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|
@ -0,0 +1,7 @@
|
|||
{
|
||||
// Use IntelliSense to learn about possible attributes.
|
||||
// Hover to view descriptions of existing attributes.
|
||||
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
|
||||
"version": "0.2.0",
|
||||
"configurations": []
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,142 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class BasicComputeGame : Game
|
||||
{
|
||||
private GraphicsPipeline drawPipeline;
|
||||
private Texture texture;
|
||||
private Sampler sampler;
|
||||
private Buffer vertexBuffer;
|
||||
|
||||
public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Create the compute pipeline that writes texture data
|
||||
ShaderModule fillTextureComputeShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("FillTexture.comp")
|
||||
);
|
||||
|
||||
ComputePipeline fillTextureComputePipeline = new ComputePipeline(
|
||||
GraphicsDevice,
|
||||
ComputeShaderInfo.Create(fillTextureComputeShaderModule, "main", 0, 1)
|
||||
);
|
||||
|
||||
// Create the compute pipeline that calculates squares of numbers
|
||||
ShaderModule calculateSquaresComputeShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("CalculateSquares.comp")
|
||||
);
|
||||
|
||||
ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
|
||||
GraphicsDevice,
|
||||
ComputeShaderInfo.Create(calculateSquaresComputeShaderModule, "main", 1, 0)
|
||||
);
|
||||
|
||||
// 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
|
||||
);
|
||||
|
||||
// Create buffers and textures
|
||||
uint[] squares = new uint[64];
|
||||
Buffer squaresBuffer = Buffer.Create<uint>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.Compute,
|
||||
(uint) squares.Length
|
||||
);
|
||||
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.Vertex,
|
||||
6
|
||||
);
|
||||
|
||||
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
|
||||
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, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
|
||||
});
|
||||
|
||||
// This should result in a bright yellow texture!
|
||||
cmdbuf.BindComputePipeline(fillTextureComputePipeline);
|
||||
cmdbuf.BindComputeTextures(texture);
|
||||
cmdbuf.DispatchCompute(texture.Width / 8, texture.Height / 8, 1, 0);
|
||||
|
||||
// This calculates the squares of the first N integers!
|
||||
cmdbuf.BindComputePipeline(calculateSquaresComputePipeline);
|
||||
cmdbuf.BindComputeBuffers(squaresBuffer);
|
||||
cmdbuf.DispatchCompute((uint) squares.Length / 8, 1, 1, 0);
|
||||
|
||||
var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
GraphicsDevice.WaitForFences(fence);
|
||||
GraphicsDevice.ReleaseFence(fence);
|
||||
|
||||
// Print the squares!
|
||||
squaresBuffer.GetData(squares);
|
||||
Logger.LogInfo("Squares of the first " + squares.Length + " integers: " + string.Join(", ", squares));
|
||||
}
|
||||
|
||||
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.CornflowerBlue));
|
||||
cmdbuf.BindGraphicsPipeline(drawPipeline);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.DrawPrimitives(0, 2, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
BasicComputeGame game = new BasicComputeGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,110 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class BasicStencilGame : Game
|
||||
{
|
||||
private GraphicsPipeline maskerPipeline;
|
||||
private GraphicsPipeline maskeePipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Texture depthStencilTexture;
|
||||
|
||||
public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipelines
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = true;
|
||||
pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D16S8;
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
pipelineCreateInfo.DepthStencilState = new DepthStencilState
|
||||
{
|
||||
StencilTestEnable = true,
|
||||
FrontStencilState = new StencilOpState
|
||||
{
|
||||
Reference = 1,
|
||||
WriteMask = 0xFF,
|
||||
CompareOp = CompareOp.Never,
|
||||
FailOp = StencilOp.Replace,
|
||||
}
|
||||
};
|
||||
maskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
pipelineCreateInfo.DepthStencilState = new DepthStencilState
|
||||
{
|
||||
StencilTestEnable = true,
|
||||
FrontStencilState = new StencilOpState
|
||||
{
|
||||
Reference = 0,
|
||||
CompareMask = 0xFF,
|
||||
WriteMask = 0,
|
||||
CompareOp = CompareOp.Equal,
|
||||
}
|
||||
};
|
||||
maskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
depthStencilTexture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width,
|
||||
MainWindow.Height,
|
||||
TextureFormat.D16S8,
|
||||
TextureUsageFlags.DepthStencilTarget
|
||||
);
|
||||
vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionColorVertex[]
|
||||
{
|
||||
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),
|
||||
}
|
||||
);
|
||||
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 DepthStencilAttachmentInfo(depthStencilTexture, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare),
|
||||
new ColorAttachmentInfo(backbuffer, Color.Black)
|
||||
);
|
||||
cmdbuf.BindGraphicsPipeline(maskerPipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
cmdbuf.BindGraphicsPipeline(maskeePipeline);
|
||||
cmdbuf.DrawPrimitives(3, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
BasicStencilGame p = new BasicStencilGame();
|
||||
p.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,87 +0,0 @@
|
|||
using MoonWorks;
|
||||
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(), 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, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(useWireframeMode ? linePipeline : fillPipeline);
|
||||
|
||||
if (useSmallViewport)
|
||||
{
|
||||
cmdbuf.SetViewport(smallViewport);
|
||||
}
|
||||
if (useScissorRect)
|
||||
{
|
||||
cmdbuf.SetScissor(scissorRect);
|
||||
}
|
||||
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
BasicTriangleGame game = new BasicTriangleGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,30 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class ClearScreenGame : Game
|
||||
{
|
||||
public ClearScreenGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 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, Color.CornflowerBlue));
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
ClearScreenGame game = new ClearScreenGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,51 +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(), 60, true)
|
||||
{
|
||||
secondaryWindow = new Window(
|
||||
new WindowCreateInfo("Secondary Window", 640, 480, ScreenMode.Windowed, PresentMode.FIFO, false, false),
|
||||
GraphicsDevice.WindowFlags
|
||||
);
|
||||
GraphicsDevice.ClaimWindow(secondaryWindow, PresentMode.FIFO);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta) { }
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf;
|
||||
Texture? backbuffer;
|
||||
|
||||
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
|
||||
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
backbuffer = cmdbuf.AcquireSwapchainTexture(secondaryWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Aquamarine));
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
ClearScreen_MultiWindowGame game = new ClearScreen_MultiWindowGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
#version 450
|
||||
|
||||
layout (local_size_x = 8) in;
|
||||
layout (set = 0, binding = 0) buffer outBuffer
|
||||
layout (set = 1, binding = 0) writeonly buffer outBuffer
|
||||
{
|
||||
uint squares[];
|
||||
};
|
|
@ -0,0 +1,19 @@
|
|||
#version 450
|
||||
|
||||
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
|
||||
{
|
||||
float time;
|
||||
} ubo;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 size = imageSize(outImage);
|
||||
vec2 coord = gl_GlobalInvocationID.xy;
|
||||
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));
|
||||
}
|
|
@ -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;
|
||||
};
|
|
@ -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()
|
||||
{
|
|
@ -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);
|
||||
}
|
||||
|
|
@ -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()
|
||||
{
|
|
@ -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;
|
|
@ -0,0 +1,79 @@
|
|||
#version 450
|
||||
|
||||
struct SpriteComputeData
|
||||
{
|
||||
vec3 position;
|
||||
float rotation;
|
||||
vec2 scale;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
struct SpriteVertex
|
||||
{
|
||||
vec4 position;
|
||||
vec2 texcoord;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
|
||||
layout (std430, set = 0, binding = 0) readonly buffer inBuffer
|
||||
{
|
||||
SpriteComputeData computeData[];
|
||||
};
|
||||
layout (std430, set = 1, binding = 0) writeonly buffer outBuffer
|
||||
{
|
||||
SpriteVertex vertexData[];
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
uint n = gl_GlobalInvocationID.x;
|
||||
|
||||
SpriteComputeData currentSpriteData = computeData[n];
|
||||
|
||||
mat4 Scale = mat4(
|
||||
currentSpriteData.scale.x, 0, 0, 0,
|
||||
0, currentSpriteData.scale.y, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1
|
||||
);
|
||||
|
||||
float c = cos(currentSpriteData.rotation);
|
||||
float s = sin(currentSpriteData.rotation);
|
||||
|
||||
mat4 Rotation = mat4(
|
||||
c, s, 0, 0,
|
||||
-s, c, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1
|
||||
);
|
||||
|
||||
mat4 Translation = mat4(
|
||||
1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
currentSpriteData.position.x, currentSpriteData.position.y, currentSpriteData.position.z, 1
|
||||
);
|
||||
|
||||
mat4 Model = Translation * Rotation * Scale;
|
||||
|
||||
vec4 topLeft = vec4(0, 0, 0, 1);
|
||||
vec4 topRight = vec4(1, 0, 0, 1);
|
||||
vec4 bottomLeft = vec4(0, 1, 0, 1);
|
||||
vec4 bottomRight = vec4(1, 1, 0, 1);
|
||||
|
||||
vertexData[n*4] .position = Model * topLeft;
|
||||
vertexData[n*4+1].position = Model * topRight;
|
||||
vertexData[n*4+2].position = Model * bottomLeft;
|
||||
vertexData[n*4+3].position = Model * bottomRight;
|
||||
|
||||
vertexData[n*4] .texcoord = vec2(0, 0);
|
||||
vertexData[n*4+1].texcoord = vec2(1, 0);
|
||||
vertexData[n*4+2].texcoord = vec2(0, 1);
|
||||
vertexData[n*4+3].texcoord = vec2(1, 1);
|
||||
|
||||
vertexData[n*4] .color = currentSpriteData.color;
|
||||
vertexData[n*4+1].color = currentSpriteData.color;
|
||||
vertexData[n*4+2].color = currentSpriteData.color;
|
||||
vertexData[n*4+3].color = currentSpriteData.color;
|
||||
}
|
|
@ -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;
|
|
@ -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()
|
||||
{
|
|
@ -0,0 +1,17 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec2 TexCoord;
|
||||
|
||||
layout (location = 0) out vec4 FragColor;
|
||||
|
||||
layout(set = 2, binding = 0) uniform sampler2DArray Sampler;
|
||||
|
||||
layout (set = 3, binding = 0) uniform UniformBlock
|
||||
{
|
||||
float depth;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(Sampler, vec3(TexCoord, depth));
|
||||
}
|
|
@ -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;
|
||||
};
|
|
@ -0,0 +1,13 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec2 TexCoord;
|
||||
layout (location = 1) in vec4 Color;
|
||||
|
||||
layout (location = 0) out vec4 FragColor;
|
||||
|
||||
layout(set = 2, binding = 0) uniform sampler2D Sampler;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = Color * texture(Sampler, TexCoord);
|
||||
}
|
|
@ -0,0 +1,20 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec4 Position;
|
||||
layout (location = 1) in vec2 TexCoord;
|
||||
layout (location = 2) in vec4 Color;
|
||||
|
||||
layout (location = 0) out vec2 outTexCoord;
|
||||
layout (location = 1) out vec4 outColor;
|
||||
|
||||
layout (set = 1, binding = 0) uniform UniformBlock
|
||||
{
|
||||
mat4x4 MatrixTransform;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outTexCoord = TexCoord;
|
||||
outColor = Color;
|
||||
gl_Position = MatrixTransform * Position;
|
||||
}
|
|
@ -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;
|
||||
};
|
|
@ -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;
|
||||
};
|
Before Width: | Height: | Size: 3.0 MiB After Width: | Height: | Size: 3.0 MiB |
Before Width: | Height: | Size: 954 KiB After Width: | Height: | Size: 954 KiB |
Before Width: | Height: | Size: 1.7 MiB After Width: | Height: | Size: 1.7 MiB |
Before Width: | Height: | Size: 2.4 MiB After Width: | Height: | Size: 2.4 MiB |
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 802 B After Width: | Height: | Size: 802 B |
Before Width: | Height: | Size: 874 B After Width: | Height: | Size: 874 B |
Before Width: | Height: | Size: 678 B After Width: | Height: | Size: 678 B |
Before Width: | Height: | Size: 201 B After Width: | Height: | Size: 201 B |
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
Before Width: | Height: | Size: 94 B After Width: | Height: | Size: 94 B |
Before Width: | Height: | Size: 94 B After Width: | Height: | Size: 94 B |
Before Width: | Height: | Size: 94 B After Width: | Height: | Size: 94 B |
Before Width: | Height: | Size: 92 B After Width: | Height: | Size: 92 B |
Before Width: | Height: | Size: 94 B After Width: | Height: | Size: 94 B |
Before Width: | Height: | Size: 94 B After Width: | Height: | Size: 94 B |
Before Width: | Height: | Size: 94 B After Width: | Height: | Size: 94 B |
Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.3 MiB |
|
@ -0,0 +1,116 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
public static class TestUtils
|
||||
{
|
||||
public static GraphicsPipelineCreateInfo GetStandardGraphicsPipelineCreateInfo(
|
||||
TextureFormat swapchainFormat,
|
||||
Shader vertShader,
|
||||
Shader fragShader
|
||||
) {
|
||||
return new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
new ColorAttachmentDescription(
|
||||
swapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.Disable,
|
||||
MultisampleState = MultisampleState.None,
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
RasterizerState = RasterizerState.CCW_CullNone,
|
||||
VertexInputState = VertexInputState.Empty,
|
||||
VertexShader = vertShader,
|
||||
FragmentShader = fragShader
|
||||
};
|
||||
}
|
||||
|
||||
public static string GetShaderPath(string shaderName)
|
||||
{
|
||||
return SDL2.SDL.SDL_GetBasePath() + "Content/Shaders/Compiled/" + shaderName + ".spv";
|
||||
}
|
||||
|
||||
public static string GetTexturePath(string textureName)
|
||||
{
|
||||
return SDL2.SDL.SDL_GetBasePath() + "Content/Textures/" + textureName;
|
||||
}
|
||||
|
||||
public static string GetVideoPath(string videoName)
|
||||
{
|
||||
return SDL2.SDL.SDL_GetBasePath() + "Content/Videos/" + videoName;
|
||||
}
|
||||
|
||||
public enum ButtonType
|
||||
{
|
||||
Left, // A/left arrow on keyboard, left face button on gamepad
|
||||
Bottom, // S/down arrow on keyboard, bottom face button on gamepad
|
||||
Right // D/right arrow on keyboard, right face button on gamepad
|
||||
}
|
||||
|
||||
public static bool CheckButtonPressed(MoonWorks.Input.Inputs inputs, ButtonType buttonType)
|
||||
{
|
||||
bool pressed = false;
|
||||
|
||||
if (buttonType == ButtonType.Left)
|
||||
{
|
||||
pressed = (
|
||||
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsPressed) ||
|
||||
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(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(MoonWorks.Input.KeyCode.Right) ||
|
||||
inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.D)
|
||||
);
|
||||
}
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
public static bool CheckButtonDown(MoonWorks.Input.Inputs inputs, ButtonType buttonType)
|
||||
{
|
||||
bool down = false;
|
||||
|
||||
if (buttonType == ButtonType.Left)
|
||||
{
|
||||
down = (
|
||||
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsDown) ||
|
||||
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(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(MoonWorks.Input.KeyCode.Right) ||
|
||||
inputs.Keyboard.IsDown(MoonWorks.Input.KeyCode.D)
|
||||
);
|
||||
}
|
||||
|
||||
return down;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,13 @@
|
|||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
public struct TransformVertexUniform
|
||||
{
|
||||
public Matrix4x4 ViewProjection;
|
||||
|
||||
public TransformVertexUniform(Matrix4x4 viewProjection)
|
||||
{
|
||||
ViewProjection = viewProjection;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,115 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct PositionVertex : IVertexType
|
||||
{
|
||||
public Vector3 Position;
|
||||
|
||||
public PositionVertex(Vector3 position)
|
||||
{
|
||||
Position = position;
|
||||
}
|
||||
|
||||
public static VertexElementFormat[] Formats { get; } =
|
||||
[
|
||||
VertexElementFormat.Vector3
|
||||
];
|
||||
|
||||
public static uint[] Offsets { get; } = [ 0 ];
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return Position.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct PositionColorVertex : IVertexType
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Color Color;
|
||||
|
||||
public PositionColorVertex(Vector3 position, Color color)
|
||||
{
|
||||
Position = position;
|
||||
Color = color;
|
||||
}
|
||||
|
||||
public static VertexElementFormat[] Formats { get; } =
|
||||
[
|
||||
VertexElementFormat.Vector3,
|
||||
VertexElementFormat.Color
|
||||
];
|
||||
|
||||
public static uint[] Offsets { get; } =
|
||||
[
|
||||
0,
|
||||
12
|
||||
];
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return Position + " | " + Color;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct PositionTextureVertex : IVertexType
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Vector2 TexCoord;
|
||||
|
||||
public PositionTextureVertex(Vector3 position, Vector2 texCoord)
|
||||
{
|
||||
Position = position;
|
||||
TexCoord = texCoord;
|
||||
}
|
||||
|
||||
public static VertexElementFormat[] Formats { get; } = new VertexElementFormat[2]
|
||||
{
|
||||
VertexElementFormat.Vector3,
|
||||
VertexElementFormat.Vector2
|
||||
};
|
||||
|
||||
public static uint[] Offsets { get; } =
|
||||
[
|
||||
0,
|
||||
12
|
||||
];
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return Position + " | " + TexCoord;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Explicit, Size = 48)]
|
||||
struct PositionTextureColorVertex : IVertexType
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
public Vector4 Position;
|
||||
|
||||
[FieldOffset(16)]
|
||||
public Vector2 TexCoord;
|
||||
|
||||
[FieldOffset(32)]
|
||||
public Vector4 Color;
|
||||
|
||||
public static VertexElementFormat[] Formats { get; } =
|
||||
[
|
||||
VertexElementFormat.Vector4,
|
||||
VertexElementFormat.Vector2,
|
||||
VertexElementFormat.Vector4
|
||||
];
|
||||
|
||||
public static uint[] Offsets { get; } =
|
||||
[
|
||||
0,
|
||||
16,
|
||||
32
|
||||
];
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,133 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using System.IO;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class CompressedTexturesGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer 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(), 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
|
||||
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(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,
|
||||
}
|
||||
);
|
||||
for (int i = 0; i < textureNames.Length; i += 1)
|
||||
{
|
||||
Logger.LogInfo(textureNames[i]);
|
||||
using (FileStream fs = new FileStream(TestUtils.GetTexturePath(textureNames[i] + ".dds"), FileMode.Open, FileAccess.Read))
|
||||
textures[i] = Texture.LoadDDS(GraphicsDevice, cmdbuf, fs);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
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, 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, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
CompressedTexturesGame game = new CompressedTexturesGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,129 +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 Buffer 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(), 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
|
||||
);
|
||||
|
||||
// Create buffers and textures
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.Vertex,
|
||||
6
|
||||
);
|
||||
|
||||
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
|
||||
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, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
|
||||
});
|
||||
|
||||
GradientTextureComputeUniforms gradientUniforms = new GradientTextureComputeUniforms(
|
||||
texture.Width / 8,
|
||||
texture.Height / 8
|
||||
);
|
||||
|
||||
cmdbuf.BindComputePipeline(gradientTextureComputePipeline);
|
||||
cmdbuf.BindComputeTextures(texture);
|
||||
uint offset = cmdbuf.PushComputeShaderUniforms(gradientUniforms);
|
||||
cmdbuf.DispatchCompute(gradientUniforms.groupCountX, gradientUniforms.groupCountY, 1, offset);
|
||||
|
||||
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, Color.CornflowerBlue));
|
||||
cmdbuf.BindGraphicsPipeline(drawPipeline);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.DrawPrimitives(0, 2, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
ComputeUniformsGame game = new ComputeUniformsGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -6,45 +6,45 @@
|
|||
</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>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\moonlibs\x64\Refresh.dll">
|
||||
<Content Include="..\moonlibs\x64\Refresh.dll">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\moonlibs\x64\SDL2.dll">
|
||||
<Content Include="..\moonlibs\x64\SDL2.dll">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\moonlibs\x64\dav1dfile.dll">
|
||||
<Content Include="..\moonlibs\x64\dav1dfile.dll">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<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>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\moonlibs\lib64\libRefresh.*">
|
||||
<Content Include="..\moonlibs\lib64\libRefresh.*">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\moonlibs\lib64\libSDL2-2.0.*">
|
||||
<Content Include="..\moonlibs\lib64\libSDL2-2.0.*">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\moonlibs\windows\libdav1dfile.*">
|
||||
<Content Include="..\moonlibs\lib64\libdav1dfile.*">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<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>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
|
|
@ -1,17 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,183 +0,0 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class CopyTextureGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture originalTexture;
|
||||
private Texture textureCopy;
|
||||
private Texture textureSmallCopy;
|
||||
private Sampler sampler;
|
||||
|
||||
public unsafe CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// 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.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create sampler
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 12);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 12);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionTextureVertex[]
|
||||
{
|
||||
new PositionTextureVertex(new Vector3(-1f, 0f, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3( 0f, 0f, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3( 0f, 1f, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1f, 1f, 0), new Vector2(0, 1)),
|
||||
|
||||
new PositionTextureVertex(new Vector3(0f, 0f, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(1f, 0f, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(1f, 1f, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(0f, 1f, 0), new Vector2(0, 1)),
|
||||
|
||||
new PositionTextureVertex(new Vector3(-0.5f, -1f, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3( 0.5f, -1f, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3( 0.5f, 0f, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-0.5f, 0f, 0), new Vector2(0, 1))
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
}
|
||||
);
|
||||
|
||||
// Load the texture. Storing the texture bytes so we can compare them.
|
||||
var fileStream = new System.IO.FileStream(TestUtils.GetTexturePath("ravioli.png"), System.IO.FileMode.Open, System.IO.FileAccess.Read);
|
||||
var fileLength = fileStream.Length;
|
||||
var fileBuffer = NativeMemory.Alloc((nuint) fileLength);
|
||||
var fileSpan = new System.Span<byte>(fileBuffer, (int) fileLength);
|
||||
fileStream.ReadExactly(fileSpan);
|
||||
|
||||
var pixels = RefreshCS.Refresh.Refresh_Image_Load(
|
||||
(nint) fileBuffer,
|
||||
(int) fileLength,
|
||||
out var width,
|
||||
out var height,
|
||||
out var byteCount
|
||||
);
|
||||
|
||||
NativeMemory.Free(fileBuffer);
|
||||
|
||||
TextureCreateInfo textureCreateInfo = new TextureCreateInfo();
|
||||
textureCreateInfo.Width = (uint) width;
|
||||
textureCreateInfo.Height = (uint) height;
|
||||
textureCreateInfo.Depth = 1;
|
||||
textureCreateInfo.Format = TextureFormat.R8G8B8A8;
|
||||
textureCreateInfo.IsCube = false;
|
||||
textureCreateInfo.LevelCount = 1;
|
||||
textureCreateInfo.UsageFlags = TextureUsageFlags.Sampler;
|
||||
|
||||
originalTexture = new Texture(GraphicsDevice, textureCreateInfo);
|
||||
cmdbuf.SetTextureData(originalTexture, pixels, (uint) byteCount);
|
||||
|
||||
// Create a 1:1 copy of the texture
|
||||
textureCopy = new Texture(GraphicsDevice, textureCreateInfo);
|
||||
cmdbuf.CopyTextureToTexture(
|
||||
new TextureSlice(originalTexture),
|
||||
new TextureSlice(textureCopy),
|
||||
Filter.Linear
|
||||
);
|
||||
|
||||
// Create a half-sized copy of this texture
|
||||
textureCreateInfo.Width /= 2;
|
||||
textureCreateInfo.Height /= 2;
|
||||
textureSmallCopy = new Texture(GraphicsDevice, textureCreateInfo);
|
||||
cmdbuf.CopyTextureToTexture(
|
||||
new TextureSlice(originalTexture),
|
||||
new TextureSlice(
|
||||
textureSmallCopy,
|
||||
new Rect(
|
||||
(int) textureCreateInfo.Width,
|
||||
(int) textureCreateInfo.Height
|
||||
)
|
||||
),
|
||||
Filter.Linear
|
||||
);
|
||||
|
||||
// Copy the texture to a buffer
|
||||
Buffer compareBuffer = Buffer.Create<byte>(GraphicsDevice, 0, (uint) byteCount);
|
||||
cmdbuf.CopyTextureToBuffer(new TextureSlice(originalTexture), compareBuffer);
|
||||
|
||||
var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
GraphicsDevice.WaitForFences(fence);
|
||||
GraphicsDevice.ReleaseFence(fence);
|
||||
|
||||
// Compare the original bytes to the copied bytes.
|
||||
var copiedBytes = NativeMemory.Alloc((nuint) byteCount);
|
||||
var copiedSpan = new System.Span<byte>(copiedBytes, byteCount);
|
||||
compareBuffer.GetData(copiedSpan);
|
||||
|
||||
var originalSpan = new System.Span<byte>((void*) pixels, byteCount);
|
||||
|
||||
if (System.MemoryExtensions.SequenceEqual(originalSpan, copiedSpan))
|
||||
{
|
||||
Logger.LogError("SUCCESS! Original texture bytes and the bytes from CopyTextureToBuffer match!");
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.LogError("FAIL! Original texture bytes do not match bytes from CopyTextureToBuffer!");
|
||||
}
|
||||
|
||||
RefreshCS.Refresh.Refresh_Image_Free(pixels);
|
||||
}
|
||||
|
||||
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.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(originalTexture, sampler));
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textureCopy, sampler));
|
||||
cmdbuf.DrawIndexedPrimitives(4, 0, 2, 0, 0);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textureSmallCopy, sampler));
|
||||
cmdbuf.DrawIndexedPrimitives(8, 0, 2, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
CopyTextureGame game = new CopyTextureGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
467
Cube/CubeGame.cs
|
@ -1,467 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math;
|
||||
using MoonWorks.Math.Float;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class CubeGame : Game
|
||||
{
|
||||
private GraphicsPipeline cubePipeline;
|
||||
private GraphicsPipeline cubePipelineDepthOnly;
|
||||
private GraphicsPipeline skyboxPipeline;
|
||||
private GraphicsPipeline skyboxPipelineDepthOnly;
|
||||
private GraphicsPipeline blitPipeline;
|
||||
|
||||
private Texture depthTexture;
|
||||
private Sampler depthSampler;
|
||||
private DepthUniforms depthUniforms;
|
||||
|
||||
private Buffer cubeVertexBuffer;
|
||||
private Buffer skyboxVertexBuffer;
|
||||
private Buffer blitVertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
|
||||
private Texture skyboxTexture;
|
||||
private Sampler skyboxSampler;
|
||||
|
||||
private bool finishedLoading = false;
|
||||
private float cubeTimer = 0f;
|
||||
private Quaternion cubeRotation = Quaternion.Identity;
|
||||
private Quaternion previousCubeRotation = Quaternion.Identity;
|
||||
private bool depthOnlyEnabled = false;
|
||||
private Vector3 camPos = new Vector3(0, 1.5f, 4f);
|
||||
|
||||
private TaskFactory taskFactory = new TaskFactory();
|
||||
private bool takeScreenshot;
|
||||
|
||||
struct DepthUniforms
|
||||
{
|
||||
public float ZNear;
|
||||
public float ZFar;
|
||||
|
||||
public DepthUniforms(float zNear, float zFar)
|
||||
{
|
||||
ZNear = zNear;
|
||||
ZFar = zFar;
|
||||
}
|
||||
}
|
||||
|
||||
void LoadCubemap(CommandBuffer cmdbuf, string[] imagePaths)
|
||||
{
|
||||
for (uint i = 0; i < imagePaths.Length; i++)
|
||||
{
|
||||
var textureSlice = new TextureSlice(
|
||||
skyboxTexture,
|
||||
new Rect(0, 0, (int) skyboxTexture.Width, (int) skyboxTexture.Height),
|
||||
0,
|
||||
i,
|
||||
0
|
||||
);
|
||||
|
||||
Texture.SetDataFromImageFile(cmdbuf, textureSlice, imagePaths[i]);
|
||||
}
|
||||
}
|
||||
|
||||
public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
ShaderModule cubeVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
|
||||
);
|
||||
ShaderModule cubeFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag")
|
||||
);
|
||||
|
||||
ShaderModule skyboxVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("Skybox.vert")
|
||||
);
|
||||
ShaderModule skyboxFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("Skybox.frag")
|
||||
);
|
||||
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.vert")
|
||||
);
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedDepthQuad.frag")
|
||||
);
|
||||
|
||||
depthTexture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width,
|
||||
MainWindow.Height,
|
||||
TextureFormat.D16,
|
||||
TextureUsageFlags.DepthStencilTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
depthSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
|
||||
depthUniforms = new DepthUniforms(0.01f, 100f);
|
||||
|
||||
skyboxTexture = Texture.CreateTextureCube(
|
||||
GraphicsDevice,
|
||||
2048,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.Sampler
|
||||
);
|
||||
skyboxSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
|
||||
|
||||
cubeVertexBuffer = Buffer.Create<PositionColorVertex>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.Vertex,
|
||||
24
|
||||
);
|
||||
skyboxVertexBuffer = Buffer.Create<PositionVertex>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.Vertex,
|
||||
24
|
||||
);
|
||||
indexBuffer = Buffer.Create<uint>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.Index,
|
||||
36
|
||||
); // Using uint here just to test IndexElementSize=32
|
||||
|
||||
blitVertexBuffer = Buffer.Create<PositionTextureVertex>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.Vertex,
|
||||
6
|
||||
);
|
||||
|
||||
Task loadingTask = Task.Run(() => UploadGPUAssets());
|
||||
|
||||
// Create the cube pipelines
|
||||
|
||||
GraphicsPipelineCreateInfo cubePipelineCreateInfo = new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
TextureFormat.D16,
|
||||
new ColorAttachmentDescription(
|
||||
MainWindow.SwapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.DepthReadWrite,
|
||||
VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0),
|
||||
VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
|
||||
RasterizerState = RasterizerState.CW_CullBack,
|
||||
MultisampleState = MultisampleState.None
|
||||
};
|
||||
cubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
|
||||
|
||||
cubePipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
|
||||
cubePipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
|
||||
|
||||
// Create the skybox pipelines
|
||||
|
||||
GraphicsPipelineCreateInfo skyboxPipelineCreateInfo = new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
TextureFormat.D16,
|
||||
new ColorAttachmentDescription(
|
||||
MainWindow.SwapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.DepthReadWrite,
|
||||
VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(skyboxVertShaderModule, "main", 0),
|
||||
VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>(),
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
|
||||
RasterizerState = RasterizerState.CW_CullNone,
|
||||
MultisampleState = MultisampleState.None,
|
||||
};
|
||||
skyboxPipeline = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
|
||||
|
||||
skyboxPipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
|
||||
skyboxPipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
|
||||
|
||||
// Create the blit pipeline
|
||||
|
||||
GraphicsPipelineCreateInfo blitPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
blitVertShaderModule,
|
||||
blitFragShaderModule
|
||||
);
|
||||
blitPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<DepthUniforms>(blitFragShaderModule, "main", 1);
|
||||
blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo);
|
||||
}
|
||||
|
||||
private void UploadGPUAssets()
|
||||
{
|
||||
Logger.LogInfo("Loading...");
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
|
||||
cmdbuf.SetBufferData(
|
||||
cubeVertexBuffer,
|
||||
new PositionColorVertex[]
|
||||
{
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
|
||||
}
|
||||
);
|
||||
|
||||
cmdbuf.SetBufferData(
|
||||
skyboxVertexBuffer,
|
||||
new PositionVertex[]
|
||||
{
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10))
|
||||
}
|
||||
);
|
||||
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new uint[]
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
}
|
||||
);
|
||||
|
||||
cmdbuf.SetBufferData(
|
||||
blitVertexBuffer,
|
||||
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, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
|
||||
}
|
||||
);
|
||||
|
||||
LoadCubemap(cmdbuf, new string[]
|
||||
{
|
||||
TestUtils.GetTexturePath("right.png"),
|
||||
TestUtils.GetTexturePath("left.png"),
|
||||
TestUtils.GetTexturePath("top.png"),
|
||||
TestUtils.GetTexturePath("bottom.png"),
|
||||
TestUtils.GetTexturePath("front.png"),
|
||||
TestUtils.GetTexturePath("back.png")
|
||||
});
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
|
||||
finishedLoading = true;
|
||||
Logger.LogInfo("Finished loading!");
|
||||
Logger.LogInfo("Press Left to toggle Depth-Only Mode");
|
||||
Logger.LogInfo("Press Down to move the camera upwards");
|
||||
Logger.LogInfo("Press Right to save a screenshot");
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
cubeTimer += (float) delta.TotalSeconds;
|
||||
|
||||
previousCubeRotation = cubeRotation;
|
||||
|
||||
cubeRotation = Quaternion.CreateFromYawPitchRoll(
|
||||
cubeTimer * 2f,
|
||||
0,
|
||||
cubeTimer * 2f
|
||||
);
|
||||
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
camPos.Y = System.MathF.Min(camPos.Y + 0.2f, 15f);
|
||||
}
|
||||
else
|
||||
{
|
||||
camPos.Y = System.MathF.Max(camPos.Y - 0.4f, 1.5f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
depthOnlyEnabled = !depthOnlyEnabled;
|
||||
Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
takeScreenshot = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
||||
MathHelper.ToRadians(75f),
|
||||
(float) MainWindow.Width / MainWindow.Height,
|
||||
depthUniforms.ZNear,
|
||||
depthUniforms.ZFar
|
||||
);
|
||||
Matrix4x4 view = Matrix4x4.CreateLookAt(
|
||||
camPos,
|
||||
Vector3.Zero,
|
||||
Vector3.Up
|
||||
);
|
||||
TransformVertexUniform skyboxUniforms = new TransformVertexUniform(view * proj);
|
||||
|
||||
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
|
||||
Quaternion.Slerp(
|
||||
previousCubeRotation,
|
||||
cubeRotation,
|
||||
(float) alpha
|
||||
)
|
||||
);
|
||||
TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
if (!finishedLoading)
|
||||
{
|
||||
float sine = System.MathF.Abs(System.MathF.Sin(cubeTimer));
|
||||
Color clearColor = new Color(sine, sine, sine);
|
||||
|
||||
// Just show a clear screen.
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, clearColor));
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!depthOnlyEnabled)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(
|
||||
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)),
|
||||
new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare)
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
cmdbuf.BeginRenderPass(
|
||||
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0))
|
||||
);
|
||||
}
|
||||
|
||||
// Draw cube
|
||||
cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? cubePipelineDepthOnly : cubePipeline);
|
||||
cmdbuf.BindVertexBuffers(cubeVertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
|
||||
uint vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
|
||||
|
||||
// Draw skybox
|
||||
cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? skyboxPipelineDepthOnly : skyboxPipeline);
|
||||
cmdbuf.BindVertexBuffers(skyboxVertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(skyboxTexture, skyboxSampler));
|
||||
vertexParamOffset = cmdbuf.PushVertexShaderUniforms(skyboxUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
|
||||
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
if (depthOnlyEnabled)
|
||||
{
|
||||
// Draw the depth buffer as a grayscale image
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare));
|
||||
|
||||
cmdbuf.BindGraphicsPipeline(blitPipeline);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(depthTexture, depthSampler));
|
||||
cmdbuf.BindVertexBuffers(blitVertexBuffer);
|
||||
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(depthUniforms);
|
||||
cmdbuf.DrawPrimitives(0, 2, vertexParamOffset, fragParamOffset);
|
||||
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
|
||||
if (takeScreenshot)
|
||||
{
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
taskFactory.StartNew(TakeScreenshot, swapchainTexture);
|
||||
}
|
||||
|
||||
takeScreenshot = false;
|
||||
}
|
||||
}
|
||||
|
||||
private System.Action<object?> TakeScreenshot = texture =>
|
||||
{
|
||||
if (texture != null)
|
||||
{
|
||||
((Texture) texture).SavePNG(System.IO.Path.Combine(System.AppContext.BaseDirectory, "screenshot.png"));
|
||||
}
|
||||
};
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
CubeGame game = new CubeGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,142 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class CullFaceGame : Game
|
||||
{
|
||||
private GraphicsPipeline CW_CullNonePipeline;
|
||||
private GraphicsPipeline CW_CullFrontPipeline;
|
||||
private GraphicsPipeline CW_CullBackPipeline;
|
||||
private GraphicsPipeline CCW_CullNonePipeline;
|
||||
private GraphicsPipeline CCW_CullFrontPipeline;
|
||||
private GraphicsPipeline CCW_CullBackPipeline;
|
||||
private Buffer cwVertexBuffer;
|
||||
private Buffer ccwVertexBuffer;
|
||||
|
||||
private bool useClockwiseWinding;
|
||||
|
||||
public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipelines
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
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));
|
||||
|
||||
// Need to bind a pipeline before binding vertex buffers
|
||||
cmdbuf.BindGraphicsPipeline(CW_CullNonePipeline);
|
||||
if (useClockwiseWinding)
|
||||
{
|
||||
cmdbuf.BindVertexBuffers(cwVertexBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
cmdbuf.BindVertexBuffers(ccwVertexBuffer);
|
||||
}
|
||||
|
||||
cmdbuf.SetViewport(new Viewport(0, 0, 213, 240));
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,295 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Math;
|
||||
using MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class DepthMSAAGame : Game
|
||||
{
|
||||
private GraphicsPipeline[] cubePipelines = new GraphicsPipeline[4];
|
||||
private GraphicsPipeline blitPipeline;
|
||||
private Texture[] renderTargets = new Texture[4];
|
||||
private Texture[] depthRTs = new Texture[4];
|
||||
private Sampler rtSampler;
|
||||
private Buffer cubeVertexBuffer1;
|
||||
private Buffer cubeVertexBuffer2;
|
||||
private Buffer cubeIndexBuffer;
|
||||
private Buffer quadVertexBuffer;
|
||||
private Buffer quadIndexBuffer;
|
||||
|
||||
private float cubeTimer = 0f;
|
||||
private Quaternion cubeRotation = Quaternion.Identity;
|
||||
private Quaternion previousCubeRotation = Quaternion.Identity;
|
||||
private Vector3 camPos = new Vector3(0, 1.5f, 4f);
|
||||
|
||||
private SampleCount currentSampleCount = SampleCount.Four;
|
||||
|
||||
public DepthMSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Left and Right to cycle between sample counts");
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
|
||||
// Create the cube pipelines
|
||||
ShaderModule cubeVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
|
||||
);
|
||||
ShaderModule cubeFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag")
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
TextureFormat.D32,
|
||||
new ColorAttachmentDescription(
|
||||
MainWindow.SwapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.DepthReadWrite,
|
||||
VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0),
|
||||
VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
|
||||
RasterizerState = RasterizerState.CW_CullBack,
|
||||
MultisampleState = MultisampleState.None
|
||||
};
|
||||
|
||||
for (int i = 0; i < cubePipelines.Length; i += 1)
|
||||
{
|
||||
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
|
||||
cubePipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
}
|
||||
|
||||
// Create the blit pipeline
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
blitVertShaderModule,
|
||||
blitFragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create the MSAA render textures and depth textures
|
||||
for (int i = 0; i < renderTargets.Length; i += 1)
|
||||
{
|
||||
renderTargets[i] = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width,
|
||||
MainWindow.Height,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
1,
|
||||
(SampleCount) i
|
||||
);
|
||||
|
||||
depthRTs[i] = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width,
|
||||
MainWindow.Height,
|
||||
TextureFormat.D32,
|
||||
TextureUsageFlags.DepthStencilTarget,
|
||||
1,
|
||||
(SampleCount) i
|
||||
);
|
||||
}
|
||||
|
||||
// Create the sampler
|
||||
rtSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create the buffers
|
||||
quadVertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
||||
quadIndexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
|
||||
cubeVertexBuffer1 = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
|
||||
cubeVertexBuffer2 = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
|
||||
cubeIndexBuffer = Buffer.Create<uint>(GraphicsDevice, BufferUsageFlags.Index, 36);
|
||||
|
||||
// Populate the GPU resources
|
||||
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,
|
||||
}
|
||||
);
|
||||
|
||||
PositionColorVertex[] vertices = new PositionColorVertex[]
|
||||
{
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
|
||||
};
|
||||
cmdbuf.SetBufferData(
|
||||
cubeVertexBuffer1,
|
||||
vertices
|
||||
);
|
||||
|
||||
// Scoot all the verts slightly for the second cube...
|
||||
for (int i = 0; i < vertices.Length; i += 1)
|
||||
{
|
||||
vertices[i].Position.Z += 3;
|
||||
}
|
||||
cmdbuf.SetBufferData(
|
||||
cubeVertexBuffer2,
|
||||
vertices
|
||||
);
|
||||
|
||||
cmdbuf.SetBufferData(
|
||||
cubeIndexBuffer,
|
||||
new uint[]
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
SampleCount prevSampleCount = currentSampleCount;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentSampleCount -= 1;
|
||||
if (currentSampleCount < 0)
|
||||
{
|
||||
currentSampleCount = SampleCount.Eight;
|
||||
}
|
||||
}
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentSampleCount += 1;
|
||||
if (currentSampleCount > SampleCount.Eight)
|
||||
{
|
||||
currentSampleCount = SampleCount.One;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevSampleCount != currentSampleCount)
|
||||
{
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
}
|
||||
|
||||
// Rotate the cube
|
||||
cubeTimer += (float) delta.TotalSeconds;
|
||||
previousCubeRotation = cubeRotation;
|
||||
cubeRotation = Quaternion.CreateFromYawPitchRoll(cubeTimer * 2f, 0, cubeTimer * 2f);
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
// Set up cube model-view-projection matrix
|
||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
||||
MathHelper.ToRadians(75f),
|
||||
(float) MainWindow.Width / MainWindow.Height,
|
||||
0.01f,
|
||||
100f
|
||||
);
|
||||
Matrix4x4 view = Matrix4x4.CreateLookAt(camPos, Vector3.Zero, Vector3.Up);
|
||||
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
|
||||
Quaternion.Slerp(
|
||||
previousCubeRotation,
|
||||
cubeRotation,
|
||||
(float) alpha
|
||||
)
|
||||
);
|
||||
TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
|
||||
|
||||
// Begin the MSAA RT pass
|
||||
int index = (int) currentSampleCount;
|
||||
cmdbuf.BeginRenderPass(
|
||||
new DepthStencilAttachmentInfo(depthRTs[index], new DepthStencilValue(1, 0)),
|
||||
new ColorAttachmentInfo(renderTargets[index], Color.Black)
|
||||
);
|
||||
cmdbuf.BindGraphicsPipeline(cubePipelines[index]);
|
||||
|
||||
// Draw the first cube
|
||||
cmdbuf.BindVertexBuffers(cubeVertexBuffer1);
|
||||
cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
|
||||
uint vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
|
||||
|
||||
// Draw the second cube
|
||||
cmdbuf.BindVertexBuffers(cubeVertexBuffer2);
|
||||
cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
|
||||
vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
|
||||
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
// Blit the MSAA RT to the backbuffer
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, LoadOp.DontCare));
|
||||
cmdbuf.BindGraphicsPipeline(blitPipeline);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(renderTargets[index], 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)
|
||||
{
|
||||
DepthMSAAGame game = new DepthMSAAGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,81 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class DrawIndirectGame : Game
|
||||
{
|
||||
private GraphicsPipeline graphicsPipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer drawBuffer;
|
||||
|
||||
public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
graphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the vertex buffer
|
||||
vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6);
|
||||
drawBuffer = Buffer.Create<IndirectDrawCommand>(GraphicsDevice, BufferUsageFlags.Indirect, 2);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionColorVertex[]
|
||||
{
|
||||
new PositionColorVertex(new Vector3(-0.5f, -1, 0), Color.Blue),
|
||||
new PositionColorVertex(new Vector3(-1f, 1, 0), Color.Green),
|
||||
new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
|
||||
|
||||
new PositionColorVertex(new Vector3(.5f, -1, 0), Color.Blue),
|
||||
new PositionColorVertex(new Vector3(1f, 1, 0), Color.Green),
|
||||
new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
drawBuffer,
|
||||
new IndirectDrawCommand[]
|
||||
{
|
||||
new IndirectDrawCommand(3, 1, 3, 0),
|
||||
new IndirectDrawCommand(3, 1, 0, 0),
|
||||
}
|
||||
);
|
||||
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, Color.CornflowerBlue));
|
||||
cmdbuf.BindGraphicsPipeline(graphicsPipeline);
|
||||
cmdbuf.BindVertexBuffers(new BufferBinding(vertexBuffer, 0));
|
||||
cmdbuf.DrawPrimitivesIndirect(drawBuffer, 0, 2, (uint) Marshal.SizeOf<IndirectDrawCommand>(), 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
DrawIndirectGame game = new DrawIndirectGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,196 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class BasicComputeExample : Example
|
||||
{
|
||||
private GraphicsPipeline DrawPipeline;
|
||||
private Texture Texture;
|
||||
private Sampler Sampler;
|
||||
private Buffer VertexBuffer;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("BasicCompute");
|
||||
|
||||
// Create the compute pipeline that writes texture data
|
||||
ComputePipeline fillTextureComputePipeline = new ComputePipeline(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("FillTexture.comp"),
|
||||
"main",
|
||||
new ComputePipelineCreateInfo
|
||||
{
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
ReadWriteStorageTextureCount = 1,
|
||||
ThreadCountX = 8,
|
||||
ThreadCountY = 8,
|
||||
ThreadCountZ = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the compute pipeline that calculates squares of numbers
|
||||
ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("CalculateSquares.comp"),
|
||||
"main",
|
||||
new ComputePipelineCreateInfo
|
||||
{
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
ReadWriteStorageBufferCount = 1,
|
||||
ThreadCountX = 8,
|
||||
ThreadCountY = 1,
|
||||
ThreadCountZ = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
DrawPipeline = new GraphicsPipeline(
|
||||
GraphicsDevice,
|
||||
drawPipelineCreateInfo
|
||||
);
|
||||
|
||||
// Create buffers and textures
|
||||
uint[] squares = new uint[64];
|
||||
Buffer squaresBuffer = Buffer.Create<uint>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.ComputeStorageWrite,
|
||||
(uint) squares.Length
|
||||
);
|
||||
|
||||
TransferBuffer transferBuffer = new TransferBuffer(
|
||||
GraphicsDevice,
|
||||
TransferUsage.Buffer,
|
||||
TransferBufferMapFlags.Read,
|
||||
squaresBuffer.Size
|
||||
);
|
||||
|
||||
Texture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
Window.Width,
|
||||
Window.Height,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ComputeStorageWrite | 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();
|
||||
|
||||
// This should result in a bright yellow texture!
|
||||
var computePass = cmdbuf.BeginComputePass(new StorageTextureReadWriteBinding
|
||||
{
|
||||
TextureSlice = Texture,
|
||||
Cycle = false
|
||||
});
|
||||
|
||||
computePass.BindComputePipeline(fillTextureComputePipeline);
|
||||
computePass.Dispatch(Texture.Width / 8, Texture.Height / 8, 1);
|
||||
|
||||
cmdbuf.EndComputePass(computePass);
|
||||
|
||||
// This calculates the squares of the first N integers!
|
||||
computePass = cmdbuf.BeginComputePass(new StorageBufferReadWriteBinding
|
||||
{
|
||||
Buffer = squaresBuffer,
|
||||
Cycle = false
|
||||
});
|
||||
|
||||
computePass.BindComputePipeline(calculateSquaresComputePipeline);
|
||||
computePass.Dispatch((uint) squares.Length / 8, 1, 1);
|
||||
|
||||
cmdbuf.EndComputePass(computePass);
|
||||
|
||||
var copyPass = cmdbuf.BeginCopyPass();
|
||||
|
||||
copyPass.DownloadFromBuffer(squaresBuffer, transferBuffer, new BufferCopy(0, 0, squaresBuffer.Size));
|
||||
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
|
||||
var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
GraphicsDevice.WaitForFence(fence);
|
||||
GraphicsDevice.ReleaseFence(fence);
|
||||
|
||||
// Print the squares!
|
||||
transferBuffer.GetData<uint>(squares, 0);
|
||||
Logger.LogInfo("Squares of the first " + squares.Length + " integers: " + string.Join(", ", squares));
|
||||
}
|
||||
|
||||
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));
|
||||
renderPass.BindGraphicsPipeline(DrawPipeline);
|
||||
renderPass.BindFragmentSampler(new TextureSamplerBinding(Texture, Sampler));
|
||||
renderPass.BindVertexBuffer(VertexBuffer);
|
||||
renderPass.DrawPrimitives(0, 2);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
DrawPipeline.Dispose();
|
||||
Texture.Dispose();
|
||||
Sampler.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,137 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests
|
||||
{
|
||||
class BasicStencilExample : Example
|
||||
{
|
||||
private GraphicsPipeline MaskerPipeline;
|
||||
private GraphicsPipeline MaskeePipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Texture DepthStencilTexture;
|
||||
|
||||
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,
|
||||
TestUtils.GetShaderPath("PositionColor.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
Shader fragShaderModule = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipelines
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = true;
|
||||
pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D24_UNORM_S8_UINT;
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
pipelineCreateInfo.DepthStencilState = new DepthStencilState
|
||||
{
|
||||
StencilTestEnable = true,
|
||||
FrontStencilState = new StencilOpState
|
||||
{
|
||||
CompareOp = CompareOp.Never,
|
||||
FailOp = StencilOp.Replace,
|
||||
},
|
||||
Reference = 1,
|
||||
WriteMask = 0xFF
|
||||
};
|
||||
MaskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
pipelineCreateInfo.DepthStencilState = new DepthStencilState
|
||||
{
|
||||
StencilTestEnable = true,
|
||||
FrontStencilState = new StencilOpState
|
||||
{
|
||||
CompareOp = CompareOp.Equal,
|
||||
},
|
||||
Reference = 0,
|
||||
CompareMask = 0xFF,
|
||||
WriteMask = 0
|
||||
};
|
||||
MaskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
DepthStencilTexture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
Window.Width,
|
||||
Window.Height,
|
||||
TextureFormat.D24_UNORM_S8_UINT,
|
||||
TextureUsageFlags.DepthStencil
|
||||
);
|
||||
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
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(-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
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
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 DepthStencilAttachmentInfo(DepthStencilTexture, true, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare),
|
||||
new ColorAttachmentInfo(swapchainTexture, false, Color.Black)
|
||||
);
|
||||
renderPass.BindGraphicsPipeline(MaskerPipeline);
|
||||
renderPass.BindVertexBuffer(VertexBuffer);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
renderPass.BindGraphicsPipeline(MaskeePipeline);
|
||||
renderPass.DrawPrimitives(3, 1);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
MaskerPipeline.Dispose();
|
||||
MaskeePipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
DepthStencilTexture.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,117 @@
|
|||
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",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShaderModule = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = 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();
|
||||
}
|
||||
}
|
|
@ -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()
|
||||
{
|
||||
}
|
||||
}
|
|
@ -0,0 +1,75 @@
|
|||
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;
|
||||
|
||||
Window.SetTitle("ClearScreen");
|
||||
Window.SetPosition(SDL2.SDL.SDL_WINDOWPOS_CENTERED, SDL2.SDL.SDL_WINDOWPOS_CENTERED);
|
||||
var (windowX, windowY) = Window.Position;
|
||||
Window.SetPosition(windowX - 360, windowY);
|
||||
|
||||
SecondaryWindow = new Window(
|
||||
new WindowCreateInfo("Secondary Window", 640, 480, ScreenMode.Windowed, 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();
|
||||
|
||||
Window.SetPosition(SDL2.SDL.SDL_WINDOWPOS_CENTERED, SDL2.SDL.SDL_WINDOWPOS_CENTERED);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,166 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class CompressedTexturesExample : Example
|
||||
{
|
||||
private GraphicsPipeline Pipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Buffer 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;
|
||||
|
||||
Window.SetTitle("CompressedTextures");
|
||||
|
||||
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",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShaderModule = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,244 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
using Buffer = MoonWorks.Graphics.Buffer;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class ComputeSpriteBatchExample : Example
|
||||
{
|
||||
ComputePipeline ComputePipeline;
|
||||
GraphicsPipeline RenderPipeline;
|
||||
Sampler Sampler;
|
||||
Texture SpriteTexture;
|
||||
TransferBuffer SpriteComputeTransferBuffer;
|
||||
Buffer SpriteComputeBuffer;
|
||||
Buffer SpriteVertexBuffer;
|
||||
Buffer SpriteIndexBuffer;
|
||||
|
||||
const int MAX_SPRITE_COUNT = 8192;
|
||||
|
||||
Random Random = new Random();
|
||||
|
||||
[StructLayout(LayoutKind.Explicit, Size = 48)]
|
||||
struct ComputeSpriteData
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
public Vector3 Position;
|
||||
|
||||
[FieldOffset(12)]
|
||||
public float Rotation;
|
||||
|
||||
[FieldOffset(16)]
|
||||
public Vector2 Size;
|
||||
|
||||
[FieldOffset(32)]
|
||||
public Vector4 Color;
|
||||
}
|
||||
|
||||
public override unsafe void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("ComputeSpriteBatch");
|
||||
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadColorWithMatrix.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo renderPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
renderPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureColorVertex>();
|
||||
|
||||
RenderPipeline = new GraphicsPipeline(GraphicsDevice, renderPipelineCreateInfo);
|
||||
|
||||
ComputePipeline = new ComputePipeline(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SpriteBatch.comp"),
|
||||
"main",
|
||||
new ComputePipelineCreateInfo
|
||||
{
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
ReadOnlyStorageBufferCount = 1,
|
||||
ReadWriteStorageBufferCount = 1,
|
||||
ThreadCountX = 64,
|
||||
ThreadCountY = 1,
|
||||
ThreadCountZ = 1
|
||||
}
|
||||
);
|
||||
|
||||
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the sprite texture
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
SpriteTexture = resourceUploader.CreateTexture2DFromCompressed(TestUtils.GetTexturePath("ravioli.png"));
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
|
||||
SpriteComputeTransferBuffer = TransferBuffer.Create<ComputeSpriteData>(
|
||||
GraphicsDevice,
|
||||
TransferUsage.Buffer,
|
||||
TransferBufferMapFlags.Write,
|
||||
MAX_SPRITE_COUNT
|
||||
);
|
||||
|
||||
SpriteComputeBuffer = Buffer.Create<ComputeSpriteData>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.ComputeStorageRead,
|
||||
MAX_SPRITE_COUNT
|
||||
);
|
||||
|
||||
SpriteVertexBuffer = Buffer.Create<PositionTextureColorVertex>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.ComputeStorageWrite | BufferUsageFlags.Vertex,
|
||||
MAX_SPRITE_COUNT * 4
|
||||
);
|
||||
|
||||
SpriteIndexBuffer = Buffer.Create<uint>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.Index,
|
||||
MAX_SPRITE_COUNT * 6
|
||||
);
|
||||
|
||||
TransferBuffer spriteIndexTransferBuffer = TransferBuffer.Create<uint>(
|
||||
GraphicsDevice,
|
||||
TransferUsage.Buffer,
|
||||
TransferBufferMapFlags.Write,
|
||||
MAX_SPRITE_COUNT * 6
|
||||
);
|
||||
|
||||
spriteIndexTransferBuffer.Map(false, out byte* mapPointer);
|
||||
uint *indexPointer = (uint*) mapPointer;
|
||||
|
||||
for (uint i = 0, j = 0; i < MAX_SPRITE_COUNT * 6; i += 6, j += 4)
|
||||
{
|
||||
indexPointer[i] = j;
|
||||
indexPointer[i + 1] = j + 1;
|
||||
indexPointer[i + 2] = j + 2;
|
||||
indexPointer[i + 3] = j + 3;
|
||||
indexPointer[i + 4] = j + 2;
|
||||
indexPointer[i + 5] = j + 1;
|
||||
}
|
||||
spriteIndexTransferBuffer.Unmap();
|
||||
|
||||
var cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
var copyPass = cmdbuf.BeginCopyPass();
|
||||
copyPass.UploadToBuffer(spriteIndexTransferBuffer, SpriteIndexBuffer, false);
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override unsafe void Draw(double alpha)
|
||||
{
|
||||
Matrix4x4 cameraMatrix =
|
||||
Matrix4x4.CreateOrthographicOffCenter(
|
||||
0,
|
||||
640,
|
||||
480,
|
||||
0,
|
||||
0,
|
||||
-1f
|
||||
);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
// Build sprite compute transfer
|
||||
SpriteComputeTransferBuffer.Map(true, out byte* mapPointer);
|
||||
ComputeSpriteData *dataPointer = (ComputeSpriteData*) mapPointer;
|
||||
|
||||
for (var i = 0; i < MAX_SPRITE_COUNT; i += 1)
|
||||
{
|
||||
dataPointer[i] = new ComputeSpriteData
|
||||
{
|
||||
Position = new Vector3(Random.Next(640), Random.Next(480), 0),
|
||||
Rotation = (float) (Random.NextDouble() * System.Math.PI * 2),
|
||||
Size = new Vector2(32, 32),
|
||||
Color = new Vector4(1f, 1f, 1f, 1f)
|
||||
};
|
||||
}
|
||||
SpriteComputeTransferBuffer.Unmap();
|
||||
|
||||
// Upload compute data to buffer
|
||||
var copyPass = cmdbuf.BeginCopyPass();
|
||||
copyPass.UploadToBuffer(SpriteComputeTransferBuffer, SpriteComputeBuffer, true);
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
|
||||
// Set up compute pass to build sprite vertex buffer
|
||||
var computePass = cmdbuf.BeginComputePass(new StorageBufferReadWriteBinding
|
||||
{
|
||||
Buffer = SpriteVertexBuffer,
|
||||
Cycle = true
|
||||
});
|
||||
|
||||
computePass.BindComputePipeline(ComputePipeline);
|
||||
computePass.BindStorageBuffer(SpriteComputeBuffer);
|
||||
computePass.Dispatch(MAX_SPRITE_COUNT / 64, 1, 1);
|
||||
|
||||
cmdbuf.EndComputePass(computePass);
|
||||
|
||||
// Render sprites using vertex buffer
|
||||
var renderPass = cmdbuf.BeginRenderPass(
|
||||
new ColorAttachmentInfo(swapchainTexture, false, Color.Black)
|
||||
);
|
||||
|
||||
renderPass.BindGraphicsPipeline(RenderPipeline);
|
||||
renderPass.BindVertexBuffer(SpriteVertexBuffer);
|
||||
renderPass.BindIndexBuffer(SpriteIndexBuffer, IndexElementSize.ThirtyTwo);
|
||||
renderPass.BindFragmentSampler(new TextureSamplerBinding(SpriteTexture, Sampler));
|
||||
renderPass.PushVertexUniformData(cameraMatrix);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, MAX_SPRITE_COUNT * 2);
|
||||
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
ComputePipeline.Dispose();
|
||||
RenderPipeline.Dispose();
|
||||
Sampler.Dispose();
|
||||
SpriteTexture.Dispose();
|
||||
SpriteComputeTransferBuffer.Dispose();
|
||||
SpriteComputeBuffer.Dispose();
|
||||
SpriteVertexBuffer.Dispose();
|
||||
SpriteIndexBuffer.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,80 @@
|
|||
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
|
||||
GradientPipeline = new ComputePipeline(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("GradientTexture.comp"),
|
||||
"main",
|
||||
new ComputePipelineCreateInfo
|
||||
{
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
ReadWriteStorageTextureCount = 1,
|
||||
UniformBufferCount = 1,
|
||||
ThreadCountX = 8,
|
||||
ThreadCountY = 8,
|
||||
ThreadCountZ = 1
|
||||
}
|
||||
);
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,184 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests
|
||||
{
|
||||
class CopyTextureExample : Example
|
||||
{
|
||||
private Texture OriginalTexture;
|
||||
private Texture TextureCopy;
|
||||
private Texture TextureSmall;
|
||||
|
||||
public override unsafe void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("CopyTexture");
|
||||
|
||||
// Create and populate the GPU resources
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
OriginalTexture = resourceUploader.CreateTexture2DFromCompressed(
|
||||
TestUtils.GetTexturePath("ravioli.png")
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
|
||||
// Load the texture bytes so we can compare them.
|
||||
var pixels = ImageUtils.GetPixelDataFromFile(
|
||||
TestUtils.GetTexturePath("ravioli.png"),
|
||||
out var width,
|
||||
out var height,
|
||||
out var byteCount
|
||||
);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
|
||||
var textureCreateInfo = new TextureCreateInfo
|
||||
{
|
||||
Width = OriginalTexture.Width,
|
||||
Height = OriginalTexture.Height,
|
||||
Depth = OriginalTexture.Depth,
|
||||
IsCube = OriginalTexture.IsCube,
|
||||
LayerCount = OriginalTexture.LayerCount,
|
||||
LevelCount = OriginalTexture.LevelCount,
|
||||
SampleCount = OriginalTexture.SampleCount,
|
||||
Format = OriginalTexture.Format,
|
||||
UsageFlags = OriginalTexture.UsageFlags
|
||||
};
|
||||
|
||||
// Create a 1:1 copy of the texture
|
||||
TextureCopy = new Texture(GraphicsDevice, textureCreateInfo);
|
||||
|
||||
// Create a download transfer buffer
|
||||
TransferBuffer compareBuffer = new TransferBuffer(
|
||||
GraphicsDevice,
|
||||
TransferUsage.Texture,
|
||||
TransferBufferMapFlags.Read,
|
||||
byteCount
|
||||
);
|
||||
|
||||
var copyPass = cmdbuf.BeginCopyPass();
|
||||
copyPass.CopyTextureToTexture(
|
||||
OriginalTexture,
|
||||
TextureCopy,
|
||||
false
|
||||
);
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
|
||||
// Create a half-sized copy of this texture
|
||||
textureCreateInfo.Width /= 2;
|
||||
textureCreateInfo.Height /= 2;
|
||||
textureCreateInfo.UsageFlags |= TextureUsageFlags.ColorTarget;
|
||||
TextureSmall = new Texture(GraphicsDevice, textureCreateInfo);
|
||||
|
||||
// Render the half-size copy
|
||||
cmdbuf.Blit(OriginalTexture, TextureSmall, Filter.Linear, false);
|
||||
|
||||
// Copy the texture to a transfer buffer
|
||||
copyPass = cmdbuf.BeginCopyPass();
|
||||
copyPass.DownloadFromTexture(
|
||||
TextureCopy,
|
||||
compareBuffer,
|
||||
new BufferImageCopy(0, 0, 0)
|
||||
);
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
|
||||
var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
GraphicsDevice.WaitForFence(fence);
|
||||
GraphicsDevice.ReleaseFence(fence);
|
||||
|
||||
// Compare the original bytes to the copied bytes.
|
||||
var copiedBytes = NativeMemory.Alloc(byteCount);
|
||||
var copiedSpan = new System.Span<byte>(copiedBytes, (int) byteCount);
|
||||
compareBuffer.GetData(copiedSpan);
|
||||
|
||||
var originalSpan = new System.Span<byte>(pixels, (int)byteCount);
|
||||
|
||||
if (System.MemoryExtensions.SequenceEqual(originalSpan, copiedSpan))
|
||||
{
|
||||
Logger.LogInfo("SUCCESS! Original texture bytes and the downloaded bytes match!");
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.LogError("FAIL! Original texture bytes do not match downloaded bytes!");
|
||||
}
|
||||
|
||||
RefreshCS.Refresh.Refresh_Image_Free(pixels);
|
||||
NativeMemory.Free(copiedBytes);
|
||||
}
|
||||
|
||||
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 clearPass = cmdbuf.BeginRenderPass(
|
||||
new ColorAttachmentInfo(swapchainTexture, false, Color.Black)
|
||||
);
|
||||
cmdbuf.EndRenderPass(clearPass);
|
||||
|
||||
cmdbuf.Blit(
|
||||
OriginalTexture,
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = swapchainTexture,
|
||||
Width = swapchainTexture.Width / 2,
|
||||
Height = swapchainTexture.Height / 2,
|
||||
Depth = 1
|
||||
},
|
||||
Filter.Nearest,
|
||||
false
|
||||
);
|
||||
|
||||
cmdbuf.Blit(
|
||||
TextureCopy,
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = swapchainTexture,
|
||||
X = swapchainTexture.Width / 2,
|
||||
Y = 0,
|
||||
Width = swapchainTexture.Width / 2,
|
||||
Height = swapchainTexture.Height / 2,
|
||||
Depth = 1
|
||||
},
|
||||
Filter.Nearest,
|
||||
false
|
||||
);
|
||||
|
||||
cmdbuf.Blit(
|
||||
TextureSmall,
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = swapchainTexture,
|
||||
X = swapchainTexture.Width / 4,
|
||||
Y = swapchainTexture.Height / 2,
|
||||
Width = swapchainTexture.Width / 2,
|
||||
Height = swapchainTexture.Height / 2,
|
||||
Depth = 1
|
||||
},
|
||||
Filter.Nearest,
|
||||
false
|
||||
);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
OriginalTexture.Dispose();
|
||||
TextureCopy.Dispose();
|
||||
TextureSmall.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,597 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math;
|
||||
using MoonWorks.Math.Float;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Threading.Tasks;
|
||||
using Buffer = MoonWorks.Graphics.Buffer;
|
||||
|
||||
namespace MoonWorksGraphicsTests
|
||||
{
|
||||
struct DepthUniforms
|
||||
{
|
||||
public float ZNear;
|
||||
public float ZFar;
|
||||
|
||||
public DepthUniforms(float zNear, float zFar)
|
||||
{
|
||||
ZNear = zNear;
|
||||
ZFar = zFar;
|
||||
}
|
||||
}
|
||||
|
||||
class CubeExample : Example
|
||||
{
|
||||
private GraphicsPipeline CubePipeline;
|
||||
private GraphicsPipeline CubePipelineDepthOnly;
|
||||
private GraphicsPipeline SkyboxPipeline;
|
||||
private GraphicsPipeline SkyboxPipelineDepthOnly;
|
||||
private GraphicsPipeline BlitPipeline;
|
||||
|
||||
private Texture DepthTexture;
|
||||
private Sampler DepthSampler;
|
||||
private DepthUniforms DepthUniforms;
|
||||
|
||||
private Buffer CubeVertexBuffer;
|
||||
private Buffer skyboxVertexBuffer;
|
||||
private Buffer BlitVertexBuffer;
|
||||
private Buffer IndexBuffer;
|
||||
|
||||
private TransferBuffer ScreenshotTransferBuffer;
|
||||
private Texture ScreenshotTexture;
|
||||
private Fence ScreenshotFence;
|
||||
|
||||
private Texture SkyboxTexture;
|
||||
private Sampler SkyboxSampler;
|
||||
|
||||
private bool takeScreenshot;
|
||||
private bool screenshotInProgress;
|
||||
private bool swapchainDownloaded; // don't want to take screenshot if the swapchain was invalid
|
||||
|
||||
private bool finishedLoading;
|
||||
private float cubeTimer;
|
||||
private Quaternion cubeRotation;
|
||||
private Quaternion previousCubeRotation;
|
||||
private bool depthOnlyEnabled;
|
||||
private Vector3 camPos;
|
||||
|
||||
// Upload cubemap layers one at a time to minimize transfer size
|
||||
unsafe void LoadCubemap(string[] imagePaths)
|
||||
{
|
||||
var cubemapUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
for (uint i = 0; i < imagePaths.Length; i++)
|
||||
{
|
||||
var textureRegion = new TextureRegion
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = SkyboxTexture,
|
||||
MipLevel = 0,
|
||||
Layer = i,
|
||||
},
|
||||
X = 0,
|
||||
Y = 0,
|
||||
Z = 0,
|
||||
Width = SkyboxTexture.Width,
|
||||
Height = SkyboxTexture.Height,
|
||||
Depth = 1
|
||||
};
|
||||
|
||||
cubemapUploader.SetTextureDataFromCompressed(
|
||||
textureRegion,
|
||||
imagePaths[i]
|
||||
);
|
||||
|
||||
cubemapUploader.UploadAndWait();
|
||||
}
|
||||
|
||||
cubemapUploader.Dispose();
|
||||
}
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("Cube");
|
||||
|
||||
finishedLoading = false;
|
||||
cubeTimer = 0;
|
||||
cubeRotation = Quaternion.Identity;
|
||||
previousCubeRotation = Quaternion.Identity;
|
||||
depthOnlyEnabled = false;
|
||||
camPos = new Vector3(0, 1.5f, 4);
|
||||
|
||||
Shader cubeVertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColorWithMatrix.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader cubeFragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader skyboxVertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("Skybox.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader skyboxFragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("Skybox.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader blitVertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader blitFragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedDepthQuad.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
DepthTexture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
Window.Width,
|
||||
Window.Height,
|
||||
TextureFormat.D16_UNORM,
|
||||
TextureUsageFlags.DepthStencil | TextureUsageFlags.Sampler
|
||||
);
|
||||
DepthTexture.Name = "Depth Texture";
|
||||
|
||||
DepthSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
|
||||
DepthUniforms = new DepthUniforms(0.01f, 100f);
|
||||
|
||||
SkyboxTexture = Texture.CreateTextureCube(
|
||||
GraphicsDevice,
|
||||
2048,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.Sampler
|
||||
);
|
||||
SkyboxTexture.Name = "Skybox";
|
||||
|
||||
SkyboxSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
|
||||
|
||||
ScreenshotTransferBuffer = new TransferBuffer(
|
||||
GraphicsDevice,
|
||||
TransferUsage.Texture,
|
||||
TransferBufferMapFlags.Read,
|
||||
Window.Width * Window.Height * 4
|
||||
);
|
||||
ScreenshotTexture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
Window.Width,
|
||||
Window.Height,
|
||||
Window.SwapchainFormat,
|
||||
TextureUsageFlags.Sampler
|
||||
);
|
||||
ScreenshotTexture.Name = "Screenshot";
|
||||
|
||||
Task loadingTask = Task.Run(() => UploadGPUAssets());
|
||||
|
||||
// Create the cube pipelines
|
||||
|
||||
GraphicsPipelineCreateInfo cubePipelineCreateInfo = new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
TextureFormat.D16_UNORM,
|
||||
new ColorAttachmentDescription(
|
||||
Window.SwapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.DepthReadWrite,
|
||||
VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
RasterizerState = RasterizerState.CW_CullBack,
|
||||
MultisampleState = MultisampleState.None,
|
||||
VertexShader = cubeVertShader,
|
||||
FragmentShader = cubeFragShader
|
||||
};
|
||||
CubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
|
||||
|
||||
cubePipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16_UNORM);
|
||||
CubePipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
|
||||
|
||||
// Create the skybox pipelines
|
||||
|
||||
GraphicsPipelineCreateInfo skyboxPipelineCreateInfo = new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
TextureFormat.D16_UNORM,
|
||||
new ColorAttachmentDescription(
|
||||
Window.SwapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.DepthReadWrite,
|
||||
VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>(),
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
RasterizerState = RasterizerState.CW_CullNone,
|
||||
MultisampleState = MultisampleState.None,
|
||||
VertexShader = skyboxVertShader,
|
||||
FragmentShader = skyboxFragShader
|
||||
};
|
||||
SkyboxPipeline = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
|
||||
|
||||
skyboxPipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16_UNORM);
|
||||
SkyboxPipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
|
||||
|
||||
// Create the blit pipeline
|
||||
|
||||
GraphicsPipelineCreateInfo blitPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
blitVertShader,
|
||||
blitFragShader
|
||||
);
|
||||
blitPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
BlitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo);
|
||||
}
|
||||
|
||||
private void UploadGPUAssets()
|
||||
{
|
||||
Logger.LogInfo("Loading...");
|
||||
|
||||
var cubeVertexData = new Span<PositionColorVertex>([
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
|
||||
]);
|
||||
|
||||
var skyboxVertexData = new Span<PositionVertex>([
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10))
|
||||
]);
|
||||
|
||||
var indexData = new Span<uint>([
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
]);
|
||||
|
||||
var blitVertexData = new Span<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, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
|
||||
]);
|
||||
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
CubeVertexBuffer = resourceUploader.CreateBuffer(cubeVertexData, BufferUsageFlags.Vertex);
|
||||
skyboxVertexBuffer = resourceUploader.CreateBuffer(skyboxVertexData, BufferUsageFlags.Vertex);
|
||||
IndexBuffer = resourceUploader.CreateBuffer(indexData, BufferUsageFlags.Index);
|
||||
BlitVertexBuffer = resourceUploader.CreateBuffer(blitVertexData, BufferUsageFlags.Vertex);
|
||||
|
||||
CubeVertexBuffer.Name = "Cube Vertices";
|
||||
skyboxVertexBuffer.Name = "Skybox Vertices";
|
||||
IndexBuffer.Name = "Cube Indices";
|
||||
BlitVertexBuffer.Name = "Blit Vertices";
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
|
||||
LoadCubemap(new string[]
|
||||
{
|
||||
TestUtils.GetTexturePath("right.png"),
|
||||
TestUtils.GetTexturePath("left.png"),
|
||||
TestUtils.GetTexturePath("top.png"),
|
||||
TestUtils.GetTexturePath("bottom.png"),
|
||||
TestUtils.GetTexturePath("front.png"),
|
||||
TestUtils.GetTexturePath("back.png")
|
||||
});
|
||||
|
||||
finishedLoading = true;
|
||||
Logger.LogInfo("Finished loading!");
|
||||
Logger.LogInfo("Press Left to toggle Depth-Only Mode");
|
||||
Logger.LogInfo("Press Down to move the camera upwards");
|
||||
Logger.LogInfo("Press Right to save a screenshot");
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
cubeTimer += (float) delta.TotalSeconds;
|
||||
|
||||
previousCubeRotation = cubeRotation;
|
||||
|
||||
cubeRotation = Quaternion.CreateFromYawPitchRoll(
|
||||
cubeTimer * 2f,
|
||||
0,
|
||||
cubeTimer * 2f
|
||||
);
|
||||
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
camPos.Y = System.MathF.Min(camPos.Y + 0.2f, 15f);
|
||||
}
|
||||
else
|
||||
{
|
||||
camPos.Y = System.MathF.Max(camPos.Y - 0.4f, 1.5f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
depthOnlyEnabled = !depthOnlyEnabled;
|
||||
Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled);
|
||||
}
|
||||
|
||||
if (!screenshotInProgress && TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
takeScreenshot = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
||||
MathHelper.ToRadians(75f),
|
||||
(float) Window.Width / Window.Height,
|
||||
DepthUniforms.ZNear,
|
||||
DepthUniforms.ZFar
|
||||
);
|
||||
Matrix4x4 view = Matrix4x4.CreateLookAt(
|
||||
camPos,
|
||||
Vector3.Zero,
|
||||
Vector3.Up
|
||||
);
|
||||
TransformVertexUniform skyboxUniforms = new TransformVertexUniform(view * proj);
|
||||
|
||||
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
|
||||
Quaternion.Slerp(
|
||||
previousCubeRotation,
|
||||
cubeRotation,
|
||||
(float) alpha
|
||||
)
|
||||
);
|
||||
TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
if (!finishedLoading)
|
||||
{
|
||||
float sine = System.MathF.Abs(System.MathF.Sin(cubeTimer));
|
||||
Color clearColor = new Color(sine, sine, sine);
|
||||
|
||||
// Just show a clear screen.
|
||||
var renderPass = cmdbuf.BeginRenderPass(
|
||||
new ColorAttachmentInfo(
|
||||
swapchainTexture,
|
||||
false,
|
||||
clearColor
|
||||
)
|
||||
);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPass renderPass;
|
||||
|
||||
if (!depthOnlyEnabled)
|
||||
{
|
||||
renderPass = cmdbuf.BeginRenderPass(
|
||||
new DepthStencilAttachmentInfo(DepthTexture, true, new DepthStencilValue(1f, 0)),
|
||||
new ColorAttachmentInfo(swapchainTexture, false, LoadOp.DontCare)
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
renderPass = cmdbuf.BeginRenderPass(
|
||||
new DepthStencilAttachmentInfo(DepthTexture, true, new DepthStencilValue(1f, 0), StoreOp.Store)
|
||||
);
|
||||
}
|
||||
|
||||
// Draw cube
|
||||
renderPass.BindGraphicsPipeline(depthOnlyEnabled ? CubePipelineDepthOnly : CubePipeline);
|
||||
renderPass.BindVertexBuffer(CubeVertexBuffer);
|
||||
renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.ThirtyTwo);
|
||||
renderPass.PushVertexUniformData(cubeUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 12);
|
||||
|
||||
// Draw skybox
|
||||
renderPass.BindGraphicsPipeline(depthOnlyEnabled ? SkyboxPipelineDepthOnly : SkyboxPipeline);
|
||||
renderPass.BindVertexBuffer(skyboxVertexBuffer);
|
||||
renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.ThirtyTwo);
|
||||
renderPass.BindFragmentSampler(new TextureSamplerBinding(SkyboxTexture, SkyboxSampler));
|
||||
renderPass.PushVertexUniformData(skyboxUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 12);
|
||||
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
|
||||
if (depthOnlyEnabled)
|
||||
{
|
||||
// Draw the depth buffer as a grayscale image
|
||||
renderPass = cmdbuf.BeginRenderPass(
|
||||
new ColorAttachmentInfo(
|
||||
swapchainTexture,
|
||||
false,
|
||||
LoadOp.Load
|
||||
)
|
||||
);
|
||||
|
||||
renderPass.BindGraphicsPipeline(BlitPipeline);
|
||||
renderPass.BindFragmentSampler(new TextureSamplerBinding(DepthTexture, DepthSampler));
|
||||
renderPass.BindVertexBuffer(BlitVertexBuffer);
|
||||
renderPass.PushFragmentUniformData(DepthUniforms);
|
||||
renderPass.DrawPrimitives(0, 2);
|
||||
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
if (takeScreenshot)
|
||||
{
|
||||
var copyPass = cmdbuf.BeginCopyPass();
|
||||
copyPass.DownloadFromTexture(swapchainTexture, ScreenshotTransferBuffer, new BufferImageCopy(0, 0, 0));
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
|
||||
swapchainDownloaded = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (takeScreenshot && swapchainDownloaded)
|
||||
{
|
||||
ScreenshotFence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
Task.Run(TakeScreenshot);
|
||||
|
||||
takeScreenshot = false;
|
||||
swapchainDownloaded = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe void TakeScreenshot()
|
||||
{
|
||||
screenshotInProgress = true;
|
||||
|
||||
GraphicsDevice.WaitForFence(ScreenshotFence);
|
||||
|
||||
ImageUtils.SavePNG(
|
||||
Path.Combine(System.AppContext.BaseDirectory, "screenshot.png"),
|
||||
ScreenshotTransferBuffer,
|
||||
0,
|
||||
(int) ScreenshotTexture.Width,
|
||||
(int) ScreenshotTexture.Height,
|
||||
ScreenshotTexture.Format == TextureFormat.B8G8R8A8
|
||||
);
|
||||
|
||||
GraphicsDevice.ReleaseFence(ScreenshotFence);
|
||||
ScreenshotFence = null;
|
||||
|
||||
screenshotInProgress = false;
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
CubePipeline.Dispose();
|
||||
CubePipelineDepthOnly.Dispose();
|
||||
SkyboxPipeline.Dispose();
|
||||
SkyboxPipelineDepthOnly.Dispose();
|
||||
BlitPipeline.Dispose();
|
||||
|
||||
DepthTexture.Dispose();
|
||||
DepthSampler.Dispose();
|
||||
|
||||
CubeVertexBuffer.Dispose();
|
||||
skyboxVertexBuffer.Dispose();
|
||||
BlitVertexBuffer.Dispose();
|
||||
IndexBuffer.Dispose();
|
||||
|
||||
ScreenshotTransferBuffer.Dispose();
|
||||
ScreenshotTexture.Dispose();
|
||||
|
||||
SkyboxTexture.Dispose();
|
||||
SkyboxSampler.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,179 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class CullFaceExample : Example
|
||||
{
|
||||
private GraphicsPipeline CW_CullNonePipeline;
|
||||
private GraphicsPipeline CW_CullFrontPipeline;
|
||||
private GraphicsPipeline CW_CullBackPipeline;
|
||||
private GraphicsPipeline CCW_CullNonePipeline;
|
||||
private GraphicsPipeline CCW_CullFrontPipeline;
|
||||
private GraphicsPipeline CCW_CullBackPipeline;
|
||||
private Buffer CW_VertexBuffer;
|
||||
private Buffer CCW_VertexBuffer;
|
||||
|
||||
private bool UseClockwiseWinding;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("CullFace");
|
||||
|
||||
Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColor.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipelines
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
|
||||
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
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
CW_VertexBuffer = resourceUploader.CreateBuffer(
|
||||
[
|
||||
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),
|
||||
],
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
CCW_VertexBuffer = resourceUploader.CreateBuffer(
|
||||
[
|
||||
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)
|
||||
],
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
UseClockwiseWinding = !UseClockwiseWinding;
|
||||
Logger.LogInfo("Using clockwise winding: " + UseClockwiseWinding);
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
)
|
||||
);
|
||||
|
||||
// Need to bind a pipeline before binding vertex buffers
|
||||
renderPass.BindGraphicsPipeline(CW_CullNonePipeline);
|
||||
if (UseClockwiseWinding)
|
||||
{
|
||||
renderPass.BindVertexBuffer(CW_VertexBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
renderPass.BindVertexBuffer(CCW_VertexBuffer);
|
||||
}
|
||||
|
||||
renderPass.SetViewport(new Viewport(0, 0, 213, 240));
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
|
||||
renderPass.SetViewport(new Viewport(213, 0, 213, 240));
|
||||
renderPass.BindGraphicsPipeline(CW_CullFrontPipeline);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
|
||||
renderPass.SetViewport(new Viewport(426, 0, 213, 240));
|
||||
renderPass.BindGraphicsPipeline(CW_CullBackPipeline);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
|
||||
renderPass.SetViewport(new Viewport(0, 240, 213, 240));
|
||||
renderPass.BindGraphicsPipeline(CCW_CullNonePipeline);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
|
||||
renderPass.SetViewport(new Viewport(213, 240, 213, 240));
|
||||
renderPass.BindGraphicsPipeline(CCW_CullFrontPipeline);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
|
||||
renderPass.SetViewport(new Viewport(426, 240, 213, 240));
|
||||
renderPass.BindGraphicsPipeline(CCW_CullBackPipeline);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
CW_CullNonePipeline.Dispose();
|
||||
CW_CullFrontPipeline.Dispose();
|
||||
CW_CullBackPipeline.Dispose();
|
||||
CCW_CullNonePipeline.Dispose();
|
||||
CCW_CullFrontPipeline.Dispose();
|
||||
CCW_CullBackPipeline.Dispose();
|
||||
CW_VertexBuffer.Dispose();
|
||||
CCW_VertexBuffer.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,282 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Math;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class DepthMSAAExample : Example
|
||||
{
|
||||
private GraphicsPipeline[] CubePipelines = new GraphicsPipeline[4];
|
||||
private Texture[] RenderTargets = new Texture[4];
|
||||
private Texture[] DepthRTs = new Texture[4];
|
||||
private Buffer CubeVertexBuffer1;
|
||||
private Buffer CubeVertexBuffer2;
|
||||
private Buffer CubeIndexBuffer;
|
||||
|
||||
private float cubeTimer;
|
||||
private Quaternion cubeRotation;
|
||||
private Quaternion previousCubeRotation;
|
||||
private Vector3 camPos;
|
||||
private SampleCount currentSampleCount;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("DepthMSAA");
|
||||
|
||||
cubeTimer = 0;
|
||||
cubeRotation = Quaternion.Identity;
|
||||
previousCubeRotation = Quaternion.Identity;
|
||||
camPos = new Vector3(0, 1.5f, 4);
|
||||
currentSampleCount = SampleCount.Four;
|
||||
|
||||
Logger.LogInfo("Press Left and Right to cycle between sample counts");
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
|
||||
// Create the cube pipelines
|
||||
Shader cubeVertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColorWithMatrix.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader cubeFragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
TextureFormat.D32_SFLOAT,
|
||||
new ColorAttachmentDescription(
|
||||
Window.SwapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.DepthReadWrite,
|
||||
VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
RasterizerState = RasterizerState.CW_CullBack,
|
||||
MultisampleState = MultisampleState.None,
|
||||
VertexShader = cubeVertShader,
|
||||
FragmentShader = cubeFragShader
|
||||
};
|
||||
|
||||
for (int i = 0; i < CubePipelines.Length; i += 1)
|
||||
{
|
||||
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
|
||||
CubePipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
}
|
||||
|
||||
// Create the MSAA render textures and depth textures
|
||||
for (int i = 0; i < RenderTargets.Length; i += 1)
|
||||
{
|
||||
RenderTargets[i] = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
Window.Width,
|
||||
Window.Height,
|
||||
Window.SwapchainFormat,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
1,
|
||||
(SampleCount) i
|
||||
);
|
||||
|
||||
DepthRTs[i] = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
Window.Width,
|
||||
Window.Height,
|
||||
TextureFormat.D32_SFLOAT,
|
||||
TextureUsageFlags.DepthStencil,
|
||||
1,
|
||||
(SampleCount) i
|
||||
);
|
||||
}
|
||||
|
||||
// Create the buffers
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
var cubeVertexData = new System.Span<PositionColorVertex>(
|
||||
[
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
|
||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
|
||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
|
||||
]);
|
||||
|
||||
CubeVertexBuffer1 = resourceUploader.CreateBuffer(
|
||||
cubeVertexData,
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
// Scoot all the verts slightly for the second cube...
|
||||
for (int i = 0; i < cubeVertexData.Length; i += 1)
|
||||
{
|
||||
cubeVertexData[i].Position.Z += 3;
|
||||
}
|
||||
|
||||
CubeVertexBuffer2 = resourceUploader.CreateBuffer(
|
||||
cubeVertexData,
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
CubeIndexBuffer = resourceUploader.CreateBuffer<uint>(
|
||||
[
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
],
|
||||
BufferUsageFlags.Index
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
SampleCount prevSampleCount = currentSampleCount;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentSampleCount -= 1;
|
||||
if (currentSampleCount < 0)
|
||||
{
|
||||
currentSampleCount = SampleCount.Eight;
|
||||
}
|
||||
}
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentSampleCount += 1;
|
||||
if (currentSampleCount > SampleCount.Eight)
|
||||
{
|
||||
currentSampleCount = SampleCount.One;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevSampleCount != currentSampleCount)
|
||||
{
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
}
|
||||
|
||||
// Rotate the cube
|
||||
cubeTimer += (float) delta.TotalSeconds;
|
||||
previousCubeRotation = cubeRotation;
|
||||
cubeRotation = Quaternion.CreateFromYawPitchRoll(cubeTimer * 2f, 0, cubeTimer * 2f);
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
// Set up cube model-view-projection matrix
|
||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
||||
MathHelper.ToRadians(75f),
|
||||
(float) Window.Width / Window.Height,
|
||||
0.01f,
|
||||
100f
|
||||
);
|
||||
Matrix4x4 view = Matrix4x4.CreateLookAt(camPos, Vector3.Zero, Vector3.Up);
|
||||
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
|
||||
Quaternion.Slerp(
|
||||
previousCubeRotation,
|
||||
cubeRotation,
|
||||
(float) alpha
|
||||
)
|
||||
);
|
||||
TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
|
||||
|
||||
// Begin the MSAA RT pass
|
||||
int index = (int) currentSampleCount;
|
||||
var renderPass = cmdbuf.BeginRenderPass(
|
||||
new DepthStencilAttachmentInfo(DepthRTs[index], true, new DepthStencilValue(1, 0)),
|
||||
new ColorAttachmentInfo(RenderTargets[index], true, Color.Black)
|
||||
);
|
||||
renderPass.BindGraphicsPipeline(CubePipelines[index]);
|
||||
|
||||
// Draw the first cube
|
||||
renderPass.BindVertexBuffer(CubeVertexBuffer1);
|
||||
renderPass.BindIndexBuffer(CubeIndexBuffer, IndexElementSize.ThirtyTwo);
|
||||
renderPass.PushVertexUniformData(cubeUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 12);
|
||||
|
||||
// Draw the second cube
|
||||
renderPass.BindVertexBuffer(CubeVertexBuffer2);
|
||||
renderPass.BindIndexBuffer(CubeIndexBuffer, IndexElementSize.ThirtyTwo);
|
||||
renderPass.PushVertexUniformData(cubeUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 12);
|
||||
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
|
||||
// Blit the MSAA RT to the backbuffer
|
||||
cmdbuf.Blit(
|
||||
RenderTargets[index],
|
||||
swapchainTexture,
|
||||
Filter.Nearest,
|
||||
false
|
||||
);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
for (var i = 0; i < 4; i += 1)
|
||||
{
|
||||
CubePipelines[i].Dispose();
|
||||
RenderTargets[i].Dispose();
|
||||
DepthRTs[i].Dispose();
|
||||
}
|
||||
|
||||
CubeVertexBuffer1.Dispose();
|
||||
CubeVertexBuffer2.Dispose();
|
||||
CubeIndexBuffer.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,111 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class DrawIndirectExample : Example
|
||||
{
|
||||
private GraphicsPipeline GraphicsPipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Buffer DrawBuffer;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("DrawIndirect");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColor.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
GraphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the vertex buffer
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
VertexBuffer = resourceUploader.CreateBuffer(
|
||||
[
|
||||
new PositionColorVertex(new Vector3(-0.5f, 1, 0), Color.Blue),
|
||||
new PositionColorVertex(new Vector3( -1f, -1, 0), Color.Green),
|
||||
new PositionColorVertex(new Vector3( 0f, -1, 0), Color.Red),
|
||||
|
||||
new PositionColorVertex(new Vector3(0.5f, 1, 0), Color.Blue),
|
||||
new PositionColorVertex(new Vector3( 1f, -1, 0), Color.Green),
|
||||
new PositionColorVertex(new Vector3( 0f, -1, 0), Color.Red),
|
||||
],
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
DrawBuffer = resourceUploader.CreateBuffer(
|
||||
[
|
||||
new IndirectDrawCommand(3, 1, 3, 0),
|
||||
new IndirectDrawCommand(3, 1, 0, 0),
|
||||
],
|
||||
BufferUsageFlags.Indirect
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
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.Black
|
||||
)
|
||||
);
|
||||
renderPass.BindGraphicsPipeline(GraphicsPipeline);
|
||||
renderPass.BindVertexBuffer(VertexBuffer);
|
||||
renderPass.DrawPrimitivesIndirect(DrawBuffer, 0, 2, (uint) Marshal.SizeOf<IndirectDrawCommand>());
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
GraphicsPipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
DrawBuffer.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,18 @@
|
|||
using System;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
public abstract class Example
|
||||
{
|
||||
protected Window Window;
|
||||
public GraphicsDevice GraphicsDevice;
|
||||
public Inputs Inputs;
|
||||
|
||||
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();
|
||||
}
|
|
@ -0,0 +1,143 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class GetBufferDataExample : Example
|
||||
{
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("GetBufferData");
|
||||
|
||||
var vertices = new System.Span<PositionVertex>(
|
||||
[
|
||||
new PositionVertex(new Vector3(0, 0, 0)),
|
||||
new PositionVertex(new Vector3(0, 0, 1)),
|
||||
new PositionVertex(new Vector3(0, 1, 0)),
|
||||
new PositionVertex(new Vector3(0, 1, 1)),
|
||||
new PositionVertex(new Vector3(1, 0, 0)),
|
||||
new PositionVertex(new Vector3(1, 0, 1)),
|
||||
new PositionVertex(new Vector3(1, 1, 0)),
|
||||
new PositionVertex(new Vector3(1, 1, 1)),
|
||||
]);
|
||||
|
||||
var otherVerts = new System.Span<PositionVertex>(
|
||||
[
|
||||
new PositionVertex(new Vector3(1, 2, 3)),
|
||||
new PositionVertex(new Vector3(4, 5, 6)),
|
||||
new PositionVertex(new Vector3(7, 8, 9))
|
||||
]);
|
||||
|
||||
int vertexSize = Marshal.SizeOf<PositionVertex>();
|
||||
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
var vertexBuffer = resourceUploader.CreateBuffer(vertices, BufferUsageFlags.Vertex);
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
|
||||
var transferBuffer = new TransferBuffer(
|
||||
GraphicsDevice,
|
||||
TransferUsage.Buffer,
|
||||
TransferBufferMapFlags.Read | TransferBufferMapFlags.Write,
|
||||
vertexBuffer.Size
|
||||
);
|
||||
|
||||
// Read back and print out the vertex values
|
||||
var cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
var copyPass = cmdbuf.BeginCopyPass();
|
||||
copyPass.DownloadFromBuffer(
|
||||
vertexBuffer,
|
||||
transferBuffer,
|
||||
new BufferCopy(0, 0, vertexBuffer.Size)
|
||||
);
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
|
||||
PositionVertex[] readbackVertices = new PositionVertex[vertices.Length];
|
||||
transferBuffer.GetData<PositionVertex>(readbackVertices);
|
||||
for (int i = 0; i < readbackVertices.Length; i += 1)
|
||||
{
|
||||
Logger.LogInfo(readbackVertices[i].ToString());
|
||||
}
|
||||
|
||||
// Change the first three vertices and upload
|
||||
transferBuffer.SetData(otherVerts, false);
|
||||
|
||||
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
copyPass = cmdbuf.BeginCopyPass();
|
||||
copyPass.UploadToBuffer(transferBuffer, vertexBuffer, false);
|
||||
copyPass.DownloadFromBuffer(vertexBuffer, transferBuffer, new BufferCopy(0, 0, vertexBuffer.Size));
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
GraphicsDevice.WaitForFence(fence);
|
||||
GraphicsDevice.ReleaseFence(fence);
|
||||
|
||||
// Read the updated buffer
|
||||
transferBuffer.GetData<PositionVertex>(readbackVertices);
|
||||
Logger.LogInfo("=== Change first three vertices ===");
|
||||
for (int i = 0; i < readbackVertices.Length; i += 1)
|
||||
{
|
||||
Logger.LogInfo(readbackVertices[i].ToString());
|
||||
}
|
||||
|
||||
// Change the last two vertices and upload
|
||||
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
var lastTwoSpan = otherVerts.Slice(1, 2);
|
||||
transferBuffer.SetData(lastTwoSpan, false);
|
||||
copyPass = cmdbuf.BeginCopyPass();
|
||||
copyPass.UploadToBuffer<PositionVertex>(
|
||||
transferBuffer,
|
||||
vertexBuffer,
|
||||
0,
|
||||
(uint)(vertices.Length - 2),
|
||||
2,
|
||||
false
|
||||
);
|
||||
copyPass.DownloadFromBuffer(vertexBuffer, transferBuffer, new BufferCopy(0, 0, vertexBuffer.Size));
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
GraphicsDevice.WaitForFence(fence);
|
||||
GraphicsDevice.ReleaseFence(fence);
|
||||
|
||||
// Read the updated buffer
|
||||
transferBuffer.GetData<PositionVertex>(readbackVertices);
|
||||
Logger.LogInfo("=== Change last two vertices ===");
|
||||
for (int i = 0; i < readbackVertices.Length; i += 1)
|
||||
{
|
||||
Logger.LogInfo(readbackVertices[i].ToString());
|
||||
}
|
||||
|
||||
vertexBuffer.Dispose();
|
||||
transferBuffer.Dispose();
|
||||
}
|
||||
|
||||
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.Black
|
||||
)
|
||||
);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
}
|
||||
}
|
|
@ -0,0 +1,137 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class InstancingAndOffsetsExample : Example
|
||||
{
|
||||
private GraphicsPipeline Pipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Buffer IndexBuffer;
|
||||
|
||||
private bool useVertexOffset;
|
||||
private bool useIndexOffset;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("InstancingAndOffsets");
|
||||
|
||||
Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColorInstanced.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the vertex and index buffers
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
VertexBuffer = resourceUploader.CreateBuffer(
|
||||
[
|
||||
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.Orange),
|
||||
new PositionColorVertex(new Vector3( 1, -1, 0), Color.Green),
|
||||
new PositionColorVertex(new Vector3( 0, 1, 0), Color.Aqua),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, -1, 0), Color.White),
|
||||
new PositionColorVertex(new Vector3( 1, -1, 0), Color.White),
|
||||
new PositionColorVertex(new Vector3( 0, 1, 0), Color.White),
|
||||
],
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
|
||||
[
|
||||
0, 1, 2,
|
||||
3, 4, 5,
|
||||
],
|
||||
BufferUsageFlags.Index
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
useVertexOffset = !useVertexOffset;
|
||||
Logger.LogInfo("Using vertex offset: " + useVertexOffset);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
useIndexOffset = !useIndexOffset;
|
||||
Logger.LogInfo("Using index offset: " + useIndexOffset);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
uint vertexOffset = useVertexOffset ? 3u : 0;
|
||||
uint indexOffset = useIndexOffset ? 3u : 0;
|
||||
|
||||
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.DrawIndexedPrimitives(vertexOffset, indexOffset, 1, 16);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Pipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
IndexBuffer.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,284 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Math;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class MSAACubeExample : Example
|
||||
{
|
||||
private GraphicsPipeline[] MsaaPipelines = new GraphicsPipeline[4];
|
||||
private GraphicsPipeline CubemapPipeline;
|
||||
|
||||
private Texture[] RenderTargets = new Texture[4];
|
||||
private Buffer VertexBuffer;
|
||||
private Buffer IndexBuffer;
|
||||
private Sampler Sampler;
|
||||
|
||||
private Vector3 camPos;
|
||||
private SampleCount currentSampleCount;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("MSAACube");
|
||||
|
||||
Logger.LogInfo("Press Down to view the other side of the cubemap");
|
||||
Logger.LogInfo("Press Left and Right to cycle between sample counts");
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
|
||||
camPos = new Vector3(0, 0, 4);
|
||||
currentSampleCount = SampleCount.Four;
|
||||
|
||||
// Create the MSAA pipelines
|
||||
Shader triangleVertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("RawTriangle.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader triangleFragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
TextureFormat.R8G8B8A8,
|
||||
triangleVertShader,
|
||||
triangleFragShader
|
||||
);
|
||||
for (int i = 0; i < MsaaPipelines.Length; i += 1)
|
||||
{
|
||||
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount)i;
|
||||
MsaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
}
|
||||
|
||||
// Create the cubemap pipeline
|
||||
Shader cubemapVertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("Skybox.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader cubemapFragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("Skybox.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
cubemapVertShader,
|
||||
cubemapFragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
|
||||
|
||||
CubemapPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create the MSAA render targets
|
||||
for (int i = 0; i < RenderTargets.Length; i++)
|
||||
{
|
||||
TextureCreateInfo cubeCreateInfo = new TextureCreateInfo
|
||||
{
|
||||
Width = 16,
|
||||
Height = 16,
|
||||
Format = TextureFormat.R8G8B8A8,
|
||||
Depth = 1,
|
||||
LevelCount = 1,
|
||||
SampleCount = (SampleCount)i,
|
||||
UsageFlags = TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
IsCube = true,
|
||||
LayerCount = 6
|
||||
};
|
||||
RenderTargets[i] = new Texture(GraphicsDevice, cubeCreateInfo);
|
||||
}
|
||||
|
||||
// Create samplers
|
||||
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
VertexBuffer = resourceUploader.CreateBuffer(
|
||||
[
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10))
|
||||
],
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
|
||||
[
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
],
|
||||
BufferUsageFlags.Index
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
camPos.Z *= -1;
|
||||
}
|
||||
|
||||
SampleCount prevSampleCount = currentSampleCount;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentSampleCount -= 1;
|
||||
if (currentSampleCount < 0)
|
||||
{
|
||||
currentSampleCount = SampleCount.Eight;
|
||||
}
|
||||
}
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentSampleCount += 1;
|
||||
if (currentSampleCount > SampleCount.Eight)
|
||||
{
|
||||
currentSampleCount = SampleCount.One;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevSampleCount != currentSampleCount)
|
||||
{
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
||||
MathHelper.ToRadians(75f),
|
||||
(float)Window.Width / Window.Height,
|
||||
0.01f,
|
||||
100f
|
||||
);
|
||||
Matrix4x4 view = Matrix4x4.CreateLookAt(
|
||||
camPos,
|
||||
Vector3.Zero,
|
||||
Vector3.Up
|
||||
);
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
// Get a reference to the RT for the given sample count
|
||||
int rtIndex = (int) currentSampleCount;
|
||||
Texture rt = RenderTargets[rtIndex];
|
||||
ColorAttachmentInfo rtAttachmentInfo = new ColorAttachmentInfo(
|
||||
rt,
|
||||
true,
|
||||
Color.Black
|
||||
);
|
||||
|
||||
RenderPass renderPass;
|
||||
|
||||
// Render a triangle to each slice of the cubemap
|
||||
for (uint i = 0; i < 6; i += 1)
|
||||
{
|
||||
rtAttachmentInfo.TextureSlice.Layer = i;
|
||||
|
||||
renderPass = cmdbuf.BeginRenderPass(rtAttachmentInfo);
|
||||
renderPass.BindGraphicsPipeline(MsaaPipelines[rtIndex]);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
renderPass = cmdbuf.BeginRenderPass(
|
||||
new ColorAttachmentInfo(
|
||||
swapchainTexture,
|
||||
false,
|
||||
Color.Black
|
||||
)
|
||||
);
|
||||
renderPass.BindGraphicsPipeline(CubemapPipeline);
|
||||
renderPass.BindVertexBuffer(VertexBuffer);
|
||||
renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
|
||||
renderPass.BindFragmentSampler(new TextureSamplerBinding(rt, Sampler));
|
||||
renderPass.PushVertexUniformData(vertUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 12);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
for (var i = 0; i < 4; i += 1)
|
||||
{
|
||||
MsaaPipelines[i].Dispose();
|
||||
RenderTargets[i].Dispose();
|
||||
}
|
||||
|
||||
CubemapPipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
IndexBuffer.Dispose();
|
||||
Sampler.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,156 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class MSAAExample : Example
|
||||
{
|
||||
private GraphicsPipeline[] MsaaPipelines = new GraphicsPipeline[4];
|
||||
private Texture[] RenderTargets = new Texture[4];
|
||||
private Sampler RTSampler;
|
||||
|
||||
private SampleCount currentSampleCount;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("MSAA");
|
||||
|
||||
currentSampleCount = SampleCount.Four;
|
||||
|
||||
Logger.LogInfo("Press Left and Right to cycle between sample counts");
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
|
||||
// Create the MSAA pipelines
|
||||
Shader triangleVertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("RawTriangle.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader triangleFragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
TextureFormat.R8G8B8A8,
|
||||
triangleVertShader,
|
||||
triangleFragShader
|
||||
);
|
||||
for (int i = 0; i < MsaaPipelines.Length; i += 1)
|
||||
{
|
||||
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
|
||||
MsaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
}
|
||||
|
||||
// Create the blit pipeline
|
||||
/*
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
blitVertShaderModule,
|
||||
blitFragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
*/
|
||||
|
||||
// Create the MSAA render textures
|
||||
for (int i = 0; i < RenderTargets.Length; i += 1)
|
||||
{
|
||||
RenderTargets[i] = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
Window.Width,
|
||||
Window.Height,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
1,
|
||||
(SampleCount) i
|
||||
);
|
||||
}
|
||||
|
||||
// Create the sampler
|
||||
RTSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
SampleCount prevSampleCount = currentSampleCount;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentSampleCount -= 1;
|
||||
if (currentSampleCount < 0)
|
||||
{
|
||||
currentSampleCount = SampleCount.Eight;
|
||||
}
|
||||
}
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentSampleCount += 1;
|
||||
if (currentSampleCount > SampleCount.Eight)
|
||||
{
|
||||
currentSampleCount = SampleCount.One;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevSampleCount != currentSampleCount)
|
||||
{
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
Texture rt = RenderTargets[(int) currentSampleCount];
|
||||
|
||||
var renderPass = cmdbuf.BeginRenderPass(
|
||||
new ColorAttachmentInfo(
|
||||
rt,
|
||||
true,
|
||||
Color.Black
|
||||
)
|
||||
);
|
||||
renderPass.BindGraphicsPipeline(MsaaPipelines[(int) currentSampleCount]);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
|
||||
cmdbuf.Blit(rt, swapchainTexture, Filter.Nearest, false);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
for (var i = 0; i < 4; i += 1)
|
||||
{
|
||||
MsaaPipelines[i].Dispose();
|
||||
RenderTargets[i].Dispose();
|
||||
}
|
||||
|
||||
RTSampler.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,94 @@
|
|||
using System;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class RenderTexture2DArrayExample : Example
|
||||
{
|
||||
private Texture RenderTarget;
|
||||
|
||||
private float t;
|
||||
private Color[] colors =
|
||||
[
|
||||
Color.Red,
|
||||
Color.Green,
|
||||
Color.Blue,
|
||||
];
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("RenderTexture2DArray");
|
||||
|
||||
RenderTarget = Texture.CreateTexture2DArray(
|
||||
GraphicsDevice,
|
||||
16,
|
||||
16,
|
||||
(uint) colors.Length,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
|
||||
// Clear each depth slice of the RT to a different color
|
||||
for (uint i = 0; i < colors.Length; i += 1)
|
||||
{
|
||||
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = RenderTarget,
|
||||
Layer = i,
|
||||
MipLevel = 0
|
||||
},
|
||||
ClearColor = colors[i],
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store
|
||||
};
|
||||
|
||||
var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta) { }
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
t += 0.01f;
|
||||
t %= 3;
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
cmdbuf.Blit(
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = RenderTarget,
|
||||
Layer = (uint) MathF.Floor(t)
|
||||
},
|
||||
Depth = 1
|
||||
},
|
||||
swapchainTexture,
|
||||
Filter.Nearest,
|
||||
false
|
||||
);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
RenderTarget.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,118 @@
|
|||
using System;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class RenderTexture2DExample : Example
|
||||
{
|
||||
private Texture[] textures = new Texture[4];
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("RenderTexture2D");
|
||||
|
||||
for (int i = 0; i < textures.Length; i += 1)
|
||||
{
|
||||
textures[i] = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
Window.Width / 4,
|
||||
Window.Height / 4,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
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(textures[0], false, Color.Red));
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
|
||||
renderPass = cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[1], false, Color.Blue));
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
|
||||
renderPass = cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[2], false, Color.Green));
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
|
||||
renderPass = cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[3], false, Color.Yellow));
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
|
||||
cmdbuf.Blit(
|
||||
textures[0],
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = swapchainTexture,
|
||||
Width = swapchainTexture.Width / 2,
|
||||
Height = swapchainTexture.Height / 2,
|
||||
Depth = 1
|
||||
},
|
||||
Filter.Nearest,
|
||||
false
|
||||
);
|
||||
|
||||
cmdbuf.Blit(
|
||||
textures[1],
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = swapchainTexture,
|
||||
X = swapchainTexture.Width / 2,
|
||||
Width = swapchainTexture.Width / 2,
|
||||
Height = swapchainTexture.Height / 2,
|
||||
Depth = 1
|
||||
},
|
||||
Filter.Nearest,
|
||||
false
|
||||
);
|
||||
|
||||
cmdbuf.Blit(
|
||||
textures[2],
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = swapchainTexture,
|
||||
Y = swapchainTexture.Height / 2,
|
||||
Width = swapchainTexture.Width / 2,
|
||||
Height = swapchainTexture.Height / 2,
|
||||
Depth = 1
|
||||
},
|
||||
Filter.Nearest,
|
||||
false
|
||||
);
|
||||
|
||||
cmdbuf.Blit(
|
||||
textures[3],
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = swapchainTexture,
|
||||
X = swapchainTexture.Width / 2,
|
||||
Y = swapchainTexture.Height / 2,
|
||||
Width = swapchainTexture.Width / 2,
|
||||
Height = swapchainTexture.Height / 2,
|
||||
Depth = 1
|
||||
},
|
||||
Filter.Nearest,
|
||||
false
|
||||
);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
for (var i = 0; i < 4; i += 1)
|
||||
{
|
||||
textures[i].Dispose();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,210 @@
|
|||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Math;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class RenderTextureCubeExample : Example
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture cubemap;
|
||||
private Sampler sampler;
|
||||
|
||||
private Vector3 camPos = new Vector3(0, 0, 4f);
|
||||
|
||||
private Color[] colors = new Color[]
|
||||
{
|
||||
Color.Red,
|
||||
Color.Green,
|
||||
Color.Blue,
|
||||
Color.Orange,
|
||||
Color.Yellow,
|
||||
Color.Purple,
|
||||
};
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("RenderTextureCube");
|
||||
|
||||
Logger.LogInfo("Press Down to view the other side of the cubemap");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("Skybox.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("Skybox.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
|
||||
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
vertexBuffer = resourceUploader.CreateBuffer(
|
||||
[
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10))
|
||||
],
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
indexBuffer = resourceUploader.CreateBuffer<ushort>(
|
||||
[
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
],
|
||||
BufferUsageFlags.Index
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
|
||||
cubemap = Texture.CreateTextureCube(
|
||||
GraphicsDevice,
|
||||
16,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
|
||||
// Clear each slice of the cubemap to a different color
|
||||
for (uint i = 0; i < 6; i += 1)
|
||||
{
|
||||
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = cubemap,
|
||||
Layer = i,
|
||||
MipLevel = 0
|
||||
},
|
||||
ClearColor = colors[i],
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store
|
||||
};
|
||||
var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
camPos.Z *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
||||
MathHelper.ToRadians(75f),
|
||||
(float) Window.Width / Window.Height,
|
||||
0.01f,
|
||||
100f
|
||||
);
|
||||
Matrix4x4 view = Matrix4x4.CreateLookAt(
|
||||
camPos,
|
||||
Vector3.Zero,
|
||||
Vector3.Up
|
||||
);
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
|
||||
|
||||
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(cubemap, sampler));
|
||||
renderPass.PushVertexUniformData(vertUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 12);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,228 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class RenderTextureMipmapsExample : Example
|
||||
{
|
||||
private GraphicsPipeline Pipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Buffer IndexBuffer;
|
||||
private Texture Texture;
|
||||
|
||||
private Sampler[] Samplers = new Sampler[5];
|
||||
|
||||
private float scale = 0.5f;
|
||||
private int currentSamplerIndex = 0;
|
||||
private Color[] colors =
|
||||
[
|
||||
Color.Red,
|
||||
Color.Green,
|
||||
Color.Blue,
|
||||
Color.Yellow,
|
||||
];
|
||||
|
||||
private string GetSamplerString(int index)
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
return "PointClamp";
|
||||
case 1:
|
||||
return "LinearClamp";
|
||||
case 2:
|
||||
return "PointClamp with Mip LOD Bias = 0.25";
|
||||
case 3:
|
||||
return "PointClamp with Min LOD = 1";
|
||||
case 4:
|
||||
return "PointClamp with Max LOD = 1";
|
||||
default:
|
||||
throw new System.Exception("Unknown sampler!");
|
||||
}
|
||||
}
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("RenderTextureMipmaps");
|
||||
|
||||
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
|
||||
Logger.LogInfo("Press Down to cycle through sampler states");
|
||||
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShaderModule = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShaderModule = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
Samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.LinearClamp;
|
||||
Samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplerCreateInfo.MipLodBias = 0.25f;
|
||||
Samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplerCreateInfo.MinLod = 1;
|
||||
Samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplerCreateInfo.MaxLod = 1;
|
||||
Samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
// 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
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
|
||||
Texture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
Window.Width,
|
||||
Window.Height,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
4
|
||||
);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
|
||||
// Clear each mip level to a different color
|
||||
for (uint i = 0; i < Texture.LevelCount; i += 1)
|
||||
{
|
||||
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = Texture,
|
||||
Layer = 0,
|
||||
MipLevel = i
|
||||
},
|
||||
ClearColor = colors[i],
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store,
|
||||
Cycle = false
|
||||
};
|
||||
var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
scale = System.MathF.Max(0.01f, scale - 0.01f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
scale = System.MathF.Min(1f, scale + 0.01f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
currentSamplerIndex = (currentSamplerIndex + 1) % Samplers.Length;
|
||||
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
|
||||
|
||||
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(Texture, Samplers[currentSamplerIndex]));
|
||||
renderPass.PushVertexUniformData(vertUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 2);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Pipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
IndexBuffer.Dispose();
|
||||
Texture.Dispose();
|
||||
|
||||
for (var i = 0; i < 5; i += 1)
|
||||
{
|
||||
Samplers[i].Dispose();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,89 @@
|
|||
using System;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class StoreLoadExample : Example
|
||||
{
|
||||
private GraphicsPipeline FillPipeline;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("StoreLoad");
|
||||
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("RawTriangle.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
FillPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
}
|
||||
|
||||
public override void Update(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.Blue
|
||||
)
|
||||
);
|
||||
renderPass.BindGraphicsPipeline(FillPipeline);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
|
||||
renderPass = cmdbuf.BeginRenderPass(
|
||||
new ColorAttachmentInfo(
|
||||
swapchainTexture,
|
||||
false,
|
||||
LoadOp.Load,
|
||||
StoreOp.Store
|
||||
)
|
||||
);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
FillPipeline.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,227 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class Texture3DCopyExample : Example
|
||||
{
|
||||
private GraphicsPipeline Pipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Buffer IndexBuffer;
|
||||
private Texture RenderTexture;
|
||||
private Texture Texture3D;
|
||||
private Sampler Sampler;
|
||||
|
||||
private float t;
|
||||
private Color[] colors =
|
||||
[
|
||||
Color.Red,
|
||||
Color.Green,
|
||||
Color.Blue,
|
||||
];
|
||||
|
||||
struct FragUniform
|
||||
{
|
||||
public float Depth;
|
||||
|
||||
public FragUniform(float depth)
|
||||
{
|
||||
Depth = depth;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("Texture3DCopy");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad3D.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
|
||||
|
||||
// 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
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
|
||||
RenderTexture = Texture.CreateTexture2DArray(
|
||||
GraphicsDevice,
|
||||
16,
|
||||
16,
|
||||
(uint) colors.Length,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
|
||||
Texture3D = new Texture(GraphicsDevice, new TextureCreateInfo
|
||||
{
|
||||
Width = 16,
|
||||
Height = 16,
|
||||
Depth = 3,
|
||||
IsCube = false,
|
||||
LayerCount = 1,
|
||||
LevelCount = 1,
|
||||
SampleCount = SampleCount.One,
|
||||
Format = TextureFormat.R8G8B8A8,
|
||||
UsageFlags = TextureUsageFlags.Sampler
|
||||
});
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
|
||||
// Clear each layer slice of the RT to a different color
|
||||
for (uint i = 0; i < colors.Length; i += 1)
|
||||
{
|
||||
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = RenderTexture,
|
||||
Layer = i,
|
||||
MipLevel = 0
|
||||
},
|
||||
ClearColor = colors[i],
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store
|
||||
};
|
||||
var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
// Copy each layer slice to a different 3D depth
|
||||
var copyPass = cmdbuf.BeginCopyPass();
|
||||
for (var i = 0; i < 3; i += 1)
|
||||
{
|
||||
copyPass.CopyTextureToTexture(
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = RenderTexture,
|
||||
Layer = (uint) i,
|
||||
MipLevel = 0
|
||||
},
|
||||
X = 0,
|
||||
Y = 0,
|
||||
Z = 0,
|
||||
Width = 16,
|
||||
Height = 16,
|
||||
Depth = 1
|
||||
},
|
||||
new TextureRegion
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = Texture3D,
|
||||
Layer = 0,
|
||||
MipLevel = 0
|
||||
},
|
||||
X = 0,
|
||||
Y = 0,
|
||||
Z = (uint) i,
|
||||
Width = 16,
|
||||
Height = 16,
|
||||
Depth = 1
|
||||
},
|
||||
false
|
||||
);
|
||||
}
|
||||
cmdbuf.EndCopyPass(copyPass);
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta) { }
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
t += 0.01f;
|
||||
FragUniform fragUniform = new FragUniform(t);
|
||||
|
||||
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(Texture3D, Sampler));
|
||||
renderPass.PushFragmentUniformData(fragUniform);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 2);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Pipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
IndexBuffer.Dispose();
|
||||
RenderTexture.Dispose();
|
||||
Texture3D.Dispose();
|
||||
Sampler.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,198 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class Texture3DExample : Example
|
||||
{
|
||||
private GraphicsPipeline Pipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Buffer IndexBuffer;
|
||||
private Texture Texture;
|
||||
private Sampler Sampler;
|
||||
|
||||
private int currentDepth = 0;
|
||||
|
||||
struct FragUniform
|
||||
{
|
||||
public float Depth;
|
||||
|
||||
public FragUniform(float depth)
|
||||
{
|
||||
Depth = depth;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("Texture3D");
|
||||
|
||||
Logger.LogInfo("Press Left and Right to cycle between depth slices");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad3D.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// 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
|
||||
);
|
||||
|
||||
Texture = Texture.CreateTexture3D(
|
||||
GraphicsDevice,
|
||||
16,
|
||||
16,
|
||||
7,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.Sampler
|
||||
);
|
||||
|
||||
// Load each depth subimage of the 3D texture
|
||||
for (uint i = 0; i < Texture.Depth; i += 1)
|
||||
{
|
||||
var region = new TextureRegion
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = Texture,
|
||||
MipLevel = 0,
|
||||
Layer = 0
|
||||
},
|
||||
X = 0,
|
||||
Y = 0,
|
||||
Z = i,
|
||||
Width = Texture.Width,
|
||||
Height = Texture.Height,
|
||||
Depth = 1
|
||||
};
|
||||
|
||||
resourceUploader.SetTextureDataFromCompressed(
|
||||
region,
|
||||
TestUtils.GetTexturePath($"tex3d_{i}.png")
|
||||
);
|
||||
}
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
int prevDepth = currentDepth;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentDepth -= 1;
|
||||
if (currentDepth < 0)
|
||||
{
|
||||
currentDepth = (int) Texture.Depth - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentDepth += 1;
|
||||
if (currentDepth >= Texture.Depth)
|
||||
{
|
||||
currentDepth = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevDepth != currentDepth)
|
||||
{
|
||||
Logger.LogInfo("Setting depth to: " + currentDepth);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
FragUniform fragUniform = new FragUniform((float)currentDepth / Texture.Depth + 0.01f);
|
||||
|
||||
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(Texture, Sampler));
|
||||
renderPass.PushFragmentUniformData(fragUniform);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 2);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Pipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
IndexBuffer.Dispose();
|
||||
Texture.Dispose();
|
||||
Sampler.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,174 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class TextureMipmapsExample : Example
|
||||
{
|
||||
private GraphicsPipeline Pipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Buffer IndexBuffer;
|
||||
private Texture Texture;
|
||||
private Sampler Sampler;
|
||||
|
||||
private float scale = 0.5f;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("TextureMipmaps");
|
||||
|
||||
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShaderModule = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShaderModule = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
Texture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
256,
|
||||
256,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.Sampler,
|
||||
4
|
||||
);
|
||||
|
||||
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
|
||||
);
|
||||
|
||||
// Set the various mip levels
|
||||
for (uint i = 0; i < Texture.LevelCount; i += 1)
|
||||
{
|
||||
var w = Texture.Width >> (int) i;
|
||||
var h = Texture.Height >> (int) i;
|
||||
var region = new TextureRegion
|
||||
{
|
||||
TextureSlice = new TextureSlice
|
||||
{
|
||||
Texture = Texture,
|
||||
Layer = 0,
|
||||
MipLevel = i
|
||||
},
|
||||
X = 0,
|
||||
Y = 0,
|
||||
Z = 0,
|
||||
Width = w,
|
||||
Height = h,
|
||||
Depth = 1
|
||||
};
|
||||
|
||||
resourceUploader.SetTextureDataFromCompressed(
|
||||
region,
|
||||
TestUtils.GetTexturePath($"mip{i}.png")
|
||||
);
|
||||
}
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
scale = System.MathF.Max(0.01f, scale - 0.01f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
scale = System.MathF.Min(1f, scale + 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
|
||||
|
||||
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(Texture, Sampler));
|
||||
renderPass.PushVertexUniformData(vertUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 2);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Pipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
IndexBuffer.Dispose();
|
||||
Texture.Dispose();
|
||||
Sampler.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,165 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class TexturedAnimatedQuadExample : Example
|
||||
{
|
||||
private GraphicsPipeline Pipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Buffer IndexBuffer;
|
||||
private Texture Texture;
|
||||
private Sampler Sampler;
|
||||
|
||||
private float t;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
private struct FragmentUniforms
|
||||
{
|
||||
public Vector4 MultiplyColor;
|
||||
|
||||
public FragmentUniforms(Vector4 multiplyColor)
|
||||
{
|
||||
MultiplyColor = multiplyColor;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("TexturedAnimatedQuad");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1,
|
||||
UniformBufferCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
VertexBuffer = resourceUploader.CreateBuffer(
|
||||
[
|
||||
new PositionTextureVertex(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(0.5f, -0.5f, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-0.5f, 0.5f, 0), new Vector2(0, 1)),
|
||||
],
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
|
||||
[
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
],
|
||||
BufferUsageFlags.Index
|
||||
);
|
||||
|
||||
Texture = resourceUploader.CreateTexture2DFromCompressed(TestUtils.GetTexturePath("ravioli.png"));
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
t += (float) delta.TotalSeconds;
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
TransformVertexUniform vertUniforms;
|
||||
FragmentUniforms fragUniforms;
|
||||
|
||||
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(Texture, Sampler));
|
||||
|
||||
// Top-left
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, -0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f));
|
||||
renderPass.PushVertexUniformData(vertUniforms);
|
||||
renderPass.PushFragmentUniformData(fragUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 2);
|
||||
|
||||
// Top-right
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ((2 * System.MathF.PI) - t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, -0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 0.5f, 1f, 1f));
|
||||
renderPass.PushVertexUniformData(vertUniforms);
|
||||
renderPass.PushFragmentUniformData(fragUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 2);
|
||||
|
||||
// Bottom-left
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, 0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.2f, 1f, 1f));
|
||||
renderPass.PushVertexUniformData(vertUniforms);
|
||||
renderPass.PushFragmentUniformData(fragUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 2);
|
||||
|
||||
// Bottom-right
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, 0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 1f, 1f, 1f));
|
||||
renderPass.PushVertexUniformData(vertUniforms);
|
||||
renderPass.PushFragmentUniformData(fragUniforms);
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 2);
|
||||
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Pipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
IndexBuffer.Dispose();
|
||||
Texture.Dispose();
|
||||
Sampler.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,210 @@
|
|||
using System;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
using Buffer = MoonWorks.Graphics.Buffer;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class TexturedQuadExample : Example
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Sampler[] samplers = new Sampler[6];
|
||||
private string[] samplerNames = new string[]
|
||||
{
|
||||
"PointClamp",
|
||||
"PointWrap",
|
||||
"LinearClamp",
|
||||
"LinearWrap",
|
||||
"AnisotropicClamp",
|
||||
"AnisotropicWrap"
|
||||
};
|
||||
|
||||
private int currentSamplerIndex;
|
||||
|
||||
private Texture[] textures = new Texture[4];
|
||||
private string[] imageLoadFormatNames = new string[]
|
||||
{
|
||||
"PNG from file",
|
||||
"PNG from memory",
|
||||
"QOI from file",
|
||||
"QOI from memory"
|
||||
};
|
||||
|
||||
private int currentTextureIndex;
|
||||
|
||||
private System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("TexturedQuad");
|
||||
|
||||
Logger.LogInfo("Press Left and Right to cycle between sampler states");
|
||||
Logger.LogInfo("Setting sampler state to: " + samplerNames[0]);
|
||||
|
||||
Logger.LogInfo("Press Down to cycle between image load formats");
|
||||
Logger.LogInfo("Setting image format to: " + imageLoadFormatNames[0]);
|
||||
|
||||
var pngBytes = System.IO.File.ReadAllBytes(TestUtils.GetTexturePath("ravioli.png"));
|
||||
var qoiBytes = System.IO.File.ReadAllBytes(TestUtils.GetTexturePath("ravioli.qoi"));
|
||||
|
||||
Logger.LogInfo(pngBytes.Length.ToString());
|
||||
Logger.LogInfo(qoiBytes.Length.ToString());
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuad.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
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);
|
||||
|
||||
var vertexData = new Span<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)),
|
||||
]);
|
||||
|
||||
var indexData = new Span<ushort>([
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
]);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
vertexBuffer = resourceUploader.CreateBuffer(vertexData, BufferUsageFlags.Vertex);
|
||||
indexBuffer = resourceUploader.CreateBuffer(indexData, BufferUsageFlags.Index);
|
||||
|
||||
textures[0] = resourceUploader.CreateTexture2DFromCompressed(TestUtils.GetTexturePath("ravioli.png"));
|
||||
textures[1] = resourceUploader.CreateTexture2DFromCompressed(pngBytes);
|
||||
textures[2] = resourceUploader.CreateTexture2DFromCompressed(TestUtils.GetTexturePath("ravioli.qoi"));
|
||||
textures[3] = resourceUploader.CreateTexture2DFromCompressed(qoiBytes);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
int prevSamplerIndex = currentSamplerIndex;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentSamplerIndex -= 1;
|
||||
if (currentSamplerIndex < 0)
|
||||
{
|
||||
currentSamplerIndex = samplers.Length - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentSamplerIndex += 1;
|
||||
if (currentSamplerIndex >= samplers.Length)
|
||||
{
|
||||
currentSamplerIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevSamplerIndex != currentSamplerIndex)
|
||||
{
|
||||
Logger.LogInfo("Setting sampler state to: " + samplerNames[currentSamplerIndex]);
|
||||
}
|
||||
|
||||
int prevTextureIndex = currentTextureIndex;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
currentTextureIndex = (currentTextureIndex + 1) % imageLoadFormatNames.Length;
|
||||
}
|
||||
|
||||
if (prevTextureIndex != currentTextureIndex)
|
||||
{
|
||||
Logger.LogInfo("Setting texture format to: " + imageLoadFormatNames[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], samplers[currentSamplerIndex]));
|
||||
renderPass.DrawIndexedPrimitives(0, 0, 2);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
pipeline.Dispose();
|
||||
vertexBuffer.Dispose();
|
||||
indexBuffer.Dispose();
|
||||
|
||||
for (var i = 0; i < samplers.Length; i += 1)
|
||||
{
|
||||
samplers[i].Dispose();
|
||||
}
|
||||
|
||||
for (var i = 0; i < textures.Length; i += 1)
|
||||
{
|
||||
textures[i].Dispose();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,96 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class TriangleVertexBufferExample : Example
|
||||
{
|
||||
private GraphicsPipeline Pipeline;
|
||||
private Buffer VertexBuffer;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("TriangleVertexBuffer");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColor.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the vertex buffer
|
||||
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
||||
|
||||
VertexBuffer = resourceUploader.CreateBuffer(
|
||||
[
|
||||
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
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
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.Black
|
||||
)
|
||||
);
|
||||
renderPass.BindGraphicsPipeline(Pipeline);
|
||||
renderPass.BindVertexBuffer(VertexBuffer);
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Pipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,113 @@
|
|||
using System;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
using MoonWorks.Math.Float;
|
||||
using Buffer = MoonWorks.Graphics.Buffer;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class VertexSamplerExample : Example
|
||||
{
|
||||
private GraphicsPipeline Pipeline;
|
||||
private Buffer VertexBuffer;
|
||||
private Texture Texture;
|
||||
private Sampler Sampler;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("VertexSampler");
|
||||
|
||||
// Load the shaders
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionSampler.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV,
|
||||
SamplerCount = 1
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
|
||||
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
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(0.334f, 0)),
|
||||
new PositionTextureVertex(new Vector3( 0, 1, 0), new Vector2(0.667f, 0)),
|
||||
],
|
||||
BufferUsageFlags.Vertex
|
||||
);
|
||||
|
||||
Texture = resourceUploader.CreateTexture2D(
|
||||
new Span<Color>([Color.Yellow, Color.Indigo, Color.HotPink]),
|
||||
3,
|
||||
1
|
||||
);
|
||||
|
||||
resourceUploader.Upload();
|
||||
resourceUploader.Dispose();
|
||||
}
|
||||
|
||||
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.Black
|
||||
)
|
||||
);
|
||||
renderPass.BindGraphicsPipeline(Pipeline);
|
||||
renderPass.BindVertexBuffer(VertexBuffer);
|
||||
renderPass.BindVertexSampler(new TextureSamplerBinding(Texture, Sampler));
|
||||
renderPass.DrawPrimitives(0, 1);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Pipeline.Dispose();
|
||||
VertexBuffer.Dispose();
|
||||
Texture.Dispose();
|
||||
Sampler.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,53 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Video;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class VideoPlayerExample : Example
|
||||
{
|
||||
private VideoAV1 Video;
|
||||
private VideoPlayer VideoPlayer;
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
|
||||
Window.SetTitle("VideoPlayer");
|
||||
|
||||
// Load the video
|
||||
Video = new VideoAV1(GraphicsDevice, TestUtils.GetVideoPath("hello.obu"), 25);
|
||||
|
||||
// Play the video
|
||||
VideoPlayer = new VideoPlayer(GraphicsDevice);
|
||||
VideoPlayer.Load(Video);
|
||||
VideoPlayer.Loop = true;
|
||||
VideoPlayer.Play();
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
VideoPlayer.Render();
|
||||
}
|
||||
|
||||
public override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
cmdbuf.Blit(VideoPlayer.RenderTexture, swapchainTexture, Filter.Linear, false);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
VideoPlayer.Stop();
|
||||
VideoPlayer.Unload();
|
||||
VideoPlayer.Dispose();
|
||||
Video.Dispose();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,118 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Input;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class WindowResizingExample : Example
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
|
||||
private int currentResolutionIndex;
|
||||
private record struct Res(uint Width, uint Height);
|
||||
private Res[] resolutions =
|
||||
[
|
||||
new Res(640, 480),
|
||||
new Res(1280, 720),
|
||||
new Res(1024, 1024),
|
||||
new Res(1600, 900),
|
||||
new Res(1920, 1080),
|
||||
new Res(3200, 1800),
|
||||
new Res(3840, 2160),
|
||||
];
|
||||
|
||||
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
||||
{
|
||||
Window = window;
|
||||
GraphicsDevice = graphicsDevice;
|
||||
Inputs = inputs;
|
||||
|
||||
Window.SetTitle("WindowResizing");
|
||||
|
||||
Logger.LogInfo("Press left and right to resize the window!");
|
||||
|
||||
Shader vertShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("RawTriangle.vert"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Vertex,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
Shader fragShader = new Shader(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor.frag"),
|
||||
"main",
|
||||
new ShaderCreateInfo
|
||||
{
|
||||
ShaderStage = ShaderStage.Fragment,
|
||||
ShaderFormat = ShaderFormat.SPIRV
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
Window.SwapchainFormat,
|
||||
vertShader,
|
||||
fragShader
|
||||
);
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
}
|
||||
|
||||
public override void Update(System.TimeSpan delta)
|
||||
{
|
||||
int prevResolutionIndex = currentResolutionIndex;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentResolutionIndex -= 1;
|
||||
if (currentResolutionIndex < 0)
|
||||
{
|
||||
currentResolutionIndex = resolutions.Length - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentResolutionIndex += 1;
|
||||
if (currentResolutionIndex >= resolutions.Length)
|
||||
{
|
||||
currentResolutionIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevResolutionIndex != currentResolutionIndex)
|
||||
{
|
||||
Logger.LogInfo("Setting resolution to: " + resolutions[currentResolutionIndex]);
|
||||
Window.SetSize(resolutions[currentResolutionIndex].Width, resolutions[currentResolutionIndex].Height);
|
||||
}
|
||||
}
|
||||
|
||||
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.DrawPrimitives(0, 1);
|
||||
cmdbuf.EndRenderPass(renderPass);
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
pipeline.Dispose();
|
||||
Window.SetSize(640, 480);
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,113 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class GetBufferDataGame : Game
|
||||
{
|
||||
public GetBufferDataGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
PositionVertex[] vertices = new PositionVertex[]
|
||||
{
|
||||
new PositionVertex(new Vector3(0, 0, 0)),
|
||||
new PositionVertex(new Vector3(0, 0, 1)),
|
||||
new PositionVertex(new Vector3(0, 1, 0)),
|
||||
new PositionVertex(new Vector3(0, 1, 1)),
|
||||
new PositionVertex(new Vector3(1, 0, 0)),
|
||||
new PositionVertex(new Vector3(1, 0, 1)),
|
||||
new PositionVertex(new Vector3(1, 1, 0)),
|
||||
new PositionVertex(new Vector3(1, 1, 1)),
|
||||
};
|
||||
|
||||
PositionVertex[] otherVerts = new PositionVertex[]
|
||||
{
|
||||
new PositionVertex(new Vector3(1, 2, 3)),
|
||||
new PositionVertex(new Vector3(4, 5, 6)),
|
||||
new PositionVertex(new Vector3(7, 8, 9))
|
||||
};
|
||||
|
||||
int vertexSize = Marshal.SizeOf<PositionVertex>();
|
||||
|
||||
Buffer vertexBuffer = Buffer.Create<PositionVertex>(
|
||||
GraphicsDevice,
|
||||
BufferUsageFlags.Vertex,
|
||||
(uint) vertices.Length
|
||||
);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(vertexBuffer, vertices);
|
||||
var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
|
||||
// Wait for the vertices to finish uploading...
|
||||
GraphicsDevice.WaitForFences(fence);
|
||||
GraphicsDevice.ReleaseFence(fence);
|
||||
|
||||
// Read back and print out the vertex values
|
||||
PositionVertex[] readbackVertices = new PositionVertex[vertices.Length];
|
||||
vertexBuffer.GetData(readbackVertices);
|
||||
for (int i = 0; i < readbackVertices.Length; i += 1)
|
||||
{
|
||||
Logger.LogInfo(readbackVertices[i].ToString());
|
||||
}
|
||||
|
||||
// Change the first three vertices
|
||||
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(vertexBuffer, otherVerts);
|
||||
fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
GraphicsDevice.WaitForFences(fence);
|
||||
GraphicsDevice.ReleaseFence(fence);
|
||||
|
||||
// Read the updated buffer
|
||||
vertexBuffer.GetData(readbackVertices);
|
||||
Logger.LogInfo("=== Change first three vertices ===");
|
||||
for (int i = 0; i < readbackVertices.Length; i += 1)
|
||||
{
|
||||
Logger.LogInfo(readbackVertices[i].ToString());
|
||||
}
|
||||
|
||||
// Change the last two vertices
|
||||
cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
otherVerts,
|
||||
(uint) (vertexSize * (vertices.Length - 2)),
|
||||
1,
|
||||
2
|
||||
);
|
||||
fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
|
||||
GraphicsDevice.WaitForFences(fence);
|
||||
GraphicsDevice.ReleaseFence(fence);
|
||||
|
||||
// Read the updated buffer
|
||||
vertexBuffer.GetData(readbackVertices);
|
||||
Logger.LogInfo("=== Change last two vertices ===");
|
||||
for (int i = 0; i < readbackVertices.Length; i += 1)
|
||||
{
|
||||
Logger.LogInfo(readbackVertices[i].ToString());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected override void Update(System.TimeSpan delta) { }
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (swapchainTexture != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, Color.Black));
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
GetBufferDataGame game = new GetBufferDataGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,106 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class InstancingAndOffsetsGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
|
||||
private bool useVertexOffset;
|
||||
private bool useIndexOffset;
|
||||
|
||||
public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the vertex and index buffers
|
||||
vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 9);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
|
||||
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),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, 1, 0), Color.Orange),
|
||||
new PositionColorVertex(new Vector3(1, 1, 0), Color.Green),
|
||||
new PositionColorVertex(new Vector3(0, -1, 0), Color.Aqua),
|
||||
|
||||
new PositionColorVertex(new Vector3(-1, 1, 0), Color.White),
|
||||
new PositionColorVertex(new Vector3(1, 1, 0), Color.White),
|
||||
new PositionColorVertex(new Vector3(0, -1, 0), Color.White),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2,
|
||||
3, 4, 5,
|
||||
}
|
||||
);
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
useVertexOffset = !useVertexOffset;
|
||||
Logger.LogInfo("Using vertex offset: " + useVertexOffset);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
useIndexOffset = !useIndexOffset;
|
||||
Logger.LogInfo("Using index offset: " + useIndexOffset);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
uint vertexOffset = useVertexOffset ? 3u : 0;
|
||||
uint indexOffset = useIndexOffset ? 3u : 0;
|
||||
|
||||
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.DrawInstancedPrimitives(vertexOffset, indexOffset, 1, 16, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
InstancingAndOffsetsGame p = new InstancingAndOffsetsGame();
|
||||
p.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
152
MSAA/MSAAGame.cs
|
@ -1,152 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class MSAAGame : Game
|
||||
{
|
||||
private GraphicsPipeline[] msaaPipelines = new GraphicsPipeline[4];
|
||||
private GraphicsPipeline blitPipeline;
|
||||
|
||||
private Texture[] renderTargets = new Texture[4];
|
||||
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 Left and Right to cycle between sample counts");
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
|
||||
// Create the MSAA pipelines
|
||||
ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
|
||||
ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
TextureFormat.R8G8B8A8,
|
||||
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
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
blitVertShaderModule,
|
||||
blitFragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create the MSAA render textures
|
||||
for (int i = 0; i < renderTargets.Length; i += 1)
|
||||
{
|
||||
renderTargets[i] = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width,
|
||||
MainWindow.Height,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
1,
|
||||
(SampleCount) i
|
||||
);
|
||||
}
|
||||
|
||||
// Create the 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);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
SampleCount prevSampleCount = currentSampleCount;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentSampleCount -= 1;
|
||||
if (currentSampleCount < 0)
|
||||
{
|
||||
currentSampleCount = SampleCount.Eight;
|
||||
}
|
||||
}
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
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)
|
||||
{
|
||||
Texture rt = renderTargets[(int) currentSampleCount];
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(rt, Color.Black));
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,223 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Math;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class MSAACubeGame : Game
|
||||
{
|
||||
private GraphicsPipeline[] msaaPipelines = new GraphicsPipeline[4];
|
||||
private GraphicsPipeline cubemapPipeline;
|
||||
|
||||
private Texture[] renderTargets = new Texture[4];
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Sampler sampler;
|
||||
|
||||
private Vector3 camPos = new Vector3(0, 0, 4f);
|
||||
|
||||
private SampleCount currentSampleCount = SampleCount.Four;
|
||||
|
||||
public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Down to view the other side of the cubemap");
|
||||
Logger.LogInfo("Press Left and Right to cycle between sample counts");
|
||||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
|
||||
// Create the MSAA pipelines
|
||||
ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
|
||||
ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
TextureFormat.R8G8B8A8,
|
||||
triangleVertShaderModule,
|
||||
triangleFragShaderModule
|
||||
);
|
||||
for (int i = 0; i < msaaPipelines.Length; i += 1)
|
||||
{
|
||||
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount)i;
|
||||
msaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
}
|
||||
|
||||
// Create the cubemap pipeline
|
||||
ShaderModule cubemapVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
|
||||
ShaderModule cubemapFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
cubemapVertShaderModule,
|
||||
cubemapFragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint)Marshal.SizeOf<TransformVertexUniform>();
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
cubemapPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create the MSAA render targets
|
||||
for (int i = 0; i < renderTargets.Length; i++)
|
||||
{
|
||||
TextureCreateInfo cubeCreateInfo = new TextureCreateInfo
|
||||
{
|
||||
Width = 16,
|
||||
Height = 16,
|
||||
Format = TextureFormat.R8G8B8A8,
|
||||
Depth = 1,
|
||||
LevelCount = 1,
|
||||
SampleCount = (SampleCount)i,
|
||||
UsageFlags = TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
IsCube = true
|
||||
};
|
||||
renderTargets[i] = new Texture(GraphicsDevice, cubeCreateInfo);
|
||||
}
|
||||
|
||||
// Create samplers
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 36);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionVertex[]
|
||||
{
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10))
|
||||
}
|
||||
);
|
||||
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
camPos.Z *= -1;
|
||||
}
|
||||
|
||||
SampleCount prevSampleCount = currentSampleCount;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentSampleCount -= 1;
|
||||
if (currentSampleCount < 0)
|
||||
{
|
||||
currentSampleCount = SampleCount.Eight;
|
||||
}
|
||||
}
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
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)
|
||||
{
|
||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
||||
MathHelper.ToRadians(75f),
|
||||
(float)MainWindow.Width / MainWindow.Height,
|
||||
0.01f,
|
||||
100f
|
||||
);
|
||||
Matrix4x4 view = Matrix4x4.CreateLookAt(
|
||||
camPos,
|
||||
Vector3.Zero,
|
||||
Vector3.Up
|
||||
);
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
// Get a reference to the RT for the given sample count
|
||||
int rtIndex = (int) currentSampleCount;
|
||||
Texture rt = renderTargets[rtIndex];
|
||||
ColorAttachmentInfo rtAttachmentInfo = new ColorAttachmentInfo(
|
||||
rt,
|
||||
Color.Black
|
||||
);
|
||||
|
||||
// Render a triangle to each slice of the cubemap
|
||||
for (uint i = 0; i < 6; i += 1)
|
||||
{
|
||||
rtAttachmentInfo.Layer = i;
|
||||
|
||||
cmdbuf.BeginRenderPass(rtAttachmentInfo);
|
||||
cmdbuf.BindGraphicsPipeline(msaaPipelines[rtIndex]);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(cubemapPipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
|
||||
uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
MSAACubeGame game = new MSAACubeGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,23 +0,0 @@
|
|||
#version 450
|
||||
|
||||
#define LOCAL_SIZE 8
|
||||
|
||||
layout (local_size_x = LOCAL_SIZE, local_size_y = LOCAL_SIZE, local_size_z = 1) in;
|
||||
layout (set = 1, binding = 0, rgba8) uniform writeonly image2D outImage;
|
||||
layout(set = 2, binding = 0) uniform UBO
|
||||
{
|
||||
uvec2 workgroupSize;
|
||||
} ubo;
|
||||
|
||||
void main()
|
||||
{
|
||||
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);
|
||||
}
|
|
@ -1,22 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>library</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Content Include="..\MoonWorks.Test.Common\Content\**\*.*">
|
||||
<Link>Content\%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
|
||||
<Import Project=".\CopyMoonlibs.targets" />
|
||||
|
||||
</Project>
|
|
@ -1,135 +0,0 @@
|
|||
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(
|
||||
TextureFormat swapchainFormat,
|
||||
ShaderModule vertShaderModule,
|
||||
ShaderModule fragShaderModule
|
||||
) {
|
||||
return new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
new ColorAttachmentDescription(
|
||||
swapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.Disable,
|
||||
MultisampleState = MultisampleState.None,
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
RasterizerState = RasterizerState.CCW_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 + ".refresh";
|
||||
}
|
||||
|
||||
public static string GetTexturePath(string textureName)
|
||||
{
|
||||
return SDL2.SDL.SDL_GetBasePath() + "Content/Textures/" + textureName;
|
||||
}
|
||||
|
||||
public static string GetVideoPath(string videoName)
|
||||
{
|
||||
return SDL2.SDL.SDL_GetBasePath() + "Content/Videos/" + videoName;
|
||||
}
|
||||
|
||||
public enum ButtonType
|
||||
{
|
||||
Left, // A/left arrow on keyboard, left face button on gamepad
|
||||
Bottom, // S/down arrow on keyboard, bottom face button on gamepad
|
||||
Right // D/right arrow on keyboard, right face button on gamepad
|
||||
}
|
||||
|
||||
public static bool CheckButtonPressed(Input.Inputs inputs, ButtonType buttonType)
|
||||
{
|
||||
bool pressed = false;
|
||||
|
||||
if (buttonType == ButtonType.Left)
|
||||
{
|
||||
pressed = (
|
||||
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsPressed) ||
|
||||
inputs.Keyboard.IsPressed(Input.KeyCode.A) ||
|
||||
inputs.Keyboard.IsPressed(Input.KeyCode.Left)
|
||||
);
|
||||
}
|
||||
else if (buttonType == ButtonType.Bottom)
|
||||
{
|
||||
pressed = (
|
||||
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadDown.IsPressed) ||
|
||||
inputs.Keyboard.IsPressed(Input.KeyCode.S) ||
|
||||
inputs.Keyboard.IsPressed(Input.KeyCode.Down)
|
||||
);
|
||||
}
|
||||
else if (buttonType == ButtonType.Right)
|
||||
{
|
||||
pressed = (
|
||||
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadRight.IsPressed) ||
|
||||
inputs.Keyboard.IsPressed(Input.KeyCode.D) ||
|
||||
inputs.Keyboard.IsPressed(Input.KeyCode.Right)
|
||||
);
|
||||
}
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
public static bool CheckButtonDown(Input.Inputs inputs, ButtonType buttonType)
|
||||
{
|
||||
bool down = false;
|
||||
|
||||
if (buttonType == ButtonType.Left)
|
||||
{
|
||||
down = (
|
||||
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsDown) ||
|
||||
inputs.Keyboard.IsDown(Input.KeyCode.A) ||
|
||||
inputs.Keyboard.IsDown(Input.KeyCode.Left)
|
||||
);
|
||||
}
|
||||
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)
|
||||
);
|
||||
}
|
||||
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)
|
||||
);
|
||||
}
|
||||
|
||||
return down;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
public struct TransformVertexUniform
|
||||
{
|
||||
public Matrix4x4 ViewProjection;
|
||||
|
||||
public TransformVertexUniform(Matrix4x4 viewProjection)
|
||||
{
|
||||
ViewProjection = viewProjection;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,75 +0,0 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct PositionVertex : IVertexType
|
||||
{
|
||||
public Vector3 Position;
|
||||
|
||||
public PositionVertex(Vector3 position)
|
||||
{
|
||||
Position = position;
|
||||
}
|
||||
|
||||
public static VertexElementFormat[] Formats { get; } = new VertexElementFormat[1]
|
||||
{
|
||||
VertexElementFormat.Vector3
|
||||
};
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return Position.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct PositionColorVertex : IVertexType
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Color Color;
|
||||
|
||||
public PositionColorVertex(Vector3 position, Color color)
|
||||
{
|
||||
Position = position;
|
||||
Color = color;
|
||||
}
|
||||
|
||||
public static VertexElementFormat[] Formats { get; } = new VertexElementFormat[2]
|
||||
{
|
||||
VertexElementFormat.Vector3,
|
||||
VertexElementFormat.Color
|
||||
};
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return Position + " | " + Color;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct PositionTextureVertex : IVertexType
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Vector2 TexCoord;
|
||||
|
||||
public PositionTextureVertex(Vector3 position, Vector2 texCoord)
|
||||
{
|
||||
Position = position;
|
||||
TexCoord = texCoord;
|
||||
}
|
||||
|
||||
public static VertexElementFormat[] Formats { get; } = new VertexElementFormat[2]
|
||||
{
|
||||
VertexElementFormat.Vector3,
|
||||
VertexElementFormat.Vector2
|
||||
};
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return Position + " | " + TexCoord;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Content Include="Common\Content\**\*.*">
|
||||
<Link>Content\%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MoonWorks\MoonWorks.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<Import Project=".\CopyMoonlibs.targets" />
|
||||
|
||||
</Project>
|
|
@ -3,67 +3,9 @@ Microsoft Visual Studio Solution File, Format Version 12.00
|
|||
# Visual Studio Version 16
|
||||
VisualStudioVersion = 16.0.30717.126
|
||||
MinimumVisualStudioVersion = 15.0.26124.0
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicTriangle", "BasicTriangle\BasicTriangle.csproj", "{595FE5AC-8699-494D-816A-89A2DE3786FB}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ClearScreen", "ClearScreen\ClearScreen.csproj", "{C9B46D3A-1FA4-426E-BF84-F068FD6E0CC4}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ClearScreen_MultiWindow", "ClearScreen_MultiWindow\ClearScreen_MultiWindow.csproj", "{3EB54E8A-3C4E-4EE2-9DD2-6D345A92319A}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CullFace", "CullFace\CullFace.csproj", "{6567E2AD-189C-4994-9A27-72FB57546B8A}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MoonWorks.Test.Common", "MoonWorks.Test.Common\MoonWorks.Test.Common.csproj", "{550D1B95-B475-4EF8-A235-626505D7710F}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MSAA", "MSAA\MSAA.csproj", "{970D18B0-0D05-4360-8208-41A2769C647E}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TexturedAnimatedQuad", "TexturedAnimatedQuad\TexturedAnimatedQuad.csproj", "{B9DE9133-9C1C-4592-927A-D3485CB493A2}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TexturedQuad", "TexturedQuad\TexturedQuad.csproj", "{22173AEA-9E5A-4DA8-B943-DEC1EA67232F}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TriangleVertexBuffer", "TriangleVertexBuffer\TriangleVertexBuffer.csproj", "{7EC935B1-DCD1-4ADD-96C8-614B4CA76501}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "GetBufferData", "GetBufferData\GetBufferData.csproj", "{37BDB4E6-FCDC-4F04-A9E3-C6B9D6C3AB4E}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MoonWorks", "..\MoonWorks\MoonWorks.csproj", "{1695B1D8-4935-490C-A5EC-E2F2AA94B150}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Cube", "Cube\Cube.csproj", "{C3808AFD-23DD-4622-BFA7-981A344D0C19}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicCompute", "BasicCompute\BasicCompute.csproj", "{68D47057-BBCB-4F86-9C0A-D6D730B18D9E}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ComputeUniforms", "ComputeUniforms\ComputeUniforms.csproj", "{5F8BBD49-6C39-4186-A4A3-91D6662D3ABD}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DrawIndirect", "DrawIndirect\DrawIndirect.csproj", "{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CompressedTextures", "CompressedTextures\CompressedTextures.csproj", "{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CopyTexture", "CopyTexture\CopyTexture.csproj", "{CF25A5A2-A0BD-4C9B-BB07-19CCD97C1C4E}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "VideoPlayer", "VideoPlayer\VideoPlayer.csproj", "{FCD63849-9D3C-4D48-A8BD-39671096F03A}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Texture3D", "Texture3D\Texture3D.csproj", "{9D0F0573-7FD4-4480-8F9B-CDD52120A170}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "InstancingAndOffsets", "InstancingAndOffsets\InstancingAndOffsets.csproj", "{5CDA8D41-F96C-4DE7-AD53-5A76C4C0CC31}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "VertexSampler", "VertexSampler\VertexSampler.csproj", "{C525B6DE-3003-45D5-BB83-89679B108C08}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture3D", "RenderTexture3D\RenderTexture3D.csproj", "{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureCube", "RenderTextureCube\RenderTextureCube.csproj", "{D7A8452F-123F-4965-8716-9E39F677A831}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureMipmaps", "RenderTextureMipmaps\RenderTextureMipmaps.csproj", "{2219C628-5593-4C23-86CB-0E1E96EBD6C5}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TextureMipmaps", "TextureMipmaps\TextureMipmaps.csproj", "{5A1AC35B-EF18-426D-A633-D4899E84EAA7}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicStencil", "BasicStencil\BasicStencil.csproj", "{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DepthMSAA", "DepthMSAA\DepthMSAA.csproj", "{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "WindowResizing", "WindowResizing\WindowResizing.csproj", "{AF5F2804-663D-4C46-BD02-AB178002180B}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture2D", "RenderTexture2D\RenderTexture2D.csproj", "{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MSAACube", "MSAACube\MSAACube.csproj", "{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MoonWorksGraphicsTests", "MoonWorksGraphicsTests.csproj", "{8AA61DD7-07CE-45B7-BD1A-52AA0D4DDC92}"
|
||||
EndProject
|
||||
Global
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||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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|
@ -71,130 +13,14 @@ Global
|
|||
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||||
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{C3808AFD-23DD-4622-BFA7-981A344D0C19}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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|
||||
{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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|
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{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
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|
||||
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{D7A8452F-123F-4965-8716-9E39F677A831}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
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||||
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|
||||
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|
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|
||||
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
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|
||||
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|
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|
||||
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||||
{AF5F2804-663D-4C46-BD02-AB178002180B}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
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|
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|
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|
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|
||||
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
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|
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|
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|
||||
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|
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|
||||
{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
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{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{8AA61DD7-07CE-45B7-BD1A-52AA0D4DDC92}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{8AA61DD7-07CE-45B7-BD1A-52AA0D4DDC92}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{8AA61DD7-07CE-45B7-BD1A-52AA0D4DDC92}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{8AA61DD7-07CE-45B7-BD1A-52AA0D4DDC92}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
@ -0,0 +1,133 @@
|
|||
using System;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorksGraphicsTests;
|
||||
|
||||
class Program : Game
|
||||
{
|
||||
Example[] Examples =
|
||||
[
|
||||
new ClearScreenExample(),
|
||||
new ClearScreen_MultiWindowExample(),
|
||||
new BasicStencilExample(),
|
||||
new BasicTriangleExample(),
|
||||
new CompressedTexturesExample(),
|
||||
new BasicComputeExample(),
|
||||
new ComputeUniformsExample(),
|
||||
new CopyTextureExample(),
|
||||
new CubeExample(),
|
||||
new CullFaceExample(),
|
||||
new DepthMSAAExample(),
|
||||
new DrawIndirectExample(),
|
||||
new GetBufferDataExample(),
|
||||
new InstancingAndOffsetsExample(),
|
||||
new MSAACubeExample(),
|
||||
new MSAAExample(),
|
||||
new RenderTexture2DArrayExample(),
|
||||
new RenderTexture2DExample(),
|
||||
new RenderTextureCubeExample(),
|
||||
new RenderTextureMipmapsExample(),
|
||||
new StoreLoadExample(),
|
||||
new Texture3DCopyExample(),
|
||||
new Texture3DExample(),
|
||||
new TexturedAnimatedQuadExample(),
|
||||
new TexturedQuadExample(),
|
||||
new TextureMipmapsExample(),
|
||||
new TriangleVertexBufferExample(),
|
||||
new VertexSamplerExample(),
|
||||
new VideoPlayerExample(),
|
||||
new WindowResizingExample(),
|
||||
new ComputeSpriteBatchExample()
|
||||
];
|
||||
|
||||
int ExampleIndex = 0;
|
||||
|
||||
public Program(
|
||||
WindowCreateInfo windowCreateInfo,
|
||||
FrameLimiterSettings frameLimiterSettings,
|
||||
BackendFlags preferredBackends,
|
||||
int targetTimestep = 60,
|
||||
bool debugMode = false
|
||||
) : base(
|
||||
windowCreateInfo,
|
||||
SwapchainComposition.SDR,
|
||||
PresentMode.VSync,
|
||||
frameLimiterSettings,
|
||||
preferredBackends,
|
||||
targetTimestep,
|
||||
debugMode
|
||||
) {
|
||||
Logger.LogInfo("Welcome to the MoonWorks Graphics Tests program! Press Q and E to cycle through examples!");
|
||||
Examples[ExampleIndex].Init(MainWindow, GraphicsDevice, Inputs);
|
||||
}
|
||||
|
||||
protected override void Update(TimeSpan delta)
|
||||
{
|
||||
if (Inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.Q))
|
||||
{
|
||||
Examples[ExampleIndex].Destroy();
|
||||
|
||||
ExampleIndex -= 1;
|
||||
if (ExampleIndex < 0)
|
||||
{
|
||||
ExampleIndex = Examples.Length - 1;
|
||||
}
|
||||
|
||||
Examples[ExampleIndex].Init(MainWindow, GraphicsDevice, Inputs);
|
||||
}
|
||||
else if (Inputs.Keyboard.IsPressed(MoonWorks.Input.KeyCode.E))
|
||||
{
|
||||
Examples[ExampleIndex].Destroy();
|
||||
|
||||
ExampleIndex = (ExampleIndex + 1) % Examples.Length;
|
||||
|
||||
Examples[ExampleIndex].Init(MainWindow, GraphicsDevice, Inputs);
|
||||
}
|
||||
else
|
||||
{
|
||||
Examples[ExampleIndex].Update(delta);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
Examples[ExampleIndex].Draw(alpha);
|
||||
}
|
||||
|
||||
protected override void Destroy()
|
||||
{
|
||||
Examples[ExampleIndex].Destroy();
|
||||
}
|
||||
|
||||
static void Main(string[] args)
|
||||
{
|
||||
var debugMode = false;
|
||||
|
||||
#if DEBUG
|
||||
debugMode = true;
|
||||
#endif
|
||||
|
||||
var windowCreateInfo = new WindowCreateInfo(
|
||||
"MoonWorksGraphicsTests",
|
||||
640,
|
||||
480,
|
||||
ScreenMode.Windowed
|
||||
);
|
||||
|
||||
var frameLimiterSettings = new FrameLimiterSettings(
|
||||
FrameLimiterMode.Capped,
|
||||
60
|
||||
);
|
||||
|
||||
var game = new Program(
|
||||
windowCreateInfo,
|
||||
frameLimiterSettings,
|
||||
BackendFlags.Vulkan | BackendFlags.D3D11 | BackendFlags.Metal,
|
||||
60,
|
||||
debugMode
|
||||
);
|
||||
|
||||
game.Run();
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,131 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class RenderTexture2DGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture[] textures = new Texture[4];
|
||||
private Sampler sampler;
|
||||
|
||||
public RenderTexture2DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// 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.VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create sampler
|
||||
SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
sampler = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 16);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
|
||||
for (int i = 0; i < textures.Length; i += 1)
|
||||
{
|
||||
textures[i] = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width / 4,
|
||||
MainWindow.Height / 4,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
}
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionTextureVertex[]
|
||||
{
|
||||
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 1)),
|
||||
|
||||
new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 1)),
|
||||
|
||||
new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
|
||||
|
||||
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(0, 1)),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
}
|
||||
);
|
||||
|
||||
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(textures[0], Color.Red));
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[1], Color.Blue));
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[2], Color.Green));
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[3], Color.Yellow));
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(pipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
||||
|
||||
for (uint i = 0; i < textures.Length; i += 1)
|
||||
{
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[i], sampler));
|
||||
cmdbuf.DrawIndexedPrimitives(4 * i, 0, 2, 0, 0);
|
||||
}
|
||||
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
RenderTexture2DGame game = new RenderTexture2DGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,134 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using RefreshCS;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class RenderTexture3DGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture rt;
|
||||
private Sampler sampler;
|
||||
|
||||
private float t;
|
||||
private Color[] colors = new Color[]
|
||||
{
|
||||
Color.Red,
|
||||
Color.Green,
|
||||
Color.Blue,
|
||||
};
|
||||
|
||||
struct FragUniform
|
||||
{
|
||||
public float Depth;
|
||||
|
||||
public FragUniform(float depth)
|
||||
{
|
||||
Depth = depth;
|
||||
}
|
||||
}
|
||||
|
||||
public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
rt = Texture.CreateTexture3D(
|
||||
GraphicsDevice,
|
||||
16,
|
||||
16,
|
||||
(uint) colors.Length,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
|
||||
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,
|
||||
}
|
||||
);
|
||||
|
||||
// Clear each depth slice of the RT to a different color
|
||||
for (uint i = 0; i < colors.Length; i += 1)
|
||||
{
|
||||
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
|
||||
{
|
||||
Texture = rt,
|
||||
ClearColor = colors[i],
|
||||
Depth = i,
|
||||
Layer = 0,
|
||||
Level = 0,
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store
|
||||
};
|
||||
cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta) { }
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
t += 0.01f;
|
||||
FragUniform fragUniform = new FragUniform(t);
|
||||
|
||||
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(rt, sampler));
|
||||
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
RenderTexture3DGame game = new RenderTexture3DGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,176 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Math;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class RenderTextureCubeGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture cubemap;
|
||||
private Sampler sampler;
|
||||
|
||||
private Vector3 camPos = new Vector3(0, 0, 4f);
|
||||
|
||||
private Color[] colors = new Color[]
|
||||
{
|
||||
Color.Red,
|
||||
Color.Green,
|
||||
Color.Blue,
|
||||
Color.Orange,
|
||||
Color.Yellow,
|
||||
Color.Purple,
|
||||
};
|
||||
|
||||
public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Down to view the other side of the cubemap");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint) Marshal.SizeOf<TransformVertexUniform>();
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 36);
|
||||
cubemap = Texture.CreateTextureCube(
|
||||
GraphicsDevice,
|
||||
16,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionVertex[]
|
||||
{
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10))
|
||||
}
|
||||
);
|
||||
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
}
|
||||
);
|
||||
|
||||
// Clear each slice of the cubemap to a different color
|
||||
for (uint i = 0; i < 6; i += 1)
|
||||
{
|
||||
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
|
||||
{
|
||||
Texture = cubemap,
|
||||
ClearColor = colors[i],
|
||||
Depth = 0,
|
||||
Layer = i,
|
||||
Level = 0,
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store
|
||||
};
|
||||
cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
camPos.Z *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
||||
MathHelper.ToRadians(75f),
|
||||
(float) MainWindow.Width / MainWindow.Height,
|
||||
0.01f,
|
||||
100f
|
||||
);
|
||||
Matrix4x4 view = Matrix4x4.CreateLookAt(
|
||||
camPos,
|
||||
Vector3.Zero,
|
||||
Vector3.Up
|
||||
);
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
|
||||
|
||||
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(cubemap, sampler));
|
||||
uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
RenderTextureCubeGame game = new RenderTextureCubeGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,182 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class RenderTextureMipmapsGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture texture;
|
||||
|
||||
private Sampler[] samplers = new Sampler[5];
|
||||
|
||||
private float scale = 0.5f;
|
||||
private int currentSamplerIndex = 0;
|
||||
private Color[] colors = new Color[]
|
||||
{
|
||||
Color.Red,
|
||||
Color.Green,
|
||||
Color.Blue,
|
||||
Color.Yellow,
|
||||
};
|
||||
|
||||
private string GetSamplerString(int index)
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
return "PointClamp";
|
||||
case 1:
|
||||
return "LinearClamp";
|
||||
case 2:
|
||||
return "PointClamp with Mip LOD Bias = 0.25";
|
||||
case 3:
|
||||
return "PointClamp with Min LOD = 1";
|
||||
case 4:
|
||||
return "PointClamp with Max LOD = 1";
|
||||
default:
|
||||
throw new System.Exception("Unknown sampler!");
|
||||
}
|
||||
}
|
||||
|
||||
public RenderTextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
|
||||
Logger.LogInfo("Press Down to cycle through sampler states");
|
||||
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.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.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.LinearClamp;
|
||||
samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplerCreateInfo.MipLodBias = 0.25f;
|
||||
samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplerCreateInfo.MinLod = 1;
|
||||
samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplerCreateInfo.MaxLod = 1;
|
||||
samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
texture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width,
|
||||
MainWindow.Height,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
4
|
||||
);
|
||||
|
||||
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,
|
||||
}
|
||||
);
|
||||
|
||||
// Clear each mip level to a different color
|
||||
for (uint i = 0; i < texture.LevelCount; i += 1)
|
||||
{
|
||||
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
|
||||
{
|
||||
Texture = texture,
|
||||
ClearColor = colors[i],
|
||||
Depth = 0,
|
||||
Layer = 0,
|
||||
Level = i,
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store
|
||||
};
|
||||
cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
scale = System.MathF.Max(0.01f, scale - 0.01f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
scale = System.MathF.Min(1f, scale + 0.01f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
currentSamplerIndex = (currentSamplerIndex + 1) % samplers.Length;
|
||||
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
|
||||
|
||||
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]));
|
||||
uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
RenderTextureMipmapsGame game = new RenderTextureMipmapsGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,50 +0,0 @@
|
|||
using System;
|
||||
using MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class StoreLoadGame : Game
|
||||
{
|
||||
private GraphicsPipeline fillPipeline;
|
||||
|
||||
public StoreLoadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
protected override void Update(TimeSpan delta)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? swapchain = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (swapchain != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchain, Color.Blue));
|
||||
cmdbuf.BindGraphicsPipeline(fillPipeline);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchain, LoadOp.Load, StoreOp.Store));
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
StoreLoadGame game = new StoreLoadGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,147 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using RefreshCS;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class Texture3DGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture texture;
|
||||
private Sampler sampler;
|
||||
|
||||
private int currentDepth = 0;
|
||||
|
||||
struct FragUniform
|
||||
{
|
||||
public float Depth;
|
||||
|
||||
public FragUniform(float depth)
|
||||
{
|
||||
Depth = depth;
|
||||
}
|
||||
}
|
||||
|
||||
public Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Left and Right to cycle between depth slices");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
texture = Texture.CreateTexture3D(GraphicsDevice, 16, 16, 7, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
|
||||
|
||||
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,
|
||||
}
|
||||
);
|
||||
|
||||
// Load each depth subimage of the 3D texture
|
||||
for (uint i = 0; i < texture.Depth; i += 1)
|
||||
{
|
||||
TextureSlice slice = new TextureSlice(
|
||||
texture,
|
||||
new Rect(0, 0, (int) texture.Width, (int) texture.Height),
|
||||
i
|
||||
);
|
||||
|
||||
Texture.SetDataFromImageFile(
|
||||
cmdbuf,
|
||||
slice,
|
||||
TestUtils.GetTexturePath($"tex3d_{i}.png")
|
||||
);
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
int prevDepth = currentDepth;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentDepth -= 1;
|
||||
if (currentDepth < 0)
|
||||
{
|
||||
currentDepth = (int) texture.Depth - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentDepth += 1;
|
||||
if (currentDepth >= texture.Depth)
|
||||
{
|
||||
currentDepth = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevDepth != currentDepth)
|
||||
{
|
||||
Logger.LogInfo("Setting depth to: " + currentDepth);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
FragUniform fragUniform = new FragUniform((float)currentDepth / texture.Depth + 0.01f);
|
||||
|
||||
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, sampler));
|
||||
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
Texture3DGame game = new Texture3DGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,128 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using RefreshCS;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class TextureMipmapsGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture texture;
|
||||
private Sampler sampler;
|
||||
|
||||
private float scale = 0.5f;
|
||||
|
||||
public TextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.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.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
texture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
256,
|
||||
256,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.Sampler,
|
||||
4
|
||||
);
|
||||
|
||||
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,
|
||||
}
|
||||
);
|
||||
|
||||
// Set the various mip levels
|
||||
for (int i = 0; i < texture.LevelCount; i += 1)
|
||||
{
|
||||
int w = (int) texture.Width >> i;
|
||||
int h = (int) texture.Height >> i;
|
||||
TextureSlice slice = new TextureSlice(
|
||||
texture,
|
||||
new Rect(0, 0, w, h),
|
||||
0,
|
||||
0,
|
||||
(uint) i
|
||||
);
|
||||
|
||||
Texture.SetDataFromImageFile(cmdbuf, slice, TestUtils.GetTexturePath($"mip{i}.png"));
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
scale = System.MathF.Max(0.01f, scale - 0.01f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
scale = System.MathF.Min(1f, scale + 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
|
||||
|
||||
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, sampler));
|
||||
uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
TextureMipmapsGame game = new TextureMipmapsGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,135 +0,0 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class TexturedAnimatedQuadGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture texture;
|
||||
private Sampler sampler;
|
||||
|
||||
private float t;
|
||||
|
||||
[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
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(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(-0.5f, -0.5f, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(0.5f, -0.5f, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-0.5f, 0.5f, 0), new Vector2(0, 1)),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
}
|
||||
);
|
||||
texture = Texture.FromImageFile(GraphicsDevice, cmdbuf, TestUtils.GetTexturePath("ravioli.png"));
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
t += (float) delta.TotalSeconds;
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
TransformVertexUniform vertUniforms;
|
||||
FragmentUniforms fragUniforms;
|
||||
uint vertParamOffset, fragParamOffset;
|
||||
|
||||
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, sampler));
|
||||
|
||||
// Top-left
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, -0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f));
|
||||
vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
|
||||
|
||||
// Top-right
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ((2 * System.MathF.PI) - t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, -0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 0.5f, 1f, 1f));
|
||||
vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
|
||||
|
||||
// Bottom-left
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, 0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.2f, 1f, 1f));
|
||||
vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
|
||||
|
||||
// Bottom-right
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, 0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 1f, 1f, 1f));
|
||||
vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
|
||||
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
TexturedAnimatedQuadGame game = new TexturedAnimatedQuadGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,17 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<ErrorOnDuplicatePublishOutputFiles>false</ErrorOnDuplicatePublishOutputFiles>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,167 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class TexturedQuadGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Sampler[] samplers = new Sampler[6];
|
||||
private string[] samplerNames = new string[]
|
||||
{
|
||||
"PointClamp",
|
||||
"PointWrap",
|
||||
"LinearClamp",
|
||||
"LinearWrap",
|
||||
"AnisotropicClamp",
|
||||
"AnisotropicWrap"
|
||||
};
|
||||
|
||||
private int currentSamplerIndex;
|
||||
|
||||
private Texture[] textures = new Texture[4];
|
||||
private string[] imageLoadFormatNames = new string[]
|
||||
{
|
||||
"PNG from file",
|
||||
"PNG from memory",
|
||||
"QOI from file",
|
||||
"QOI from memory"
|
||||
};
|
||||
|
||||
private int currentTextureIndex;
|
||||
|
||||
private System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
|
||||
|
||||
public TexturedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Left and Right to cycle between sampler states");
|
||||
Logger.LogInfo("Setting sampler state to: " + samplerNames[0]);
|
||||
|
||||
Logger.LogInfo("Press Down to cycle between image load formats");
|
||||
Logger.LogInfo("Setting image format to: " + imageLoadFormatNames[0]);
|
||||
|
||||
var pngBytes = System.IO.File.ReadAllBytes(TestUtils.GetTexturePath("ravioli.png"));
|
||||
var qoiBytes = System.IO.File.ReadAllBytes(TestUtils.GetTexturePath("ravioli.qoi"));
|
||||
|
||||
Logger.LogInfo(pngBytes.Length.ToString());
|
||||
Logger.LogInfo(qoiBytes.Length.ToString());
|
||||
|
||||
// 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 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,
|
||||
}
|
||||
);
|
||||
textures[0] = Texture.FromImageFile(GraphicsDevice, cmdbuf, TestUtils.GetTexturePath("ravioli.png"));
|
||||
textures[1] = Texture.FromImageBytes(GraphicsDevice, cmdbuf, pngBytes);
|
||||
textures[2] = Texture.FromImageFile(GraphicsDevice, cmdbuf, TestUtils.GetTexturePath("ravioli.qoi"));
|
||||
textures[3] = Texture.FromImageBytes(GraphicsDevice, cmdbuf, qoiBytes);
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
int prevSamplerIndex = currentSamplerIndex;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentSamplerIndex -= 1;
|
||||
if (currentSamplerIndex < 0)
|
||||
{
|
||||
currentSamplerIndex = samplers.Length - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentSamplerIndex += 1;
|
||||
if (currentSamplerIndex >= samplers.Length)
|
||||
{
|
||||
currentSamplerIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevSamplerIndex != currentSamplerIndex)
|
||||
{
|
||||
Logger.LogInfo("Setting sampler state to: " + samplerNames[currentSamplerIndex]);
|
||||
}
|
||||
|
||||
int prevTextureIndex = currentTextureIndex;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
currentTextureIndex = (currentTextureIndex + 1) % imageLoadFormatNames.Length;
|
||||
}
|
||||
|
||||
if (prevTextureIndex != currentTextureIndex)
|
||||
{
|
||||
Logger.LogInfo("Setting texture format to: " + imageLoadFormatNames[currentTextureIndex]);
|
||||
}
|
||||
}
|
||||
|
||||
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(textures[currentTextureIndex], 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();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,66 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class TriangleVertexBufferGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
|
||||
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
||||
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);
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,73 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class VertexSamplerGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Texture texture;
|
||||
private Sampler sampler;
|
||||
|
||||
public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSampler.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3);
|
||||
texture = Texture.CreateTexture2D(GraphicsDevice, 3, 1, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
|
||||
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(0.334f, 0)),
|
||||
new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0.667f, 0)),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetTextureData(texture, new Color[] { Color.Yellow, Color.Indigo, Color.HotPink });
|
||||
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, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(pipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.BindVertexSamplers(new TextureSamplerBinding(texture, sampler));
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
VertexSamplerGame p = new VertexSamplerGame();
|
||||
p.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,99 +0,0 @@
|
|||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Video;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class VideoPlayerGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Sampler sampler;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
|
||||
private Video.VideoAV1 video;
|
||||
private VideoPlayer videoPlayer;
|
||||
|
||||
public VideoPlayerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// 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 the sampler
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearClamp);
|
||||
|
||||
// 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(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,
|
||||
}
|
||||
);
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
|
||||
// Load the video
|
||||
video = new VideoAV1(GraphicsDevice, TestUtils.GetVideoPath("hello.obu"), 25);
|
||||
|
||||
// Play the video
|
||||
videoPlayer = new VideoPlayer(GraphicsDevice);
|
||||
videoPlayer.Load(video);
|
||||
videoPlayer.Loop = true;
|
||||
videoPlayer.Play();
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
videoPlayer.Render();
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
|
||||
cmdbuf.BindGraphicsPipeline(pipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(videoPlayer.RenderTexture, sampler));
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
VideoPlayerGame game = new VideoPlayerGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -1,85 +0,0 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class WindowResizingGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
|
||||
private int currentResolutionIndex;
|
||||
private record struct Res(uint Width, uint Height);
|
||||
private Res[] resolutions = new Res[]
|
||||
{
|
||||
new Res(640, 480),
|
||||
new Res(1280, 720),
|
||||
new Res(1024, 1024),
|
||||
new Res(1600, 900),
|
||||
new Res(1920, 1080),
|
||||
new Res(3200, 1800),
|
||||
new Res(3840, 2160),
|
||||
};
|
||||
|
||||
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
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
|
||||
);
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
int prevResolutionIndex = currentResolutionIndex;
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
currentResolutionIndex -= 1;
|
||||
if (currentResolutionIndex < 0)
|
||||
{
|
||||
currentResolutionIndex = resolutions.Length - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
currentResolutionIndex += 1;
|
||||
if (currentResolutionIndex >= resolutions.Length)
|
||||
{
|
||||
currentResolutionIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (prevResolutionIndex != currentResolutionIndex)
|
||||
{
|
||||
Logger.LogInfo("Setting resolution to: " + resolutions[currentResolutionIndex]);
|
||||
MainWindow.SetWindowSize(resolutions[currentResolutionIndex].Width, resolutions[currentResolutionIndex].Height);
|
||||
}
|
||||
}
|
||||
|
||||
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.DrawPrimitives(0, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
WindowResizingGame game = new WindowResizingGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|