shader fixup and new example structure

refresh2
cosmonaut 2024-06-05 22:47:06 -07:00
parent da90d28c33
commit 69ffbbf03a
66 changed files with 581 additions and 529 deletions

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@ -1,7 +1,7 @@
#version 450
layout (local_size_x = 8) in;
layout (set = 0, binding = 0) buffer outBuffer
layout (set = 1, binding = 0) buffer outBuffer
{
uint squares[];
};

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@ -1,23 +1,19 @@
#version 450
#define LOCAL_SIZE 8
layout (local_size_x = LOCAL_SIZE, local_size_y = LOCAL_SIZE, local_size_z = 1) in;
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout (set = 1, binding = 0, rgba8) uniform writeonly image2D outImage;
layout (set = 2, binding = 0) uniform UBO
{
uvec2 workgroupSize;
float time;
} ubo;
void main()
{
vec2 size = imageSize(outImage);
vec2 coord = gl_GlobalInvocationID.xy;
vec2 totalWorkgroupSize = vec2(ubo.workgroupSize) * vec2(LOCAL_SIZE);
vec4 col = vec4(
coord.x / totalWorkgroupSize.x,
coord.y / totalWorkgroupSize.y,
1.0,
1.0
);
imageStore(outImage, ivec2(coord), col);
vec2 uv = coord / size;
vec3 col = 0.5 + 0.5*cos(ubo.time + uv.xyx + vec3(0, 2, 4));
imageStore(outImage, ivec2(coord), vec4(col, 1.0));
}

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@ -5,7 +5,7 @@ layout (location = 1) in vec4 Color;
layout (location = 0) out vec4 outColor;
layout (binding = 0, set = 2) uniform UniformBlock
layout (set = 1, binding = 0) uniform UniformBlock
{
mat4x4 MatrixTransform;
};

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@ -5,7 +5,7 @@ layout (location = 1) in vec2 TexCoord;
layout (location = 0) out vec4 outColor;
layout(binding = 0, set = 0) uniform sampler2D Sampler;
layout(set = 0, binding = 0) uniform sampler2D Sampler;
void main()
{

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@ -8,17 +8,17 @@ void main()
if (gl_VertexIndex == 0)
{
pos = vec2(-1, 1);
pos = vec2(-1, -1);
outColor = vec4(1, 0, 0, 1);
}
else if (gl_VertexIndex == 1)
{
pos = vec2(1, 1);
pos = vec2(1, -1);
outColor = vec4(0, 1, 0, 1);
}
else if (gl_VertexIndex == 2)
{
pos = vec2(0, -1);
pos = vec2(0, 1);
outColor = vec4(0, 0, 1, 1);
}

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@ -3,7 +3,7 @@
layout(location = 0) in vec3 TexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 0, set = 1) uniform samplerCube SkyboxSampler;
layout(set = 2, binding = 0) uniform samplerCube SkyboxSampler;
void main()
{

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@ -3,7 +3,7 @@
layout(location = 0) in vec3 inPos;
layout(location = 0) out vec3 vPos;
layout(set = 2, binding = 0) uniform UBO
layout(set = 1, binding = 0) uniform UBO
{
mat4 ViewProjection;
} ubo;

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@ -1,12 +1,11 @@
#version 450
layout (location = 0) in vec2 TexCoord;
layout (location = 0) out vec4 FragColor;
layout(binding = 0, set = 1) uniform sampler2D Sampler;
layout(set = 2, binding = 0) uniform sampler2D Sampler;
layout (binding = 0, set = 3) uniform UniformBlock
layout (set = 3, binding = 0) uniform UniformBlock
{
float zNear;
float zFar;

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@ -4,7 +4,7 @@ layout (location = 0) in vec2 TexCoord;
layout (location = 0) out vec4 FragColor;
layout(binding = 0, set = 1) uniform sampler2D Sampler;
layout(set = 2, binding = 0) uniform sampler2D Sampler;
void main()
{

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@ -4,9 +4,9 @@ layout (location = 0) in vec2 TexCoord;
layout (location = 0) out vec4 FragColor;
layout(binding = 0, set = 1) uniform sampler2DArray Sampler;
layout(set = 2, binding = 0) uniform sampler2DArray Sampler;
layout (binding = 0, set = 3) uniform UniformBlock
layout (set = 3, binding = 0) uniform UniformBlock
{
float depth;
};

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@ -4,9 +4,9 @@ layout (location = 0) in vec2 TexCoord;
layout (location = 0) out vec4 FragColor;
layout(binding = 0, set = 1) uniform sampler3D Sampler;
layout(set = 2, binding = 0) uniform sampler3D Sampler;
layout (binding = 0, set = 3) uniform UniformBlock
layout (set = 3, binding = 0) uniform UniformBlock
{
float depth;
};

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@ -5,7 +5,7 @@ layout (location = 1) in vec2 TexCoord;
layout (location = 0) out vec2 outTexCoord;
layout (binding = 0, set = 2) uniform UniformBlock
layout (set = 1, binding = 0) uniform UniformBlock
{
mat4x4 MatrixTransform;
};

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@ -4,9 +4,9 @@ layout (location = 0) in vec2 TexCoord;
layout (location = 0) out vec4 FragColor;
layout(binding = 0, set = 1) uniform sampler2D Sampler;
layout(set = 2, binding = 0) uniform sampler2D Sampler;
layout (binding = 0, set = 3) uniform UniformBlock
layout (set = 3, binding = 0) uniform UniformBlock
{
vec4 MultiplyColor;
};

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@ -53,7 +53,7 @@ public static class TestUtils
public static string GetShaderPath(string shaderName)
{
return SDL2.SDL.SDL_GetBasePath() + "Content/Shaders/Compiled/" + shaderName + ".refresh";
return SDL2.SDL.SDL_GetBasePath() + "Content/Shaders/Compiled/" + shaderName + ".spv";
}
public static string GetTexturePath(string textureName)
@ -73,7 +73,7 @@ public static class TestUtils
Right // D/right arrow on keyboard, right face button on gamepad
}
public static bool CheckButtonPressed(Input.Inputs inputs, ButtonType buttonType)
public static bool CheckButtonPressed(MoonWorks.Input.Inputs inputs, ButtonType buttonType)
{
bool pressed = false;
@ -81,28 +81,31 @@ public static class TestUtils
{
pressed = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsPressed) ||
inputs.Keyboard.IsPressed(Input.KeyCode.Left)
inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.Left) ||
inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.A)
);
}
else if (buttonType == ButtonType.Bottom)
{
pressed = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadDown.IsPressed) ||
inputs.Keyboard.IsPressed(Input.KeyCode.Down)
inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.Down) ||
inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.S)
);
}
else if (buttonType == ButtonType.Right)
{
pressed = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadRight.IsPressed) ||
inputs.Keyboard.IsPressed(Input.KeyCode.Right)
inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.Right) ||
inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.D)
);
}
return pressed;
}
public static bool CheckButtonDown(Input.Inputs inputs, ButtonType buttonType)
public static bool CheckButtonDown(MoonWorks.Input.Inputs inputs, ButtonType buttonType)
{
bool down = false;
@ -110,24 +113,24 @@ public static class TestUtils
{
down = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsDown) ||
inputs.Keyboard.IsDown(Input.KeyCode.A) ||
inputs.Keyboard.IsDown(Input.KeyCode.Left)
inputs.Keyboard.IsDown(MoonWorks.Input.KeyCode.Left) ||
inputs.Keyboard.IsDown(MoonWorks.Input.KeyCode.A)
);
}
else if (buttonType == ButtonType.Bottom)
{
down = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadDown.IsDown) ||
inputs.Keyboard.IsDown(Input.KeyCode.S) ||
inputs.Keyboard.IsDown(Input.KeyCode.Down)
inputs.Keyboard.IsDown(MoonWorks.Input.KeyCode.Down) ||
inputs.Keyboard.IsDown(MoonWorks.Input.KeyCode.S)
);
}
else if (buttonType == ButtonType.Right)
{
down = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadRight.IsDown) ||
inputs.Keyboard.IsDown(Input.KeyCode.D) ||
inputs.Keyboard.IsDown(Input.KeyCode.Right)
inputs.Keyboard.IsDown(MoonWorks.Input.KeyCode.Right) ||
inputs.Keyboard.IsDown(MoonWorks.Input.KeyCode.D)
);
}

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@ -6,43 +6,43 @@
</Target>
<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Windows)))">
<Content Include="..\..\moonlibs\x64\FAudio.dll">
<Content Include="..\moonlibs\x64\FAudio.dll">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="..\..\moonlibs\x64\Refresh.dll">
<Content Include="..\moonlibs\x64\Refresh.dll">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="..\..\moonlibs\x64\SDL2.dll">
<Content Include="..\moonlibs\x64\SDL2.dll">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="..\..\moonlibs\x64\dav1dfile.dll">
<Content Include="..\moonlibs\x64\dav1dfile.dll">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Linux)))">
<Content Include="..\..\moonlibs\lib64\libFAudio.*">
<Content Include="..\moonlibs\lib64\libFAudio.*">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="..\..\moonlibs\lib64\libRefresh.*">
<Content Include="..\moonlibs\lib64\libRefresh.*">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="..\..\moonlibs\lib64\libSDL2-2.0.*">
<Content Include="..\moonlibs\lib64\libSDL2-2.0.*">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="..\..\moonlibs\windows\libdav1dfile.*">
<Content Include="..\moonlibs\windows\libdav1dfile.*">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::OSX)))">
<Content Include="..\..\moonlibs\osx\**\*.*" >
<Content Include="..\moonlibs\osx\**\*.*" >
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>

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@ -1,5 +1,6 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
@ -11,7 +12,7 @@ class BasicComputeExample : Example
private Sampler Sampler;
private GpuBuffer VertexBuffer;
public override void Init(Window window, GraphicsDevice graphicsDevice)
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
@ -73,7 +74,9 @@ class BasicComputeExample : Example
fragShaderModule
);
drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
drawPipelineCreateInfo.FragmentShaderResourceInfo.SamplerCount = 1;
drawPipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo{
SamplerCount = 1
};
DrawPipeline = new GraphicsPipeline(
GraphicsDevice,

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@ -1,21 +1,24 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests
{
class BasicStencilGame : Example
class BasicStencilExample : Example
{
private GraphicsPipeline maskerPipeline;
private GraphicsPipeline maskeePipeline;
private GpuBuffer vertexBuffer;
private Texture depthStencilTexture;
private GraphicsPipeline MaskerPipeline;
private GraphicsPipeline MaskeePipeline;
private GpuBuffer VertexBuffer;
private Texture DepthStencilTexture;
public override void Init(Window window, GraphicsDevice graphicsDevice)
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("BasicStencil");
// Load the shaders
Shader vertShaderModule = new Shader(
GraphicsDevice,
@ -52,7 +55,7 @@ namespace MoonWorksGraphicsTests
Reference = 1,
WriteMask = 0xFF
};
maskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
MaskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
pipelineCreateInfo.DepthStencilState = new DepthStencilState
{
@ -65,10 +68,10 @@ namespace MoonWorksGraphicsTests
CompareMask = 0xFF,
WriteMask = 0
};
maskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
MaskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the GPU resources
depthStencilTexture = Texture.CreateTexture2D(
DepthStencilTexture = Texture.CreateTexture2D(
GraphicsDevice,
Window.Width,
Window.Height,
@ -78,15 +81,15 @@ namespace MoonWorksGraphicsTests
var resourceUploader = new ResourceUploader(GraphicsDevice);
vertexBuffer = resourceUploader.CreateBuffer(
VertexBuffer = resourceUploader.CreateBuffer(
[
new PositionColorVertex(new Vector3(-0.5f, 0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(0.5f, 0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(0, -0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(-0.5f, -0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3( 0.5f, -0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3( 0, 0.5f, 0), Color.Yellow),
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),
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),
],
BufferUsageFlags.Vertex
);
@ -104,13 +107,13 @@ namespace MoonWorksGraphicsTests
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthStencilTexture, true, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare),
new DepthStencilAttachmentInfo(DepthStencilTexture, true, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare),
new ColorAttachmentInfo(swapchainTexture, false, Color.Black)
);
renderPass.BindGraphicsPipeline(maskerPipeline);
renderPass.BindVertexBuffer(vertexBuffer);
renderPass.BindGraphicsPipeline(MaskerPipeline);
renderPass.BindVertexBuffer(VertexBuffer);
renderPass.DrawPrimitives(0, 1);
renderPass.BindGraphicsPipeline(maskeePipeline);
renderPass.BindGraphicsPipeline(MaskeePipeline);
renderPass.DrawPrimitives(3, 1);
cmdbuf.EndRenderPass(renderPass);
}
@ -119,7 +122,10 @@ namespace MoonWorksGraphicsTests
public override void Destroy()
{
throw new System.NotImplementedException();
MaskerPipeline.Dispose();
MaskeePipeline.Dispose();
VertexBuffer.Dispose();
DepthStencilTexture.Dispose();
}
}
}

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@ -0,0 +1,111 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class BasicTriangleExample : Example
{
private GraphicsPipeline FillPipeline;
private GraphicsPipeline LinePipeline;
private Viewport SmallViewport = new Viewport(160, 120, 320, 240);
private Rect ScissorRect = new Rect(320, 240, 320, 240);
private bool UseWireframeMode;
private bool UseSmallViewport;
private bool UseScissorRect;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("BasicTriangle");
Logger.LogInfo("Press Left to toggle wireframe mode\nPress Down to toggle small viewport\nPress Right to toggle scissor rect");
Shader vertShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("RawTriangle.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader fragShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
FillPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
pipelineCreateInfo.RasterizerState.FillMode = FillMode.Line;
LinePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
}
public override void Update(System.TimeSpan delta)
{
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
UseWireframeMode = !UseWireframeMode;
Logger.LogInfo("Using wireframe mode: " + UseWireframeMode);
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
{
UseSmallViewport = !UseSmallViewport;
Logger.LogInfo("Using small viewport: " + UseSmallViewport);
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
UseScissorRect = !UseScissorRect;
Logger.LogInfo("Using scissor rect: " + UseScissorRect);
}
}
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(swapchainTexture, false, Color.Black)
);
renderPass.BindGraphicsPipeline(UseWireframeMode ? LinePipeline : FillPipeline);
if (UseSmallViewport)
{
renderPass.SetViewport(SmallViewport);
}
if (UseScissorRect)
{
renderPass.SetScissor(ScissorRect);
}
renderPass.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
FillPipeline.Dispose();
LinePipeline.Dispose();
}
}

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@ -1,86 +0,0 @@
using MoonWorks.Graphics;
namespace MoonWorks.Test
{
class BasicTriangleGame : Game
{
private GraphicsPipeline fillPipeline;
private GraphicsPipeline linePipeline;
private Viewport smallViewport = new Viewport(160, 120, 320, 240);
private Rect scissorRect = new Rect(320, 240, 320, 240);
private bool useWireframeMode;
private bool useSmallViewport;
private bool useScissorRect;
public BasicTriangleGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
Logger.LogInfo("Press Left to toggle wireframe mode\nPress Down to toggle small viewport\nPress Right to toggle scissor rect");
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
fillPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
pipelineCreateInfo.RasterizerState.FillMode = FillMode.Line;
linePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
}
protected override void Update(System.TimeSpan delta)
{
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
useWireframeMode = !useWireframeMode;
Logger.LogInfo("Using wireframe mode: " + useWireframeMode);
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
{
useSmallViewport = !useSmallViewport;
Logger.LogInfo("Using small viewport: " + useSmallViewport);
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
useScissorRect = !useScissorRect;
Logger.LogInfo("Using scissor rect: " + useScissorRect);
}
}
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
cmdbuf.BindGraphicsPipeline(useWireframeMode ? linePipeline : fillPipeline);
if (useSmallViewport)
{
cmdbuf.SetViewport(smallViewport);
}
if (useScissorRect)
{
cmdbuf.SetScissor(scissorRect);
}
cmdbuf.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
BasicTriangleGame game = new BasicTriangleGame();
game.Run();
}
}
}

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@ -0,0 +1,36 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class ClearScreenExample : Example
{
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("ClearScreen");
}
public override void Update(System.TimeSpan delta) { }
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(swapchainTexture, false, Color.CornflowerBlue)
);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
}
}

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@ -1,30 +0,0 @@
using MoonWorks;
using MoonWorks.Graphics;
namespace MoonWorks.Test
{
class ClearScreenGame : Game
{
public ClearScreenGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true) { }
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, WriteOptions.Cycle, Color.CornflowerBlue));
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
ClearScreenGame game = new ClearScreenGame();
game.Run();
}
}
}

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@ -0,0 +1,71 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests
{
class ClearScreen_MultiWindowExample : Example
{
private Window SecondaryWindow;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
var (windowX, windowY) = Window.Position;
Window.SetPosition(windowX - 360, windowY);
SecondaryWindow = new Window(
new WindowCreateInfo("Secondary Window", 640, 480, ScreenMode.Windowed, SwapchainComposition.SDR, PresentMode.VSync, false, false),
SDL2.SDL.SDL_WindowFlags.SDL_WINDOW_VULKAN
);
(windowX, windowY) = SecondaryWindow.Position;
SecondaryWindow.SetPosition(windowX + 360, windowY);
GraphicsDevice.ClaimWindow(SecondaryWindow, SwapchainComposition.SDR, PresentMode.VSync);
}
public override void Update(System.TimeSpan delta) { }
public override void Draw(double alpha)
{
CommandBuffer cmdbuf;
Texture swapchainTexture;
if (Window.Claimed)
{
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(swapchainTexture, false, Color.CornflowerBlue)
);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
if (SecondaryWindow.Claimed)
{
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
swapchainTexture = cmdbuf.AcquireSwapchainTexture(SecondaryWindow);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(swapchainTexture, false, Color.Aquamarine)
);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
}
public override void Destroy()
{
GraphicsDevice.UnclaimWindow(SecondaryWindow);
SecondaryWindow.Dispose();
}
}
}

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@ -1,62 +0,0 @@
using MoonWorks;
using MoonWorks.Graphics;
namespace MoonWorks.Test
{
class ClearScreen_MultiWindowGame : Game
{
private Window secondaryWindow;
public ClearScreen_MultiWindowGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
var (windowX, windowY) = MainWindow.Position;
MainWindow.SetPosition(windowX - 360, windowY);
secondaryWindow = new Window(
new WindowCreateInfo("Secondary Window", 640, 480, ScreenMode.Windowed, PresentMode.FIFO, false, false),
GraphicsDevice.WindowFlags
);
(windowX, windowY) = secondaryWindow.Position;
secondaryWindow.SetPosition(windowX + 360, windowY);
GraphicsDevice.ClaimWindow(secondaryWindow, PresentMode.FIFO);
}
protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf;
Texture? backbuffer;
if (MainWindow.Claimed)
{
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.CornflowerBlue));
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
if (secondaryWindow.Claimed)
{
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
backbuffer = cmdbuf.AcquireSwapchainTexture(secondaryWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Aquamarine));
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
}
public static void Main(string[] args)
{
ClearScreen_MultiWindowGame game = new ClearScreen_MultiWindowGame();
game.Run();
}
}
}

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@ -0,0 +1,160 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class CompressedTexturesExample : Example
{
private GraphicsPipeline Pipeline;
private GpuBuffer VertexBuffer;
private GpuBuffer IndexBuffer;
private Sampler Sampler;
private Texture[] Textures;
private string[] TextureNames =
[
"BC1",
"BC2",
"BC3",
"BC7"
];
private int CurrentTextureIndex;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Logger.LogInfo("Press Left and Right to cycle between textures");
Logger.LogInfo("Setting texture to: " + TextureNames[0]);
// Load the shaders
Shader vertShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader fragShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 1
};
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create sampler
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
// Create texture array
Textures = new Texture[TextureNames.Length];
// Create and populate the GPU resources
var resourceUploader = new ResourceUploader(GraphicsDevice);
VertexBuffer = resourceUploader.CreateBuffer(
[
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))
],
BufferUsageFlags.Vertex
);
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
for (int i = 0; i < TextureNames.Length; i += 1)
{
Logger.LogInfo(TextureNames[i]);
Textures[i] = resourceUploader.CreateTextureFromDDS(TestUtils.GetTexturePath(TextureNames[i] + ".dds"));
}
resourceUploader.Upload();
resourceUploader.Dispose();
}
public override void Update(System.TimeSpan delta)
{
int prevSamplerIndex = CurrentTextureIndex;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
CurrentTextureIndex -= 1;
if (CurrentTextureIndex < 0)
{
CurrentTextureIndex = TextureNames.Length - 1;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
CurrentTextureIndex += 1;
if (CurrentTextureIndex >= TextureNames.Length)
{
CurrentTextureIndex = 0;
}
}
if (prevSamplerIndex != CurrentTextureIndex)
{
Logger.LogInfo("Setting texture to: " + TextureNames[CurrentTextureIndex]);
}
}
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(swapchainTexture, false, Color.Black)
);
renderPass.BindGraphicsPipeline(Pipeline);
renderPass.BindVertexBuffer(VertexBuffer);
renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
renderPass.BindFragmentSampler(new TextureSamplerBinding(Textures[CurrentTextureIndex], Sampler));
renderPass.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
Sampler.Dispose();
for (int i = 0; i < TextureNames.Length; i += 1)
{
Textures[i].Dispose();
}
}
}

View File

@ -1,131 +0,0 @@
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
using System.IO;
namespace MoonWorks.Test
{
class CompressedTexturesGame : Game
{
private GraphicsPipeline pipeline;
private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
private Sampler sampler;
private Texture[] textures;
private string[] textureNames = new string[]
{
"BC1",
"BC2",
"BC3",
"BC7"
};
private int currentTextureIndex;
public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between textures");
Logger.LogInfo("Setting texture to: " + textureNames[0]);
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create sampler
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
// Create texture array
textures = new Texture[textureNames.Length];
// Create and populate the GPU resources
var resourceUploader = new ResourceUploader(GraphicsDevice);
vertexBuffer = resourceUploader.CreateBuffer(
[
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))
],
BufferUsageFlags.Vertex
);
indexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
for (int i = 0; i < textureNames.Length; i += 1)
{
Logger.LogInfo(textureNames[i]);
textures[i] = resourceUploader.CreateTextureFromDDS(TestUtils.GetTexturePath(textureNames[i] + ".dds"));
}
resourceUploader.Upload();
resourceUploader.Dispose();
}
protected override void Update(System.TimeSpan delta)
{
int prevSamplerIndex = currentTextureIndex;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
currentTextureIndex -= 1;
if (currentTextureIndex < 0)
{
currentTextureIndex = textureNames.Length - 1;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
currentTextureIndex += 1;
if (currentTextureIndex >= textureNames.Length)
{
currentTextureIndex = 0;
}
}
if (prevSamplerIndex != currentTextureIndex)
{
Logger.LogInfo("Setting texture to: " + textureNames[currentTextureIndex]);
}
}
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[currentTextureIndex], sampler));
cmdbuf.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
CompressedTexturesGame game = new CompressedTexturesGame();
game.Run();
}
}
}

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@ -0,0 +1,84 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class ComputeUniformsExample : Example
{
private ComputePipeline GradientPipeline;
private Texture RenderTexture;
record struct GradientTextureComputeUniforms(float Time);
private GradientTextureComputeUniforms Uniforms;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("ComputeUniforms");
Uniforms.Time = 0;
// Create the compute pipeline that writes texture data
Shader gradientTextureComputeShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("GradientTexture.comp"),
"main",
ShaderStage.Compute,
ShaderFormat.SPIRV
);
GradientPipeline = new ComputePipeline(
GraphicsDevice,
gradientTextureComputeShader,
new ComputePipelineResourceInfo {
ReadWriteStorageTextureCount = 1,
UniformBufferCount = 1
}
);
gradientTextureComputeShader.Dispose();
RenderTexture = Texture.CreateTexture2D(
GraphicsDevice,
Window.Width,
Window.Height,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ComputeStorageWrite | TextureUsageFlags.Sampler
);
}
public override void Update(System.TimeSpan delta)
{
Uniforms.Time += (float) delta.TotalSeconds;
}
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var computePass = cmdbuf.BeginComputePass(new StorageTextureReadWriteBinding
{
TextureSlice = RenderTexture,
Cycle = true
});
computePass.BindComputePipeline(GradientPipeline);
computePass.PushUniformData(Uniforms);
computePass.Dispatch(RenderTexture.Width / 8, RenderTexture.Height / 8, 1);
cmdbuf.EndComputePass(computePass);
cmdbuf.Blit(RenderTexture, swapchainTexture, Filter.Linear, false);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
GradientPipeline.Dispose();
RenderTexture.Dispose();
}
}

View File

@ -1,132 +0,0 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class ComputeUniformsGame : Game
{
private GraphicsPipeline drawPipeline;
private Texture texture;
private Sampler sampler;
private GpuBuffer vertexBuffer;
struct GradientTextureComputeUniforms
{
public uint groupCountX;
public uint groupCountY;
public GradientTextureComputeUniforms(uint w, uint h)
{
groupCountX = w;
groupCountY = h;
}
}
public ComputeUniformsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
// Create the compute pipeline that writes texture data
ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("GradientTexture.comp")
);
ComputePipeline gradientTextureComputePipeline = new ComputePipeline(
GraphicsDevice,
ComputeShaderInfo.Create<GradientTextureComputeUniforms>(gradientTextureComputeShaderModule, "main", 0, 1)
);
// Create the graphics pipeline
ShaderModule vertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert")
);
ShaderModule fragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.frag")
);
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
drawPipeline = new GraphicsPipeline(
GraphicsDevice,
drawPipelineCreateInfo
);
texture = Texture.CreateTexture2D(
GraphicsDevice,
MainWindow.Width,
MainWindow.Height,
TextureFormat.R8G8B8A8,
TextureUsageFlags.Compute | TextureUsageFlags.Sampler
);
sampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
// Upload GPU resources and dispatch compute work
var resourceUploader = new ResourceUploader(GraphicsDevice);
vertexBuffer = resourceUploader.CreateBuffer(
[
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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
],
BufferUsageFlags.Vertex
);
resourceUploader.Upload();
resourceUploader.Dispose();
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
GradientTextureComputeUniforms gradientUniforms = new GradientTextureComputeUniforms(
texture.Width / 8,
texture.Height / 8
);
cmdbuf.BeginComputePass();
cmdbuf.BindComputePipeline(gradientTextureComputePipeline);
cmdbuf.BindComputeTextures(new ComputeTextureBinding(texture, 0));
cmdbuf.PushComputeShaderUniforms(gradientUniforms);
cmdbuf.DispatchCompute(gradientUniforms.groupCountX, gradientUniforms.groupCountY, 1);
cmdbuf.EndComputePass();
GraphicsDevice.Submit(cmdbuf);
}
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, WriteOptions.Cycle, Color.CornflowerBlue));
cmdbuf.BindGraphicsPipeline(drawPipeline);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.DrawPrimitives(0, 2);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
ComputeUniformsGame game = new ComputeUniformsGame();
game.Run();
}
}
}

View File

@ -2,7 +2,7 @@
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
namespace MoonWorksGraphicsTests
{
class CopyTextureGame : Game
{

View File

@ -1,15 +1,17 @@
using System;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
public abstract class Example
{
protected Window Window;
protected GraphicsDevice GraphicsDevice;
public GraphicsDevice GraphicsDevice;
public Inputs Inputs;
public abstract void Init(Window window, GraphicsDevice graphicsDevice);
public abstract void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs);
public abstract void Update(TimeSpan delta);
public abstract void Draw(double alpha);
public abstract void Destroy();

View File

@ -1,12 +1,13 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Content Include="..\MoonWorks.Test.Common\Content\**\*.*">
<Content Include="Common\Content\**\*.*">
<Link>Content\%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
@ -16,6 +17,22 @@
<ProjectReference Include="..\MoonWorks\MoonWorks.csproj" />
</ItemGroup>
<!-- TODO: remove this once examples are fully converted -->
<PropertyGroup>
<DefaultItemExcludes>$(DefaultItemExcludes);Examples\**\*</DefaultItemExcludes>
</PropertyGroup>
<ItemGroup>
<Compile Include="Examples\Example.cs" />
<Compile Include="Examples\BasicComputeExample.cs" />
<Compile Include="Examples\BasicStencilExample.cs" />
<Compile Include="Examples\BasicTriangleExample.cs" />
<Compile Include="Examples\ClearScreenExample.cs" />
<Compile Include="Examples\ClearScreen_MultiWindowExample.cs" />
<Compile Include="Examples\CompressedTexturesExample.cs" />
<Compile Include="Examples\ComputeUniformsExample.cs" />
</ItemGroup>
<Import Project=".\CopyMoonlibs.targets" />
</Project>

View File

@ -1,7 +1,6 @@
using System;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Test;
namespace MoonWorksGraphicsTests;
@ -9,8 +8,13 @@ class Program : Game
{
Example[] Examples =
[
new ClearScreenExample(),
new ClearScreen_MultiWindowExample(),
new BasicStencilExample(),
new BasicTriangleExample(),
new CompressedTexturesExample(),
new BasicComputeExample(),
new BasicStencilGame()
new ComputeUniformsExample()
];
int ExampleIndex = 0;
@ -23,11 +27,12 @@ class Program : Game
bool debugMode = false
) : base(windowCreateInfo, frameLimiterSettings, preferredBackends, targetTimestep, debugMode)
{
Examples[ExampleIndex].Init(MainWindow, GraphicsDevice, Inputs);
}
protected override void Update(TimeSpan delta)
{
if (Inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.A))
if (Inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.Q))
{
Examples[ExampleIndex].Destroy();
@ -37,15 +42,15 @@ class Program : Game
ExampleIndex = Examples.Length - 1;
}
Examples[ExampleIndex].Init(MainWindow, GraphicsDevice);
Examples[ExampleIndex].Init(MainWindow, GraphicsDevice, Inputs);
}
else if (Inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.D))
else if (Inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.E))
{
Examples[ExampleIndex].Destroy();
ExampleIndex = (ExampleIndex + 1) % Examples.Length;
Examples[ExampleIndex].Init(MainWindow, GraphicsDevice);
Examples[ExampleIndex].Init(MainWindow, GraphicsDevice, Inputs);
}
else
{
@ -68,8 +73,8 @@ class Program : Game
var windowCreateInfo = new WindowCreateInfo(
"MoonWorksGraphicsTests",
1280,
720,
640,
480,
ScreenMode.Windowed,
SwapchainComposition.SDR,
PresentMode.VSync