Commit Graph

292 Commits (455f4048df87c2d0d2f62b73197fdae86d2254c8)

Author SHA1 Message Date
cosmonaut 455f4048df MathHelper.Quantize uses round instead of floor 2023-03-09 13:52:45 -08:00
cosmonaut 1f0e3b5040 Audio Improvements (#47)
- Audio is now processed on a background thread instead of the main thread
- Audio tick rate is now ~200Hz
- MoonWorks.Math.Easings class completely rewritten to be easier to understand and use
- SoundInstance properties no longer call into FAudio unless the value actually changed
- SoundInstance property values can now be interpolated over time (tweens)
- SoundInstance tweens can be delayed
- SoundInstance sets a sane filter frequency default when switching filter type
- StreamingSound classes can be designated to update automatically on the audio thread or manually
- StreamingSound buffer consumption should now set Stopped state in a more sane way
- Added ReverbEffect, which creates a submix voice for a reverb effect
- SoundInstance can apply a ReverbEffect, which enables the Reverb property
- Audio resource tracking improvements
- Some tweaks to VideoPlayer to make its behavior more consistent

Reviewed-on: #47
2023-03-07 23:28:57 +00:00
cosmonaut f8b14ea94f add ReverbEffect 2023-03-01 17:47:09 -08:00
cosmonaut 472da0edd2 add Hidden property to Mouse 2023-03-01 13:47:25 -08:00
cosmonaut bd825b6c91 allow pushing raw uniform data 2023-02-23 16:59:34 -08:00
cosmonaut 515c2ebbca fix controller double open 2023-02-23 16:59:19 -08:00
cosmonaut 86322e9373 log controller open errors 2023-02-21 16:00:16 -08:00
cosmonaut e9aacb44da Add synchronized audio playback mechanism 2023-02-16 15:12:35 -08:00
cosmonaut 5baa1d7b40 Fix video shader base path lookup 2023-02-08 12:44:36 -08:00
cosmonaut f673803c37 FAudio 23.02 2023-02-07 12:31:37 -08:00
cosmonaut 0f78cd1a0c Refresh 1.11.0 2023-02-07 12:28:52 -08:00
cosmonaut 36ce74b58a tweak video shader filenames 2023-02-03 15:07:32 -08:00
cosmonaut 40d12357c0 Remove MoonWorks.Collision (#46)
After months of tweaking and refactoring I have realized that collision is like rendering - it's so fundamental to the structure of your game that making broad decisions about how it should work from a library level is too restrictive and difficult to optimize. Anyone skilled enough to use MoonWorks should be easily able to roll their own collision detection.

Reviewed-on: #46
2023-02-03 19:51:36 +00:00
evan e52fe60657 update RefreshCS 2023-01-31 12:29:17 -08:00
TheSpydog b39526ca90 Textures now have a sample count, not render passes (#45)
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #45
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-31 20:27:26 +00:00
TheSpydog 88d9119830 Remove warning from DrawInstancedPrimitives doc comment (#44)
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #44
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-24 00:14:46 +00:00
TheSpydog 05de9a4066 Make video shaders optional and search for them in the root output directory (#42)
Whenever the video shaders change, they can be rebuilt with refreshc and distributed alongside the moonlibs.

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #42
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-21 23:37:01 +00:00
TheSpydog b1d30a9e6c Remove isFixed param from AcquireCommandBuffer call (#41)
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #41
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-14 18:04:53 +00:00
TheSpydog 030745361b Fix BC7 loading for textures without DDSD_CAPS/FMT (#40)
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #40
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-07 01:46:59 +00:00
cosmonaut c43df10c2a vertex binding API improvements 2023-01-05 13:41:48 -08:00
cosmonaut 95981f0f03 rework vertex input state creation to avoid reflection 2023-01-04 17:34:01 -08:00
cosmonaut 703b694bf6 Refresh 1.10.0 2023-01-04 11:35:31 -08:00
cosmonaut fe561b61ef update libs 2023-01-04 11:34:54 -08:00
TheSpydog 230c1b41b4 Add IndirectDrawCommand struct (#39)
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #39
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-04 18:44:56 +00:00
cosmonaut 1fb3e5adf0 update RefreshCS 2022-12-28 19:24:08 -08:00
TheSpydog 6f8858c8b7 RasterizerState / BlendFactor ABI break (#38)
Updates the APIs to match [this Refresh PR](MoonsideGames/Refresh#27).

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #38
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2022-12-29 03:22:47 +00:00
TheSpydog f96298f991 Add validation checks for AcquireSwapchainTexture and BindVertexBuffers (#37)
This replaces the Refresh-side check for window claim status in AcquireSwapchainTexture, and adds validation to ensure that BindVertexBuffers is not called before BindGraphicsPipeline.

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #37
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2022-12-29 03:18:36 +00:00
cosmonaut d76633bdfc change sizeof calls to Marshal.SizeOf in interop situations 2022-12-13 19:01:40 -08:00
cosmonaut debb76f62a validate scissor dimensions 2022-12-13 16:09:32 -08:00
cosmonaut ca61e94b13 optimize mouse update 2022-12-13 15:13:43 -08:00
cosmonaut 36e6c6f332 optimize AcquireSwapchainTexture 2022-12-13 00:52:35 -08:00
cosmonaut 916962da6c garbage collection optimizations 2022-12-13 00:34:16 -08:00
cosmonaut cfd52b00bd add FIXME note for spatial hash boxing 2022-12-08 13:29:04 -08:00
cosmonaut b0e1ad3cf8 add note about disposing swapchain texture 2022-12-01 13:20:11 -08:00
cosmonaut 2c4e1b972a .NET 7 2022-11-30 10:01:09 -08:00
cosmonaut 751b8310ce Fix crash when no audio device found 2022-11-30 09:43:49 -08:00
cosmonaut 474b8fe37d only check depth format if there is a depth attachment 2022-11-29 13:06:03 -08:00
cosmonaut bc41d2c079 add IsIdle and IsUp to Keyboard 2022-11-28 10:19:03 -08:00
cosmonaut d5ddd44bd3 add IsIdle and IsUp to VirtualButton 2022-11-28 00:48:48 -08:00
cosmonaut de9d13757a distinguish between idle and released on buttons 2022-11-27 12:41:09 -08:00
cosmonaut ca9fb45536 fix spacing 2022-11-18 10:34:32 -08:00
cosmonaut faf81bceed add support for mouse X1 and X2 buttons (#36)
Reviewed-on: #36
2022-11-18 18:33:15 +00:00
cosmonaut fa992652b1 fix mouse button updating twice 2022-11-17 18:16:26 -08:00
marpe c4bae77408 Fix infinite recursion on certain Easing functions 2022-11-17 14:40:24 -08:00
cosmonaut ecf1a8ed55 Optimize CommandBuffer (#35)
- remove params methods in favor of overloads and last-resort `in Span<T>` overloads
- add `in` to params that take structs to reduce unnecessary copying
- Buffer can now implicitly cast to BufferBinding
- add render pass / graphics pipeline format match validation

Reviewed-on: #35
2022-11-17 20:35:21 +00:00
cosmonaut 970517c3c2 add window size change callback support 2022-11-15 22:53:37 -08:00
cosmonaut f3c5bbf902 rename BorderlessWindow to BorderlessFullscreen 2022-11-15 22:49:07 -08:00
cosmonaut 02b20f79f5 allow sampler binding calls to take array segment 2022-11-15 17:53:30 -08:00
TheSpydog c2ef78d136 Add validation check that all work group dimension counts are >= 1 (#34)
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #34
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2022-11-14 18:21:03 +00:00
TheSpydog 5533eeb2fd Fix bad pointer arithmetic in SetBufferData (#33)
Fixes a bug where SetBufferData was writing garbage to the buffer if `startElement` was non-zero.

Rather than fixing the pointer addition (it should have been `ptr + startElement`) I opted to remove it and instead pass the index explicitly when grabbing the address of the array element. I think that's a little easier to understand, and it's slightly safer too -- if you pass a startElement beyond the array bounds it will now throw an IndexOutOfRangeException instead of silently reading from outside the array bounds.

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #33
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2022-11-12 03:42:35 +00:00