test.Common", "tests\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj", "{47BC8A83-B1A5-454C-AED0-461B535D664B}"
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EndProject
|
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ClearScreen", "tests\ClearScreen\ClearScreen.csproj", "{C37E4CF1-4899-48BC-BF58-2074420077BC}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicTriangle", "tests\BasicTriangle\BasicTriangle.csproj", "{F34E6D95-887D-49C0-AC74-560EBD0D23C5}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TriangleVertexBuffer", "tests\TriangleVertexBuffer\TriangleVertexBuffer.csproj", "{944D4FDC-1635-46B6-84FA-8161F8E43AC4}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TexturedQuad", "tests\TexturedQuad\TexturedQuad.csproj", "{845DA751-5072-43C8-B9E6-4E2A32D99161}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CullFace", "tests\CullFace\CullFace.csproj", "{96986050-5136-4680-B388-EDD1207F9212}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ClearScreen_MultiWindow", "tests\ClearScreen_MultiWindow\ClearScreen_MultiWindow.csproj", "{F6283B5C-051B-427C-AE7E-9DB9E0313769}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TexturedAnimatedQuad", "tests\TexturedAnimatedQuad\TexturedAnimatedQuad.csproj", "{F022FB5F-FD61-4956-A7CE-7B428DB80A39}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MSAA", "tests\MSAA\MSAA.csproj", "{D97DED9B-4CC4-45F6-A9A9-E8C589036A85}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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@ -15,10 +35,50 @@ Global
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{DDC9BA9B-4440-4CB3-BDB4-D5F91DE1686B}.Debug|x64.Build.0 = Debug|x64
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||||
{DDC9BA9B-4440-4CB3-BDB4-D5F91DE1686B}.Release|x64.ActiveCfg = Release|x64
|
||||
{DDC9BA9B-4440-4CB3-BDB4-D5F91DE1686B}.Release|x64.Build.0 = Release|x64
|
||||
{47BC8A83-B1A5-454C-AED0-461B535D664B}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{47BC8A83-B1A5-454C-AED0-461B535D664B}.Debug|x64.Build.0 = Debug|x64
|
||||
{47BC8A83-B1A5-454C-AED0-461B535D664B}.Release|x64.ActiveCfg = Release|x64
|
||||
{C37E4CF1-4899-48BC-BF58-2074420077BC}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{C37E4CF1-4899-48BC-BF58-2074420077BC}.Debug|x64.Build.0 = Debug|x64
|
||||
{C37E4CF1-4899-48BC-BF58-2074420077BC}.Release|x64.ActiveCfg = Release|x64
|
||||
{F34E6D95-887D-49C0-AC74-560EBD0D23C5}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{F34E6D95-887D-49C0-AC74-560EBD0D23C5}.Debug|x64.Build.0 = Debug|x64
|
||||
{F34E6D95-887D-49C0-AC74-560EBD0D23C5}.Release|x64.ActiveCfg = Release|x64
|
||||
{944D4FDC-1635-46B6-84FA-8161F8E43AC4}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{944D4FDC-1635-46B6-84FA-8161F8E43AC4}.Debug|x64.Build.0 = Debug|x64
|
||||
{944D4FDC-1635-46B6-84FA-8161F8E43AC4}.Release|x64.ActiveCfg = Release|x64
|
||||
{845DA751-5072-43C8-B9E6-4E2A32D99161}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{845DA751-5072-43C8-B9E6-4E2A32D99161}.Debug|x64.Build.0 = Debug|x64
|
||||
{845DA751-5072-43C8-B9E6-4E2A32D99161}.Release|x64.ActiveCfg = Release|x64
|
||||
{96986050-5136-4680-B388-EDD1207F9212}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{96986050-5136-4680-B388-EDD1207F9212}.Debug|x64.Build.0 = Debug|x64
|
||||
{96986050-5136-4680-B388-EDD1207F9212}.Release|x64.ActiveCfg = Release|x64
|
||||
{F6283B5C-051B-427C-AE7E-9DB9E0313769}.Debug|x64.ActiveCfg = Debug|x64
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||||
{F6283B5C-051B-427C-AE7E-9DB9E0313769}.Debug|x64.Build.0 = Debug|x64
|
||||
{F6283B5C-051B-427C-AE7E-9DB9E0313769}.Release|x64.ActiveCfg = Release|x64
|
||||
{F022FB5F-FD61-4956-A7CE-7B428DB80A39}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{F022FB5F-FD61-4956-A7CE-7B428DB80A39}.Debug|x64.Build.0 = Debug|x64
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||||
{F022FB5F-FD61-4956-A7CE-7B428DB80A39}.Release|x64.ActiveCfg = Release|Any CPU
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||||
{F022FB5F-FD61-4956-A7CE-7B428DB80A39}.Release|x64.Build.0 = Release|Any CPU
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||||
{D97DED9B-4CC4-45F6-A9A9-E8C589036A85}.Debug|x64.ActiveCfg = Debug|x64
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||||
{D97DED9B-4CC4-45F6-A9A9-E8C589036A85}.Debug|x64.Build.0 = Debug|x64
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||||
{D97DED9B-4CC4-45F6-A9A9-E8C589036A85}.Release|x64.ActiveCfg = Release|Any CPU
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{D97DED9B-4CC4-45F6-A9A9-E8C589036A85}.Release|x64.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(NestedProjects) = preSolution
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{47BC8A83-B1A5-454C-AED0-461B535D664B} = {734B6C25-40FE-4688-9B3C-7B3D3A343257}
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{C37E4CF1-4899-48BC-BF58-2074420077BC} = {734B6C25-40FE-4688-9B3C-7B3D3A343257}
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{F34E6D95-887D-49C0-AC74-560EBD0D23C5} = {734B6C25-40FE-4688-9B3C-7B3D3A343257}
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{944D4FDC-1635-46B6-84FA-8161F8E43AC4} = {734B6C25-40FE-4688-9B3C-7B3D3A343257}
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{845DA751-5072-43C8-B9E6-4E2A32D99161} = {734B6C25-40FE-4688-9B3C-7B3D3A343257}
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||||
{96986050-5136-4680-B388-EDD1207F9212} = {734B6C25-40FE-4688-9B3C-7B3D3A343257}
|
||||
{F6283B5C-051B-427C-AE7E-9DB9E0313769} = {734B6C25-40FE-4688-9B3C-7B3D3A343257}
|
||||
{F022FB5F-FD61-4956-A7CE-7B428DB80A39} = {734B6C25-40FE-4688-9B3C-7B3D3A343257}
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||||
{D97DED9B-4CC4-45F6-A9A9-E8C589036A85} = {734B6C25-40FE-4688-9B3C-7B3D3A343257}
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EndGlobalSection
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||||
GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {C3D68FAA-3165-43C7-95B3-D845F0DAA918}
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EndGlobalSection
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|
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@ -0,0 +1,22 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net6.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<ItemGroup>
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<Content Include="..\MoonWorks.Test.Common\Content\**\*.*">
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<Link>Content\%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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</Project>
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@ -0,0 +1,85 @@
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using MoonWorks;
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using MoonWorks.Graphics;
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namespace MoonWorks.Test
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{
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class BasicTriangleGame : Game
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{
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private GraphicsPipeline fillPipeline;
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private GraphicsPipeline linePipeline;
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private ShaderModule vertShaderModule;
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private ShaderModule fragShaderModule;
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private Viewport smallViewport = new Viewport(160, 120, 320, 240);
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private Rect scissorRect = new Rect(320, 240, 320, 240);
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private bool useWireframeMode;
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private bool useSmallViewport;
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private bool useScissorRect;
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public BasicTriangleGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Logger.LogInfo("Press A to toggle wireframe mode\nPress S to toggle small viewport\nPress D to toggle scissor rect");
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vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv"));
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fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule);
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fillPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipelineCreateInfo.RasterizerState.FillMode = FillMode.Line;
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linePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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}
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protected override void Update(System.TimeSpan delta)
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{
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if (Inputs.Keyboard.IsPressed(Input.KeyCode.A))
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{
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useWireframeMode = !useWireframeMode;
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Logger.LogInfo("Using wireframe mode: " + useWireframeMode);
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}
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if (Inputs.Keyboard.IsPressed(Input.KeyCode.S))
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{
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useSmallViewport = !useSmallViewport;
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Logger.LogInfo("Using small viewport: " + useSmallViewport);
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}
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if (Inputs.Keyboard.IsPressed(Input.KeyCode.D))
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{
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useScissorRect = !useScissorRect;
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Logger.LogInfo("Using scissor rect: " + useScissorRect);
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}
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}
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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
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cmdbuf.BindGraphicsPipeline(useWireframeMode ? linePipeline : fillPipeline);
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if (useSmallViewport)
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{
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cmdbuf.SetViewport(smallViewport);
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}
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if (useScissorRect)
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{
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cmdbuf.SetScissor(scissorRect);
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}
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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BasicTriangleGame game = new BasicTriangleGame();
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game.Run();
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}
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}
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}
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@ -0,0 +1,15 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net6.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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</Project>
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@ -0,0 +1,29 @@
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using MoonWorks;
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using MoonWorks.Graphics;
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namespace MoonWorks.Test
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{
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class ClearScreenGame : Game
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{
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public ClearScreenGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { }
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protected override void Update(System.TimeSpan delta) { }
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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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ClearScreenGame game = new ClearScreenGame();
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game.Run();
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}
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}
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}
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@ -0,0 +1,15 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net6.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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</Project>
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@ -0,0 +1,51 @@
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using MoonWorks;
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using MoonWorks.Graphics;
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namespace MoonWorks.Test
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{
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class ClearScreen_MultiWindowGame : Game
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{
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private Window secondaryWindow;
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public ClearScreen_MultiWindowGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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secondaryWindow = new Window(
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new WindowCreateInfo("Secondary Window", 640, 480, ScreenMode.Windowed, PresentMode.FIFO, false, false),
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GraphicsDevice.WindowFlags
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);
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GraphicsDevice.ClaimWindow(secondaryWindow, PresentMode.FIFO);
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}
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protected override void Update(System.TimeSpan delta) { }
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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf;
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Texture? backbuffer;
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cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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backbuffer = cmdbuf.AcquireSwapchainTexture(secondaryWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Aquamarine));
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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ClearScreen_MultiWindowGame game = new ClearScreen_MultiWindowGame();
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game.Run();
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}
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}
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}
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@ -0,0 +1,22 @@
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|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net6.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<ItemGroup>
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<Content Include="..\MoonWorks.Test.Common\Content\**\*.*">
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<Link>Content\%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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</Project>
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@ -0,0 +1,144 @@
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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||||
internal class CullFaceGame : Game
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{
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private GraphicsPipeline CW_CullNonePipeline;
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private GraphicsPipeline CW_CullFrontPipeline;
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private GraphicsPipeline CW_CullBackPipeline;
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private GraphicsPipeline CCW_CullNonePipeline;
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private GraphicsPipeline CCW_CullFrontPipeline;
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private GraphicsPipeline CCW_CullBackPipeline;
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private ShaderModule vertShaderModule;
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private ShaderModule fragShaderModule;
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private Buffer cwVertexBuffer;
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private Buffer ccwVertexBuffer;
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private bool useClockwiseWinding;
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public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Logger.LogInfo("Press A to toggle the winding order of the triangles (default is counter-clockwise)");
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// Load the shaders
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vertShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/PositionColorVert.spv");
|
||||
fragShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/SolidColor.spv");
|
||||
|
||||
// Create the graphics pipelines
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule);
|
||||
pipelineCreateInfo.VertexInputState = new VertexInputState(
|
||||
VertexBinding.Create<PositionColorVertex>(),
|
||||
VertexAttribute.Create<PositionColorVertex>("Position", 0),
|
||||
VertexAttribute.Create<PositionColorVertex>("Color", 1)
|
||||
);
|
||||
|
||||
pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullNone;
|
||||
CW_CullNonePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullFront;
|
||||
CW_CullFrontPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullBack;
|
||||
CW_CullBackPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
pipelineCreateInfo.RasterizerState = RasterizerState.CCW_CullNone;
|
||||
CCW_CullNonePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
pipelineCreateInfo.RasterizerState = RasterizerState.CCW_CullFront;
|
||||
CCW_CullFrontPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
pipelineCreateInfo.RasterizerState = RasterizerState.CCW_CullBack;
|
||||
CCW_CullBackPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the vertex buffers
|
||||
cwVertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3);
|
||||
ccwVertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
cwVertexBuffer,
|
||||
new PositionColorVertex[]
|
||||
{
|
||||
new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
|
||||
new PositionColorVertex(new Vector3(1, 1, 0), Color.Green),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
ccwVertexBuffer,
|
||||
new PositionColorVertex[]
|
||||
{
|
||||
new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
|
||||
new PositionColorVertex(new Vector3(1, 1, 0), Color.Green),
|
||||
new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
|
||||
}
|
||||
);
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
GraphicsDevice.Wait();
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (Inputs.Keyboard.IsPressed(Input.KeyCode.A))
|
||||
{
|
||||
useClockwiseWinding = !useClockwiseWinding;
|
||||
Logger.LogInfo("Using clockwise winding: " + useClockwiseWinding);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
|
||||
|
||||
if (useClockwiseWinding)
|
||||
{
|
||||
cmdbuf.BindVertexBuffers(cwVertexBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
cmdbuf.BindVertexBuffers(ccwVertexBuffer);
|
||||
}
|
||||
|
||||
cmdbuf.SetViewport(new Viewport(0, 0, 213, 240));
|
||||
cmdbuf.BindGraphicsPipeline(CW_CullNonePipeline);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
|
||||
cmdbuf.SetViewport(new Viewport(213, 0, 213, 240));
|
||||
cmdbuf.BindGraphicsPipeline(CW_CullFrontPipeline);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
|
||||
cmdbuf.SetViewport(new Viewport(426, 0, 213, 240));
|
||||
cmdbuf.BindGraphicsPipeline(CW_CullBackPipeline);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
|
||||
cmdbuf.SetViewport(new Viewport(0, 240, 213, 240));
|
||||
cmdbuf.BindGraphicsPipeline(CCW_CullNonePipeline);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
|
||||
cmdbuf.SetViewport(new Viewport(213, 240, 213, 240));
|
||||
cmdbuf.BindGraphicsPipeline(CCW_CullFrontPipeline);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
|
||||
cmdbuf.SetViewport(new Viewport(426, 240, 213, 240));
|
||||
cmdbuf.BindGraphicsPipeline(CCW_CullBackPipeline);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
CullFaceGame game = new CullFaceGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<Platforms>x64</Platforms>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Content Include="..\MoonWorks.Test.Common\Content\**\*.*">
|
||||
<Link>Content\%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
|
@ -0,0 +1,159 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class MSAAGame : Game
|
||||
{
|
||||
private GraphicsPipeline[] msaaPipelines = new GraphicsPipeline[4];
|
||||
|
||||
private ShaderModule triangleVertShaderModule;
|
||||
private ShaderModule triangleFragShaderModule;
|
||||
|
||||
private GraphicsPipeline blitPipeline;
|
||||
private ShaderModule blitVertShaderModule;
|
||||
private ShaderModule blitFragShaderModule;
|
||||
|
||||
private Texture rt;
|
||||
private Sampler rtSampler;
|
||||
private Buffer quadVertexBuffer;
|
||||
private Buffer quadIndexBuffer;
|
||||
|
||||
private SampleCount currentSampleCount = SampleCount.Four;
|
||||
|
||||
public MSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press A and D to cycle between sample counts");
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
|
||||
// Create the MSAA pipelines
|
||||
triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv"));
|
||||
triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
triangleVertShaderModule,
|
||||
triangleFragShaderModule
|
||||
);
|
||||
for (int i = 0; i < msaaPipelines.Length; i += 1)
|
||||
{
|
||||
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
|
||||
msaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
}
|
||||
|
||||
// Create the blit pipeline
|
||||
blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
|
||||
blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
blitVertShaderModule,
|
||||
blitFragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = new VertexInputState(
|
||||
VertexBinding.Create<PositionTextureVertex>(),
|
||||
VertexAttribute.Create<PositionTextureVertex>("Position", 0),
|
||||
VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
|
||||
);
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create the MSAA render texture and sampler
|
||||
rt = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width,
|
||||
MainWindow.Height,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
rtSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the vertex and index buffers
|
||||
quadVertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
||||
quadIndexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
quadVertexBuffer,
|
||||
new PositionTextureVertex[]
|
||||
{
|
||||
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
quadIndexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
}
|
||||
);
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
GraphicsDevice.Wait();
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
SampleCount prevSampleCount = currentSampleCount;
|
||||
|
||||
if (Inputs.Keyboard.IsPressed(Input.KeyCode.A))
|
||||
{
|
||||
currentSampleCount -= 1;
|
||||
if (currentSampleCount < 0)
|
||||
{
|
||||
currentSampleCount = SampleCount.Eight;
|
||||
}
|
||||
}
|
||||
if (Inputs.Keyboard.IsPressed(Input.KeyCode.D))
|
||||
{
|
||||
currentSampleCount += 1;
|
||||
if (currentSampleCount > SampleCount.Eight)
|
||||
{
|
||||
currentSampleCount = SampleCount.One;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevSampleCount != currentSampleCount)
|
||||
{
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(
|
||||
new ColorAttachmentInfo(
|
||||
rt,
|
||||
Color.Black,
|
||||
currentSampleCount,
|
||||
StoreOp.DontCare
|
||||
)
|
||||
);
|
||||
cmdbuf.BindGraphicsPipeline(msaaPipelines[(int) currentSampleCount]);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, LoadOp.DontCare));
|
||||
cmdbuf.BindGraphicsPipeline(blitPipeline);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, rtSampler));
|
||||
cmdbuf.BindVertexBuffers(quadVertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
MSAAGame game = new MSAAGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec4 Color;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = Color;
|
||||
gl_Position = vec4(Position, 1);
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos;
|
||||
|
||||
if (gl_VertexIndex == 0)
|
||||
{
|
||||
pos = vec2(-1, 1);
|
||||
outColor = vec4(1, 0, 0, 1);
|
||||
}
|
||||
else if (gl_VertexIndex == 1)
|
||||
{
|
||||
pos = vec2(1, 1);
|
||||
outColor = vec4(0, 1, 0, 1);
|
||||
}
|
||||
else if (gl_VertexIndex == 2)
|
||||
{
|
||||
pos = vec2(0, -1);
|
||||
outColor = vec4(0, 0, 1, 1);
|
||||
}
|
||||
|
||||
gl_Position = vec4(pos, 0, 1);
|
||||
}
|
|
@ -0,0 +1,10 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec4 Color;
|
||||
|
||||
layout (location = 0) out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = Color;
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec2 TexCoord;
|
||||
|
||||
layout (location = 0) out vec4 FragColor;
|
||||
|
||||
layout(binding = 0, set = 1) uniform sampler2D Sampler;
|
||||
|
||||
layout (binding = 0, set = 3) uniform UniformBlock
|
||||
{
|
||||
vec4 MultiplyColor;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = MultiplyColor * texture(Sampler, TexCoord);
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec2 TexCoord;
|
||||
|
||||
layout (location = 0) out vec2 outTexCoord;
|
||||
|
||||
layout (binding = 0, set = 2) uniform UniformBlock
|
||||
{
|
||||
mat4x4 MatrixTransform;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outTexCoord = TexCoord;
|
||||
gl_Position = MatrixTransform * vec4(Position, 1);
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec2 TexCoord;
|
||||
|
||||
layout (location = 0) out vec4 FragColor;
|
||||
|
||||
layout(binding = 0, set = 1) uniform sampler2D Sampler;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(Sampler, TexCoord);
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec2 TexCoord;
|
||||
|
||||
layout (location = 0) out vec2 outTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
outTexCoord = TexCoord;
|
||||
gl_Position = vec4(Position, 1);
|
||||
}
|
|
@ -0,0 +1,5 @@
|
|||
Get-ChildItem "Source" |
|
||||
Foreach-Object {
|
||||
$filename = $_.Basename
|
||||
glslc $_.FullName -o Compiled/$filename.spv
|
||||
}
|
Binary file not shown.
After Width: | Height: | Size: 201 B |
|
@ -0,0 +1,43 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
|
||||
<Target Name="Runtime ID" AfterTargets="Build">
|
||||
<Message Text="Runtime ID: $(RuntimeIdentifier)" Importance="high"/>
|
||||
</Target>
|
||||
|
||||
<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Windows)))">
|
||||
<Content Include="..\..\..\moonlibs\windows\FAudio.dll">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\..\moonlibs\windows\Refresh.dll">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\..\moonlibs\windows\SDL2.dll">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Linux)))">
|
||||
<Content Include="..\..\..\moonlibs\lib64\libFAudio.*">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\..\moonlibs\lib64\libRefresh.*">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\..\moonlibs\lib64\libSDL2-2.0.*">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::OSX)))">
|
||||
<Content Include="..\..\..\moonlibs\osx\**\*.*" >
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
|
@ -0,0 +1,16 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>library</OutputType>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<Platforms>x64</Platforms>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project=".\CopyMoonlibs.targets" />
|
||||
|
||||
</Project>
|
|
@ -0,0 +1,53 @@
|
|||
using MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
public static class TestUtils
|
||||
{
|
||||
public static WindowCreateInfo GetStandardWindowCreateInfo()
|
||||
{
|
||||
return new WindowCreateInfo(
|
||||
"Main Window",
|
||||
640,
|
||||
480,
|
||||
ScreenMode.Windowed,
|
||||
PresentMode.FIFO
|
||||
);
|
||||
}
|
||||
|
||||
public static FrameLimiterSettings GetStandardFrameLimiterSettings()
|
||||
{
|
||||
return new FrameLimiterSettings(
|
||||
FrameLimiterMode.Capped,
|
||||
60
|
||||
);
|
||||
}
|
||||
|
||||
public static GraphicsPipelineCreateInfo GetStandardGraphicsPipelineCreateInfo(
|
||||
ShaderModule vertShaderModule,
|
||||
ShaderModule fragShaderModule
|
||||
) {
|
||||
return new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
new ColorAttachmentDescription(
|
||||
TextureFormat.R8G8B8A8,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.Disable,
|
||||
MultisampleState = MultisampleState.None,
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
RasterizerState = RasterizerState.CW_CullNone,
|
||||
VertexInputState = VertexInputState.Empty,
|
||||
VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0),
|
||||
FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 0)
|
||||
};
|
||||
}
|
||||
|
||||
public static string GetShaderPath(string shaderName)
|
||||
{
|
||||
return SDL2.SDL.SDL_GetBasePath() + "Content/Shaders/Compiled/" + shaderName;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,32 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct PositionColorVertex
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Color Color;
|
||||
|
||||
public PositionColorVertex(Vector3 position, Color color)
|
||||
{
|
||||
Position = position;
|
||||
Color = color;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct PositionTextureVertex
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Vector2 TexCoord;
|
||||
|
||||
public PositionTextureVertex(Vector3 position, Vector2 texCoord)
|
||||
{
|
||||
Position = position;
|
||||
TexCoord = texCoord;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<Platforms>x64</Platforms>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Content Include="..\MoonWorks.Test.Common\Content\**\*.*">
|
||||
<Link>Content\%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
|
@ -0,0 +1,121 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class TexturedAnimatedQuadGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private ShaderModule vertShaderModule;
|
||||
private ShaderModule fragShaderModule;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture texture;
|
||||
private Sampler sampler;
|
||||
|
||||
private float t;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
private struct VertexUniforms
|
||||
{
|
||||
public Matrix4x4 TransformMatrix;
|
||||
|
||||
public VertexUniforms(Matrix4x4 transformMatrix)
|
||||
{
|
||||
TransformMatrix = transformMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
private struct FragmentUniforms
|
||||
{
|
||||
public Vector4 MultiplyColor;
|
||||
|
||||
public FragmentUniforms(Vector4 multiplyColor)
|
||||
{
|
||||
MultiplyColor = multiplyColor;
|
||||
}
|
||||
}
|
||||
|
||||
public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadAnimatedVert.spv"));
|
||||
fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadAnimatedFrag.spv"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule);
|
||||
pipelineCreateInfo.VertexInputState = new VertexInputState(
|
||||
VertexBinding.Create<PositionTextureVertex>(),
|
||||
VertexAttribute.Create<PositionTextureVertex>("Position", 0),
|
||||
VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
|
||||
);
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<VertexUniforms>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragmentUniforms>(fragShaderModule, "main", 1);
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionTextureVertex[]
|
||||
{
|
||||
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
}
|
||||
);
|
||||
texture = Texture.LoadPNG(GraphicsDevice, cmdbuf, "Content/Textures/ravioli.png");
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
GraphicsDevice.Wait();
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
t += (float) delta.TotalSeconds;
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
VertexUniforms vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t));
|
||||
FragmentUniforms fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f));
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(pipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
||||
cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
|
||||
cmdbuf.PushFragmentShaderUniforms(fragUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
TexturedAnimatedQuadGame game = new TexturedAnimatedQuadGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<Platforms>x64</Platforms>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Content Include="..\MoonWorks.Test.Common\Content\**\*.*">
|
||||
<Link>Content\%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
|
@ -0,0 +1,134 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class TexturedQuadGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private ShaderModule vertShaderModule;
|
||||
private ShaderModule fragShaderModule;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture texture;
|
||||
private Sampler[] samplers = new Sampler[6];
|
||||
private string[] samplerNames = new string[]
|
||||
{
|
||||
"PointClamp",
|
||||
"PointWrap",
|
||||
"LinearClamp",
|
||||
"LinearWrap",
|
||||
"AnisotropicClamp",
|
||||
"AnisotropicWrap"
|
||||
};
|
||||
|
||||
private int currentSamplerIndex;
|
||||
|
||||
public TexturedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press A and D to cycle between sampler states");
|
||||
Logger.LogInfo("Setting sampler state to: " + samplerNames[0]);
|
||||
|
||||
// Load the shaders
|
||||
vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
|
||||
fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule);
|
||||
pipelineCreateInfo.VertexInputState = new VertexInputState(
|
||||
VertexBinding.Create<PositionTextureVertex>(),
|
||||
VertexAttribute.Create<PositionTextureVertex>("Position", 0),
|
||||
VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
|
||||
);
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
samplers[0] = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
samplers[1] = new Sampler(GraphicsDevice, SamplerCreateInfo.PointWrap);
|
||||
samplers[2] = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearClamp);
|
||||
samplers[3] = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
|
||||
samplers[4] = new Sampler(GraphicsDevice, SamplerCreateInfo.AnisotropicClamp);
|
||||
samplers[5] = new Sampler(GraphicsDevice, SamplerCreateInfo.AnisotropicWrap);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionTextureVertex[]
|
||||
{
|
||||
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(4, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(4, 4)),
|
||||
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 4)),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
}
|
||||
);
|
||||
texture = Texture.LoadPNG(GraphicsDevice, cmdbuf, "Content/Textures/ravioli.png");
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
GraphicsDevice.Wait();
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
int prevSamplerIndex = currentSamplerIndex;
|
||||
|
||||
if (Inputs.Keyboard.IsPressed(Input.KeyCode.A))
|
||||
{
|
||||
currentSamplerIndex -= 1;
|
||||
if (currentSamplerIndex < 0)
|
||||
{
|
||||
currentSamplerIndex = samplers.Length - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (Inputs.Keyboard.IsPressed(Input.KeyCode.D))
|
||||
{
|
||||
currentSamplerIndex += 1;
|
||||
if (currentSamplerIndex >= samplers.Length)
|
||||
{
|
||||
currentSamplerIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevSamplerIndex != currentSamplerIndex)
|
||||
{
|
||||
Logger.LogInfo("Setting sampler state to: " + samplerNames[currentSamplerIndex]);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(pipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, samplers[currentSamplerIndex]));
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
TexturedQuadGame game = new TexturedQuadGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<Platforms>x64</Platforms>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Content Include="..\MoonWorks.Test.Common\Content\**\*.*">
|
||||
<Link>Content\%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
|
@ -0,0 +1,69 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class TriangleVertexBufferGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private ShaderModule vertShaderModule;
|
||||
private ShaderModule fragShaderModule;
|
||||
private Buffer vertexBuffer;
|
||||
|
||||
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
vertShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/PositionColorVert.spv");
|
||||
fragShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/SolidColor.spv");
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule);
|
||||
pipelineCreateInfo.VertexInputState = new VertexInputState(
|
||||
VertexBinding.Create<PositionColorVertex>(),
|
||||
VertexAttribute.Create<PositionColorVertex>("Position", 0),
|
||||
VertexAttribute.Create<PositionColorVertex>("Color", 1)
|
||||
);
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the vertex buffer
|
||||
vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionColorVertex[]
|
||||
{
|
||||
new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
|
||||
new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
|
||||
new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
|
||||
}
|
||||
);
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
GraphicsDevice.Wait();
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta) { }
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(pipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
TriangleVertexBufferGame p = new TriangleVertexBufferGame();
|
||||
p.Run();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue