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Author SHA1 Message Date
cosmonaut c6f87cce55 more sprite batch implementation 2024-01-26 22:29:20 -08:00
cosmonaut b0583f934b more 2024-01-23 12:43:47 -08:00
cosmonaut 7eb2477870 starting on sprite batch example 2024-01-23 12:43:34 -08:00
35 changed files with 2503 additions and 2595 deletions

1
.gitignore vendored
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@ -2,4 +2,3 @@ bin/
obj/ obj/
.vs/ .vs/
*.csproj.user *.csproj.user
Properties/

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@ -4,139 +4,139 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class BasicComputeGame : Game class BasicComputeGame : Game
{ {
private GraphicsPipeline drawPipeline; private GraphicsPipeline drawPipeline;
private Texture texture; private Texture texture;
private Sampler sampler; private Sampler sampler;
private Buffer vertexBuffer; private Buffer vertexBuffer;
public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
// Create the compute pipeline that writes texture data // Create the compute pipeline that writes texture data
ShaderModule fillTextureComputeShaderModule = new ShaderModule( ShaderModule fillTextureComputeShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("FillTexture.comp") TestUtils.GetShaderPath("FillTexture.comp")
); );
ComputePipeline fillTextureComputePipeline = new ComputePipeline( ComputePipeline fillTextureComputePipeline = new ComputePipeline(
GraphicsDevice, GraphicsDevice,
ComputeShaderInfo.Create(fillTextureComputeShaderModule, "main", 0, 1) ComputeShaderInfo.Create(fillTextureComputeShaderModule, "main", 0, 1)
); );
// Create the compute pipeline that calculates squares of numbers // Create the compute pipeline that calculates squares of numbers
ShaderModule calculateSquaresComputeShaderModule = new ShaderModule( ShaderModule calculateSquaresComputeShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("CalculateSquares.comp") TestUtils.GetShaderPath("CalculateSquares.comp")
); );
ComputePipeline calculateSquaresComputePipeline = new ComputePipeline( ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
GraphicsDevice, GraphicsDevice,
ComputeShaderInfo.Create(calculateSquaresComputeShaderModule, "main", 1, 0) ComputeShaderInfo.Create(calculateSquaresComputeShaderModule, "main", 1, 0)
); );
// Create the graphics pipeline // Create the graphics pipeline
ShaderModule vertShaderModule = new ShaderModule( ShaderModule vertShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert") TestUtils.GetShaderPath("TexturedQuad.vert")
); );
ShaderModule fragShaderModule = new ShaderModule( ShaderModule fragShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.frag") TestUtils.GetShaderPath("TexturedQuad.frag")
); );
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
drawPipeline = new GraphicsPipeline( drawPipeline = new GraphicsPipeline(
GraphicsDevice, GraphicsDevice,
drawPipelineCreateInfo drawPipelineCreateInfo
); );
// Create buffers and textures // Create buffers and textures
uint[] squares = new uint[64]; uint[] squares = new uint[64];
Buffer squaresBuffer = Buffer.Create<uint>( Buffer squaresBuffer = Buffer.Create<uint>(
GraphicsDevice, GraphicsDevice,
BufferUsageFlags.Compute, BufferUsageFlags.Compute,
(uint) squares.Length (uint) squares.Length
); );
vertexBuffer = Buffer.Create<PositionTextureVertex>( vertexBuffer = Buffer.Create<PositionTextureVertex>(
GraphicsDevice, GraphicsDevice,
BufferUsageFlags.Vertex, BufferUsageFlags.Vertex,
6 6
); );
texture = Texture.CreateTexture2D( texture = Texture.CreateTexture2D(
GraphicsDevice, GraphicsDevice,
MainWindow.Width, MainWindow.Width,
MainWindow.Height, MainWindow.Height,
TextureFormat.R8G8B8A8, TextureFormat.R8G8B8A8,
TextureUsageFlags.Compute | TextureUsageFlags.Sampler TextureUsageFlags.Compute | TextureUsageFlags.Sampler
); );
sampler = new Sampler(GraphicsDevice, new SamplerCreateInfo()); sampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
// Upload GPU resources and dispatch compute work // Upload GPU resources and dispatch compute work
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(vertexBuffer, new PositionTextureVertex[] 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, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 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(1, 1)),
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), 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(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
}); });
// This should result in a bright yellow texture! // This should result in a bright yellow texture!
cmdbuf.BindComputePipeline(fillTextureComputePipeline); cmdbuf.BindComputePipeline(fillTextureComputePipeline);
cmdbuf.BindComputeTextures(texture); cmdbuf.BindComputeTextures(texture);
cmdbuf.DispatchCompute(texture.Width / 8, texture.Height / 8, 1, 0); cmdbuf.DispatchCompute(texture.Width / 8, texture.Height / 8, 1, 0);
// This calculates the squares of the first N integers! // This calculates the squares of the first N integers!
cmdbuf.BindComputePipeline(calculateSquaresComputePipeline); cmdbuf.BindComputePipeline(calculateSquaresComputePipeline);
cmdbuf.BindComputeBuffers(squaresBuffer); cmdbuf.BindComputeBuffers(squaresBuffer);
cmdbuf.DispatchCompute((uint) squares.Length / 8, 1, 1, 0); cmdbuf.DispatchCompute((uint) squares.Length / 8, 1, 1, 0);
var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf); var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
GraphicsDevice.WaitForFences(fence); GraphicsDevice.WaitForFences(fence);
GraphicsDevice.ReleaseFence(fence); GraphicsDevice.ReleaseFence(fence);
// Print the squares! // Print the squares!
squaresBuffer.GetData(squares); squaresBuffer.GetData(squares);
Logger.LogInfo("Squares of the first " + squares.Length + " integers: " + string.Join(", ", squares)); Logger.LogInfo("Squares of the first " + squares.Length + " integers: " + string.Join(", ", squares));
} }
protected override void Update(System.TimeSpan delta) { } protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
cmdbuf.BindGraphicsPipeline(drawPipeline); cmdbuf.BindGraphicsPipeline(drawPipeline);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.DrawPrimitives(0, 2, 0, 0); cmdbuf.DrawPrimitives(0, 2, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
BasicComputeGame game = new BasicComputeGame(); BasicComputeGame game = new BasicComputeGame();
game.Run(); game.Run();
} }
} }
} }

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@ -4,107 +4,107 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class BasicStencilGame : Game class BasicStencilGame : Game
{ {
private GraphicsPipeline maskerPipeline; private GraphicsPipeline maskerPipeline;
private GraphicsPipeline maskeePipeline; private GraphicsPipeline maskeePipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Texture depthStencilTexture; private Texture depthStencilTexture;
public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipelines // Create the graphics pipelines
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = true; pipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = true;
pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D16S8; pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D16S8;
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
pipelineCreateInfo.DepthStencilState = new DepthStencilState pipelineCreateInfo.DepthStencilState = new DepthStencilState
{ {
StencilTestEnable = true, StencilTestEnable = true,
FrontStencilState = new StencilOpState FrontStencilState = new StencilOpState
{ {
Reference = 1, Reference = 1,
WriteMask = 0xFF, WriteMask = 0xFF,
CompareOp = CompareOp.Never, CompareOp = CompareOp.Never,
FailOp = StencilOp.Replace, FailOp = StencilOp.Replace,
} }
}; };
maskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); maskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
pipelineCreateInfo.DepthStencilState = new DepthStencilState pipelineCreateInfo.DepthStencilState = new DepthStencilState
{ {
StencilTestEnable = true, StencilTestEnable = true,
FrontStencilState = new StencilOpState FrontStencilState = new StencilOpState
{ {
Reference = 0, Reference = 0,
CompareMask = 0xFF, CompareMask = 0xFF,
WriteMask = 0, WriteMask = 0,
CompareOp = CompareOp.Equal, CompareOp = CompareOp.Equal,
} }
}; };
maskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); maskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the GPU resources // Create and populate the GPU resources
depthStencilTexture = Texture.CreateTexture2D( depthStencilTexture = Texture.CreateTexture2D(
GraphicsDevice, GraphicsDevice,
MainWindow.Width, MainWindow.Width,
MainWindow.Height, MainWindow.Height,
TextureFormat.D16S8, TextureFormat.D16S8,
TextureUsageFlags.DepthStencilTarget TextureUsageFlags.DepthStencilTarget
); );
vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6); vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionColorVertex[] 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(0.5f, 0.5f, 0), Color.Yellow), new PositionColorVertex(new Vector3(0.5f, 0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(0, -0.5f, 0), Color.Yellow), new PositionColorVertex(new Vector3(0, -0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red), new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime), new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue), new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
} }
); );
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) { } protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass( cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthStencilTexture, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare), new DepthStencilAttachmentInfo(depthStencilTexture, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare),
new ColorAttachmentInfo(backbuffer, Color.Black) new ColorAttachmentInfo(backbuffer, Color.Black)
); );
cmdbuf.BindGraphicsPipeline(maskerPipeline); cmdbuf.BindGraphicsPipeline(maskerPipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.DrawPrimitives(0, 1, 0, 0); cmdbuf.DrawPrimitives(0, 1, 0, 0);
cmdbuf.BindGraphicsPipeline(maskeePipeline); cmdbuf.BindGraphicsPipeline(maskeePipeline);
cmdbuf.DrawPrimitives(3, 1, 0, 0); cmdbuf.DrawPrimitives(3, 1, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
BasicStencilGame p = new BasicStencilGame(); BasicStencilGame p = new BasicStencilGame();
p.Run(); p.Run();
} }
} }
} }

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@ -17,7 +17,7 @@ namespace MoonWorks.Test
public BasicTriangleGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) 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"); 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 vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));

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@ -5,129 +5,129 @@ using System.IO;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class CompressedTexturesGame : Game class CompressedTexturesGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private Sampler sampler; private Sampler sampler;
private Texture[] textures; private Texture[] textures;
private string[] textureNames = new string[] private string[] textureNames = new string[]
{ {
"BC1", "BC1",
"BC2", "BC2",
"BC3", "BC3",
"BC7" "BC7"
}; };
private int currentTextureIndex; private int currentTextureIndex;
public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
Logger.LogInfo("Press Left and Right to cycle between textures"); Logger.LogInfo("Press Left and Right to cycle between textures");
Logger.LogInfo("Setting texture to: " + textureNames[0]); Logger.LogInfo("Setting texture to: " + textureNames[0]);
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create sampler // Create sampler
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
// Create texture array // Create texture array
textures = new Texture[textureNames.Length]; textures = new Texture[textureNames.Length];
// Create and populate the GPU resources // Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4); vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6); indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionTextureVertex[] new PositionTextureVertex[]
{ {
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), 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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new ushort[] new ushort[]
{ {
0, 1, 2, 0, 1, 2,
0, 2, 3, 0, 2, 3,
} }
); );
for (int i = 0; i < textureNames.Length; i += 1) for (int i = 0; i < textureNames.Length; i += 1)
{ {
Logger.LogInfo(textureNames[i]); Logger.LogInfo(textureNames[i]);
using (FileStream fs = new FileStream(TestUtils.GetTexturePath(textureNames[i] + ".dds"), FileMode.Open, FileAccess.Read)) using (FileStream fs = new FileStream(TestUtils.GetTexturePath(textureNames[i] + ".dds"), FileMode.Open, FileAccess.Read))
textures[i] = Texture.LoadDDS(GraphicsDevice, cmdbuf, fs); textures[i] = Texture.LoadDDS(GraphicsDevice, cmdbuf, fs);
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) protected override void Update(System.TimeSpan delta)
{ {
int prevSamplerIndex = currentTextureIndex; int prevSamplerIndex = currentTextureIndex;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{ {
currentTextureIndex -= 1; currentTextureIndex -= 1;
if (currentTextureIndex < 0) if (currentTextureIndex < 0)
{ {
currentTextureIndex = textureNames.Length - 1; currentTextureIndex = textureNames.Length - 1;
} }
} }
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{ {
currentTextureIndex += 1; currentTextureIndex += 1;
if (currentTextureIndex >= textureNames.Length) if (currentTextureIndex >= textureNames.Length)
{ {
currentTextureIndex = 0; currentTextureIndex = 0;
} }
} }
if (prevSamplerIndex != currentTextureIndex) if (prevSamplerIndex != currentTextureIndex)
{ {
Logger.LogInfo("Setting texture to: " + textureNames[currentTextureIndex]); Logger.LogInfo("Setting texture to: " + textureNames[currentTextureIndex]);
} }
} }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[currentTextureIndex], sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[currentTextureIndex], sampler));
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0); cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
CompressedTexturesGame game = new CompressedTexturesGame(); CompressedTexturesGame game = new CompressedTexturesGame();
game.Run(); game.Run();
} }
} }
} }

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@ -4,126 +4,126 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class ComputeUniformsGame : Game class ComputeUniformsGame : Game
{ {
private GraphicsPipeline drawPipeline; private GraphicsPipeline drawPipeline;
private Texture texture; private Texture texture;
private Sampler sampler; private Sampler sampler;
private Buffer vertexBuffer; private Buffer vertexBuffer;
struct GradientTextureComputeUniforms struct GradientTextureComputeUniforms
{ {
public uint groupCountX; public uint groupCountX;
public uint groupCountY; public uint groupCountY;
public GradientTextureComputeUniforms(uint w, uint h) public GradientTextureComputeUniforms(uint w, uint h)
{ {
groupCountX = w; groupCountX = w;
groupCountY = h; groupCountY = h;
} }
} }
public ComputeUniformsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public ComputeUniformsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
// Create the compute pipeline that writes texture data // Create the compute pipeline that writes texture data
ShaderModule gradientTextureComputeShaderModule = new ShaderModule( ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("GradientTexture.comp") TestUtils.GetShaderPath("GradientTexture.comp")
); );
ComputePipeline gradientTextureComputePipeline = new ComputePipeline( ComputePipeline gradientTextureComputePipeline = new ComputePipeline(
GraphicsDevice, GraphicsDevice,
ComputeShaderInfo.Create<GradientTextureComputeUniforms>(gradientTextureComputeShaderModule, "main", 0, 1) ComputeShaderInfo.Create<GradientTextureComputeUniforms>(gradientTextureComputeShaderModule, "main", 0, 1)
); );
// Create the graphics pipeline // Create the graphics pipeline
ShaderModule vertShaderModule = new ShaderModule( ShaderModule vertShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert") TestUtils.GetShaderPath("TexturedQuad.vert")
); );
ShaderModule fragShaderModule = new ShaderModule( ShaderModule fragShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.frag") TestUtils.GetShaderPath("TexturedQuad.frag")
); );
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
drawPipeline = new GraphicsPipeline( drawPipeline = new GraphicsPipeline(
GraphicsDevice, GraphicsDevice,
drawPipelineCreateInfo drawPipelineCreateInfo
); );
// Create buffers and textures // Create buffers and textures
vertexBuffer = Buffer.Create<PositionTextureVertex>( vertexBuffer = Buffer.Create<PositionTextureVertex>(
GraphicsDevice, GraphicsDevice,
BufferUsageFlags.Vertex, BufferUsageFlags.Vertex,
6 6
); );
texture = Texture.CreateTexture2D( texture = Texture.CreateTexture2D(
GraphicsDevice, GraphicsDevice,
MainWindow.Width, MainWindow.Width,
MainWindow.Height, MainWindow.Height,
TextureFormat.R8G8B8A8, TextureFormat.R8G8B8A8,
TextureUsageFlags.Compute | TextureUsageFlags.Sampler TextureUsageFlags.Compute | TextureUsageFlags.Sampler
); );
sampler = new Sampler(GraphicsDevice, new SamplerCreateInfo()); sampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
// Upload GPU resources and dispatch compute work // Upload GPU resources and dispatch compute work
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(vertexBuffer, new PositionTextureVertex[] 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, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 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(1, 1)),
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), 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(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
}); });
GradientTextureComputeUniforms gradientUniforms = new GradientTextureComputeUniforms( GradientTextureComputeUniforms gradientUniforms = new GradientTextureComputeUniforms(
texture.Width / 8, texture.Width / 8,
texture.Height / 8 texture.Height / 8
); );
cmdbuf.BindComputePipeline(gradientTextureComputePipeline); cmdbuf.BindComputePipeline(gradientTextureComputePipeline);
cmdbuf.BindComputeTextures(texture); cmdbuf.BindComputeTextures(texture);
uint offset = cmdbuf.PushComputeShaderUniforms(gradientUniforms); uint offset = cmdbuf.PushComputeShaderUniforms(gradientUniforms);
cmdbuf.DispatchCompute(gradientUniforms.groupCountX, gradientUniforms.groupCountY, 1, offset); cmdbuf.DispatchCompute(gradientUniforms.groupCountX, gradientUniforms.groupCountY, 1, offset);
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) { } protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
cmdbuf.BindGraphicsPipeline(drawPipeline); cmdbuf.BindGraphicsPipeline(drawPipeline);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.DrawPrimitives(0, 2, 0, 0); cmdbuf.DrawPrimitives(0, 2, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
ComputeUniformsGame game = new ComputeUniformsGame(); ComputeUniformsGame game = new ComputeUniformsGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -5,72 +5,72 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class CopyTextureGame : Game class CopyTextureGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private Texture originalTexture; private Texture originalTexture;
private Texture textureCopy; private Texture textureCopy;
private Texture textureSmallCopy; private Texture textureSmallCopy;
private Sampler sampler; private Sampler sampler;
public unsafe CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public unsafe CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend; pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create sampler // Create sampler
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the GPU resources // Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 12); vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 12);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 12); indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 12);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionTextureVertex[] new PositionTextureVertex[]
{ {
new PositionTextureVertex(new Vector3(-1f, 0f, 0), new Vector2(0, 0)), 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, 0f, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3( 0f, 1f, 0), new Vector2(1, 1)), 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(-1f, 1f, 0), new Vector2(0, 1)),
new PositionTextureVertex(new Vector3(0f, 0f, 0), new Vector2(0, 0)), 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, 0f, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1f, 1f, 0), new Vector2(1, 1)), 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(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(0, 0)),
new PositionTextureVertex(new Vector3( 0.5f, -1f, 0), new Vector2(1, 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(1, 1)),
new PositionTextureVertex(new Vector3(-0.5f, 0f, 0), new Vector2(0, 1)) new PositionTextureVertex(new Vector3(-0.5f, 0f, 0), new Vector2(0, 1))
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new ushort[] new ushort[]
{ {
0, 1, 2, 0, 1, 2,
0, 2, 3, 0, 2, 3,
} }
); );
// Load the texture. Storing the texture bytes so we can compare them. // 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 fileStream = new System.IO.FileStream(TestUtils.GetTexturePath("ravioli.png"), System.IO.FileMode.Open, System.IO.FileAccess.Read);
var fileLength = fileStream.Length; var fileLength = fileStream.Length;
var fileBuffer = NativeMemory.Alloc((nuint) fileLength); var fileBuffer = NativeMemory.Alloc((nuint) fileLength);
@ -87,54 +87,54 @@ namespace MoonWorks.Test
NativeMemory.Free(fileBuffer); NativeMemory.Free(fileBuffer);
TextureCreateInfo textureCreateInfo = new TextureCreateInfo(); TextureCreateInfo textureCreateInfo = new TextureCreateInfo();
textureCreateInfo.Width = (uint) width; textureCreateInfo.Width = (uint) width;
textureCreateInfo.Height = (uint) height; textureCreateInfo.Height = (uint) height;
textureCreateInfo.Depth = 1; textureCreateInfo.Depth = 1;
textureCreateInfo.Format = TextureFormat.R8G8B8A8; textureCreateInfo.Format = TextureFormat.R8G8B8A8;
textureCreateInfo.IsCube = false; textureCreateInfo.IsCube = false;
textureCreateInfo.LevelCount = 1; textureCreateInfo.LevelCount = 1;
textureCreateInfo.UsageFlags = TextureUsageFlags.Sampler; textureCreateInfo.UsageFlags = TextureUsageFlags.Sampler;
originalTexture = new Texture(GraphicsDevice, textureCreateInfo); originalTexture = new Texture(GraphicsDevice, textureCreateInfo);
cmdbuf.SetTextureData(originalTexture, pixels, (uint) byteCount); cmdbuf.SetTextureData(originalTexture, pixels, (uint) byteCount);
// Create a 1:1 copy of the texture // Create a 1:1 copy of the texture
textureCopy = new Texture(GraphicsDevice, textureCreateInfo); textureCopy = new Texture(GraphicsDevice, textureCreateInfo);
cmdbuf.CopyTextureToTexture( cmdbuf.CopyTextureToTexture(
new TextureSlice(originalTexture), new TextureSlice(originalTexture),
new TextureSlice(textureCopy), new TextureSlice(textureCopy),
Filter.Linear Filter.Linear
); );
// Create a half-sized copy of this texture // Create a half-sized copy of this texture
textureCreateInfo.Width /= 2; textureCreateInfo.Width /= 2;
textureCreateInfo.Height /= 2; textureCreateInfo.Height /= 2;
textureSmallCopy = new Texture(GraphicsDevice, textureCreateInfo); textureSmallCopy = new Texture(GraphicsDevice, textureCreateInfo);
cmdbuf.CopyTextureToTexture( cmdbuf.CopyTextureToTexture(
new TextureSlice(originalTexture), new TextureSlice(originalTexture),
new TextureSlice( new TextureSlice(
textureSmallCopy, textureSmallCopy,
new Rect( new Rect(
(int) textureCreateInfo.Width, (int) textureCreateInfo.Width,
(int) textureCreateInfo.Height (int) textureCreateInfo.Height
) )
), ),
Filter.Linear Filter.Linear
); );
// Copy the texture to a buffer // Copy the texture to a buffer
Buffer compareBuffer = Buffer.Create<byte>(GraphicsDevice, 0, (uint) byteCount); Buffer compareBuffer = Buffer.Create<byte>(GraphicsDevice, 0, (uint) byteCount);
cmdbuf.CopyTextureToBuffer(new TextureSlice(originalTexture), compareBuffer); cmdbuf.CopyTextureToBuffer(new TextureSlice(originalTexture), compareBuffer);
var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf); var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
GraphicsDevice.WaitForFences(fence); GraphicsDevice.WaitForFences(fence);
GraphicsDevice.ReleaseFence(fence); GraphicsDevice.ReleaseFence(fence);
// Compare the original bytes to the copied bytes. // Compare the original bytes to the copied bytes.
var copiedBytes = NativeMemory.Alloc((nuint) byteCount); var copiedBytes = NativeMemory.Alloc((nuint) byteCount);
var copiedSpan = new System.Span<byte>(copiedBytes, byteCount); var copiedSpan = new System.Span<byte>(copiedBytes, byteCount);
compareBuffer.GetData(copiedSpan); compareBuffer.GetData(copiedSpan);
var originalSpan = new System.Span<byte>((void*) pixels, byteCount); var originalSpan = new System.Span<byte>((void*) pixels, byteCount);
@ -149,35 +149,35 @@ namespace MoonWorks.Test
} }
RefreshCS.Refresh.Refresh_Image_Free(pixels); RefreshCS.Refresh.Refresh_Image_Free(pixels);
} }
protected override void Update(System.TimeSpan delta) { } protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(originalTexture, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(originalTexture, sampler));
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0); cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textureCopy, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textureCopy, sampler));
cmdbuf.DrawIndexedPrimitives(4, 0, 2, 0, 0); cmdbuf.DrawIndexedPrimitives(4, 0, 2, 0, 0);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textureSmallCopy, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textureSmallCopy, sampler));
cmdbuf.DrawIndexedPrimitives(8, 0, 2, 0, 0); cmdbuf.DrawIndexedPrimitives(8, 0, 2, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
CopyTextureGame game = new CopyTextureGame(); CopyTextureGame game = new CopyTextureGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -6,52 +6,52 @@ using System.Threading.Tasks;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class CubeGame : Game class CubeGame : Game
{ {
private GraphicsPipeline cubePipeline; private GraphicsPipeline cubePipeline;
private GraphicsPipeline cubePipelineDepthOnly; private GraphicsPipeline cubePipelineDepthOnly;
private GraphicsPipeline skyboxPipeline; private GraphicsPipeline skyboxPipeline;
private GraphicsPipeline skyboxPipelineDepthOnly; private GraphicsPipeline skyboxPipelineDepthOnly;
private GraphicsPipeline blitPipeline; private GraphicsPipeline blitPipeline;
private Texture depthTexture; private Texture depthTexture;
private Sampler depthSampler; private Sampler depthSampler;
private DepthUniforms depthUniforms; private DepthUniforms depthUniforms;
private Buffer cubeVertexBuffer; private Buffer cubeVertexBuffer;
private Buffer skyboxVertexBuffer; private Buffer skyboxVertexBuffer;
private Buffer blitVertexBuffer; private Buffer blitVertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private Texture skyboxTexture; private Texture skyboxTexture;
private Sampler skyboxSampler; private Sampler skyboxSampler;
private bool finishedLoading = false; private bool finishedLoading = false;
private float cubeTimer = 0f; private float cubeTimer = 0f;
private Quaternion cubeRotation = Quaternion.Identity; private Quaternion cubeRotation = Quaternion.Identity;
private Quaternion previousCubeRotation = Quaternion.Identity; private Quaternion previousCubeRotation = Quaternion.Identity;
private bool depthOnlyEnabled = false; private bool depthOnlyEnabled = false;
private Vector3 camPos = new Vector3(0, 1.5f, 4f); private Vector3 camPos = new Vector3(0, 1.5f, 4f);
private TaskFactory taskFactory = new TaskFactory(); private TaskFactory taskFactory = new TaskFactory();
private bool takeScreenshot; private bool takeScreenshot;
struct DepthUniforms struct DepthUniforms
{ {
public float ZNear; public float ZNear;
public float ZFar; public float ZFar;
public DepthUniforms(float zNear, float zFar) public DepthUniforms(float zNear, float zFar)
{ {
ZNear = zNear; ZNear = zNear;
ZFar = zFar; ZFar = zFar;
} }
} }
void LoadCubemap(CommandBuffer cmdbuf, string[] imagePaths) void LoadCubemap(CommandBuffer cmdbuf, string[] imagePaths)
{ {
for (uint i = 0; i < imagePaths.Length; i++) for (uint i = 0; i < imagePaths.Length; i++)
{ {
var textureSlice = new TextureSlice( var textureSlice = new TextureSlice(
skyboxTexture, skyboxTexture,
new Rect(0, 0, (int) skyboxTexture.Width, (int) skyboxTexture.Height), new Rect(0, 0, (int) skyboxTexture.Width, (int) skyboxTexture.Height),
@ -61,383 +61,383 @@ namespace MoonWorks.Test
); );
Texture.SetDataFromImageFile(cmdbuf, textureSlice, imagePaths[i]); Texture.SetDataFromImageFile(cmdbuf, textureSlice, imagePaths[i]);
} }
} }
public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
ShaderModule cubeVertShaderModule = new ShaderModule( ShaderModule cubeVertShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("PositionColorWithMatrix.vert") TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
); );
ShaderModule cubeFragShaderModule = new ShaderModule( ShaderModule cubeFragShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("SolidColor.frag") TestUtils.GetShaderPath("SolidColor.frag")
); );
ShaderModule skyboxVertShaderModule = new ShaderModule( ShaderModule skyboxVertShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("Skybox.vert") TestUtils.GetShaderPath("Skybox.vert")
); );
ShaderModule skyboxFragShaderModule = new ShaderModule( ShaderModule skyboxFragShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("Skybox.frag") TestUtils.GetShaderPath("Skybox.frag")
); );
ShaderModule blitVertShaderModule = new ShaderModule( ShaderModule blitVertShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert") TestUtils.GetShaderPath("TexturedQuad.vert")
); );
ShaderModule blitFragShaderModule = new ShaderModule( ShaderModule blitFragShaderModule = new ShaderModule(
GraphicsDevice, GraphicsDevice,
TestUtils.GetShaderPath("TexturedDepthQuad.frag") TestUtils.GetShaderPath("TexturedDepthQuad.frag")
); );
depthTexture = Texture.CreateTexture2D( depthTexture = Texture.CreateTexture2D(
GraphicsDevice, GraphicsDevice,
MainWindow.Width, MainWindow.Width,
MainWindow.Height, MainWindow.Height,
TextureFormat.D16, TextureFormat.D16,
TextureUsageFlags.DepthStencilTarget | TextureUsageFlags.Sampler TextureUsageFlags.DepthStencilTarget | TextureUsageFlags.Sampler
); );
depthSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo()); depthSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
depthUniforms = new DepthUniforms(0.01f, 100f); depthUniforms = new DepthUniforms(0.01f, 100f);
skyboxTexture = Texture.CreateTextureCube( skyboxTexture = Texture.CreateTextureCube(
GraphicsDevice, GraphicsDevice,
2048, 2048,
TextureFormat.R8G8B8A8, TextureFormat.R8G8B8A8,
TextureUsageFlags.Sampler TextureUsageFlags.Sampler
); );
skyboxSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo()); skyboxSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
cubeVertexBuffer = Buffer.Create<PositionColorVertex>( cubeVertexBuffer = Buffer.Create<PositionColorVertex>(
GraphicsDevice, GraphicsDevice,
BufferUsageFlags.Vertex, BufferUsageFlags.Vertex,
24 24
); );
skyboxVertexBuffer = Buffer.Create<PositionVertex>( skyboxVertexBuffer = Buffer.Create<PositionVertex>(
GraphicsDevice, GraphicsDevice,
BufferUsageFlags.Vertex, BufferUsageFlags.Vertex,
24 24
); );
indexBuffer = Buffer.Create<uint>( indexBuffer = Buffer.Create<uint>(
GraphicsDevice, GraphicsDevice,
BufferUsageFlags.Index, BufferUsageFlags.Index,
36 36
); // Using uint here just to test IndexElementSize=32 ); // Using uint here just to test IndexElementSize=32
blitVertexBuffer = Buffer.Create<PositionTextureVertex>( blitVertexBuffer = Buffer.Create<PositionTextureVertex>(
GraphicsDevice, GraphicsDevice,
BufferUsageFlags.Vertex, BufferUsageFlags.Vertex,
6 6
); );
Task loadingTask = Task.Run(() => UploadGPUAssets()); Task loadingTask = Task.Run(() => UploadGPUAssets());
// Create the cube pipelines // Create the cube pipelines
GraphicsPipelineCreateInfo cubePipelineCreateInfo = new GraphicsPipelineCreateInfo GraphicsPipelineCreateInfo cubePipelineCreateInfo = new GraphicsPipelineCreateInfo
{ {
AttachmentInfo = new GraphicsPipelineAttachmentInfo( AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D16, TextureFormat.D16,
new ColorAttachmentDescription( new ColorAttachmentDescription(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
ColorAttachmentBlendState.Opaque ColorAttachmentBlendState.Opaque
) )
), ),
DepthStencilState = DepthStencilState.DepthReadWrite, DepthStencilState = DepthStencilState.DepthReadWrite,
VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0), VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0),
VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(), VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
PrimitiveType = PrimitiveType.TriangleList, PrimitiveType = PrimitiveType.TriangleList,
FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0), FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
RasterizerState = RasterizerState.CW_CullBack, RasterizerState = RasterizerState.CW_CullBack,
MultisampleState = MultisampleState.None MultisampleState = MultisampleState.None
}; };
cubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo); cubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
cubePipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16); cubePipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
cubePipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo); cubePipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
// Create the skybox pipelines // Create the skybox pipelines
GraphicsPipelineCreateInfo skyboxPipelineCreateInfo = new GraphicsPipelineCreateInfo GraphicsPipelineCreateInfo skyboxPipelineCreateInfo = new GraphicsPipelineCreateInfo
{ {
AttachmentInfo = new GraphicsPipelineAttachmentInfo( AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D16, TextureFormat.D16,
new ColorAttachmentDescription( new ColorAttachmentDescription(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
ColorAttachmentBlendState.Opaque ColorAttachmentBlendState.Opaque
) )
), ),
DepthStencilState = DepthStencilState.DepthReadWrite, DepthStencilState = DepthStencilState.DepthReadWrite,
VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(skyboxVertShaderModule, "main", 0), VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(skyboxVertShaderModule, "main", 0),
VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>(), VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>(),
PrimitiveType = PrimitiveType.TriangleList, PrimitiveType = PrimitiveType.TriangleList,
FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1), FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
RasterizerState = RasterizerState.CW_CullNone, RasterizerState = RasterizerState.CW_CullNone,
MultisampleState = MultisampleState.None, MultisampleState = MultisampleState.None,
}; };
skyboxPipeline = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo); skyboxPipeline = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
skyboxPipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16); skyboxPipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
skyboxPipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo); skyboxPipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
// Create the blit pipeline // Create the blit pipeline
GraphicsPipelineCreateInfo blitPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo blitPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
blitVertShaderModule, blitVertShaderModule,
blitFragShaderModule blitFragShaderModule
); );
blitPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); blitPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<DepthUniforms>(blitFragShaderModule, "main", 1); blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<DepthUniforms>(blitFragShaderModule, "main", 1);
blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo); blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo);
} }
private void UploadGPUAssets() private void UploadGPUAssets()
{ {
Logger.LogInfo("Loading..."); Logger.LogInfo("Loading...");
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
cubeVertexBuffer, cubeVertexBuffer,
new PositionColorVertex[] 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(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, 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(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, 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(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)),
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( cmdbuf.SetBufferData(
skyboxVertexBuffer, skyboxVertexBuffer,
new PositionVertex[] 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)),
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( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new uint[] new uint[]
{ {
0, 1, 2, 0, 2, 3, 0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4, 6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11, 8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12, 14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19, 16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20 22, 21, 20, 23, 22, 20
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
blitVertexBuffer, blitVertexBuffer,
new PositionTextureVertex[] new PositionTextureVertex[]
{ {
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), 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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), 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(0, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
} }
); );
LoadCubemap(cmdbuf, new string[] LoadCubemap(cmdbuf, new string[]
{ {
TestUtils.GetTexturePath("right.png"), TestUtils.GetTexturePath("right.png"),
TestUtils.GetTexturePath("left.png"), TestUtils.GetTexturePath("left.png"),
TestUtils.GetTexturePath("top.png"), TestUtils.GetTexturePath("top.png"),
TestUtils.GetTexturePath("bottom.png"), TestUtils.GetTexturePath("bottom.png"),
TestUtils.GetTexturePath("front.png"), TestUtils.GetTexturePath("front.png"),
TestUtils.GetTexturePath("back.png") TestUtils.GetTexturePath("back.png")
}); });
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
finishedLoading = true; finishedLoading = true;
Logger.LogInfo("Finished loading!"); Logger.LogInfo("Finished loading!");
Logger.LogInfo("Press Left to toggle Depth-Only Mode"); Logger.LogInfo("Press Left to toggle Depth-Only Mode");
Logger.LogInfo("Press Down to move the camera upwards"); Logger.LogInfo("Press Down to move the camera upwards");
Logger.LogInfo("Press Right to save a screenshot"); Logger.LogInfo("Press Right to save a screenshot");
} }
protected override void Update(System.TimeSpan delta) protected override void Update(System.TimeSpan delta)
{ {
cubeTimer += (float) delta.TotalSeconds; cubeTimer += (float) delta.TotalSeconds;
previousCubeRotation = cubeRotation; previousCubeRotation = cubeRotation;
cubeRotation = Quaternion.CreateFromYawPitchRoll( cubeRotation = Quaternion.CreateFromYawPitchRoll(
cubeTimer * 2f, cubeTimer * 2f,
0, 0,
cubeTimer * 2f cubeTimer * 2f
); );
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Bottom)) if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Bottom))
{ {
camPos.Y = System.MathF.Min(camPos.Y + 0.2f, 15f); camPos.Y = System.MathF.Min(camPos.Y + 0.2f, 15f);
} }
else else
{ {
camPos.Y = System.MathF.Max(camPos.Y - 0.4f, 1.5f); camPos.Y = System.MathF.Max(camPos.Y - 0.4f, 1.5f);
} }
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{ {
depthOnlyEnabled = !depthOnlyEnabled; depthOnlyEnabled = !depthOnlyEnabled;
Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled); Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled);
} }
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{ {
takeScreenshot = true; takeScreenshot = true;
} }
} }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView( Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(75f), MathHelper.ToRadians(75f),
(float) MainWindow.Width / MainWindow.Height, (float) MainWindow.Width / MainWindow.Height,
depthUniforms.ZNear, depthUniforms.ZNear,
depthUniforms.ZFar depthUniforms.ZFar
); );
Matrix4x4 view = Matrix4x4.CreateLookAt( Matrix4x4 view = Matrix4x4.CreateLookAt(
camPos, camPos,
Vector3.Zero, Vector3.Zero,
Vector3.Up Vector3.Up
); );
TransformVertexUniform skyboxUniforms = new TransformVertexUniform(view * proj); TransformVertexUniform skyboxUniforms = new TransformVertexUniform(view * proj);
Matrix4x4 model = Matrix4x4.CreateFromQuaternion( Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
Quaternion.Slerp( Quaternion.Slerp(
previousCubeRotation, previousCubeRotation,
cubeRotation, cubeRotation,
(float) alpha (float) alpha
) )
); );
TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj); TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (swapchainTexture != null) if (swapchainTexture != null)
{ {
if (!finishedLoading) if (!finishedLoading)
{ {
float sine = System.MathF.Abs(System.MathF.Sin(cubeTimer)); float sine = System.MathF.Abs(System.MathF.Sin(cubeTimer));
Color clearColor = new Color(sine, sine, sine); Color clearColor = new Color(sine, sine, sine);
// Just show a clear screen. // Just show a clear screen.
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, clearColor)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, clearColor));
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
else else
{ {
if (!depthOnlyEnabled) if (!depthOnlyEnabled)
{ {
cmdbuf.BeginRenderPass( cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)), new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)),
new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare) new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare)
); );
} }
else else
{ {
cmdbuf.BeginRenderPass( cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)) new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0))
); );
} }
// Draw cube // Draw cube
cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? cubePipelineDepthOnly : cubePipeline); cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? cubePipelineDepthOnly : cubePipeline);
cmdbuf.BindVertexBuffers(cubeVertexBuffer); cmdbuf.BindVertexBuffers(cubeVertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
uint vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms); uint vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0); cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
// Draw skybox // Draw skybox
cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? skyboxPipelineDepthOnly : skyboxPipeline); cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? skyboxPipelineDepthOnly : skyboxPipeline);
cmdbuf.BindVertexBuffers(skyboxVertexBuffer); cmdbuf.BindVertexBuffers(skyboxVertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(skyboxTexture, skyboxSampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(skyboxTexture, skyboxSampler));
vertexParamOffset = cmdbuf.PushVertexShaderUniforms(skyboxUniforms); vertexParamOffset = cmdbuf.PushVertexShaderUniforms(skyboxUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0); cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
if (depthOnlyEnabled) if (depthOnlyEnabled)
{ {
// Draw the depth buffer as a grayscale image // Draw the depth buffer as a grayscale image
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare));
cmdbuf.BindGraphicsPipeline(blitPipeline); cmdbuf.BindGraphicsPipeline(blitPipeline);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(depthTexture, depthSampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(depthTexture, depthSampler));
cmdbuf.BindVertexBuffers(blitVertexBuffer); cmdbuf.BindVertexBuffers(blitVertexBuffer);
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(depthUniforms); uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(depthUniforms);
cmdbuf.DrawPrimitives(0, 2, vertexParamOffset, fragParamOffset); cmdbuf.DrawPrimitives(0, 2, vertexParamOffset, fragParamOffset);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
} }
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
if (takeScreenshot) if (takeScreenshot)
{ {
@ -448,7 +448,7 @@ namespace MoonWorks.Test
takeScreenshot = false; takeScreenshot = false;
} }
} }
private System.Action<object?> TakeScreenshot = texture => private System.Action<object?> TakeScreenshot = texture =>
{ {
@ -458,10 +458,10 @@ namespace MoonWorks.Test
} }
}; };
public static void Main(string[] args) public static void Main(string[] args)
{ {
CubeGame game = new CubeGame(); CubeGame game = new CubeGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -185,12 +185,12 @@ namespace MoonWorks.Test
cubeIndexBuffer, cubeIndexBuffer,
new uint[] new uint[]
{ {
0, 1, 2, 0, 2, 3, 0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4, 6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11, 8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12, 14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19, 16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20 22, 21, 20, 23, 22, 20
} }
); );

View File

@ -5,77 +5,77 @@ using System.Runtime.InteropServices;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class DrawIndirectGame : Game class DrawIndirectGame : Game
{ {
private GraphicsPipeline graphicsPipeline; private GraphicsPipeline graphicsPipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer drawBuffer; private Buffer drawBuffer;
public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
graphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); graphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the vertex buffer // Create and populate the vertex buffer
vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6); vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6);
drawBuffer = Buffer.Create<IndirectDrawCommand>(GraphicsDevice, BufferUsageFlags.Indirect, 2); drawBuffer = Buffer.Create<IndirectDrawCommand>(GraphicsDevice, BufferUsageFlags.Indirect, 2);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionColorVertex[] new PositionColorVertex[]
{ {
new PositionColorVertex(new Vector3(-0.5f, -1, 0), Color.Blue), new PositionColorVertex(new Vector3(-0.5f, -1, 0), Color.Blue),
new PositionColorVertex(new Vector3(-1f, 1, 0), Color.Green), new PositionColorVertex(new Vector3(-1f, 1, 0), Color.Green),
new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red), new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
new PositionColorVertex(new Vector3(.5f, -1, 0), Color.Blue), new PositionColorVertex(new Vector3(.5f, -1, 0), Color.Blue),
new PositionColorVertex(new Vector3(1f, 1, 0), Color.Green), new PositionColorVertex(new Vector3(1f, 1, 0), Color.Green),
new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red), new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
drawBuffer, drawBuffer,
new IndirectDrawCommand[] new IndirectDrawCommand[]
{ {
new IndirectDrawCommand(3, 1, 3, 0), new IndirectDrawCommand(3, 1, 3, 0),
new IndirectDrawCommand(3, 1, 0, 0), new IndirectDrawCommand(3, 1, 0, 0),
} }
); );
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) { } protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
cmdbuf.BindGraphicsPipeline(graphicsPipeline); cmdbuf.BindGraphicsPipeline(graphicsPipeline);
cmdbuf.BindVertexBuffers(new BufferBinding(vertexBuffer, 0)); cmdbuf.BindVertexBuffers(new BufferBinding(vertexBuffer, 0));
cmdbuf.DrawPrimitivesIndirect(drawBuffer, 0, 2, (uint) Marshal.SizeOf<IndirectDrawCommand>(), 0, 0); cmdbuf.DrawPrimitivesIndirect(drawBuffer, 0, 2, (uint) Marshal.SizeOf<IndirectDrawCommand>(), 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
DrawIndirectGame game = new DrawIndirectGame(); DrawIndirectGame game = new DrawIndirectGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -5,109 +5,109 @@ using System.Runtime.InteropServices;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class GetBufferDataGame : Game class GetBufferDataGame : Game
{ {
public GetBufferDataGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public GetBufferDataGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
PositionVertex[] vertices = new PositionVertex[] PositionVertex[] vertices = new PositionVertex[]
{ {
new PositionVertex(new Vector3(0, 0, 0)), new PositionVertex(new Vector3(0, 0, 0)),
new PositionVertex(new Vector3(0, 0, 1)), new PositionVertex(new Vector3(0, 0, 1)),
new PositionVertex(new Vector3(0, 1, 0)), new PositionVertex(new Vector3(0, 1, 0)),
new PositionVertex(new Vector3(0, 1, 1)), new PositionVertex(new Vector3(0, 1, 1)),
new PositionVertex(new Vector3(1, 0, 0)), new PositionVertex(new Vector3(1, 0, 0)),
new PositionVertex(new Vector3(1, 0, 1)), new PositionVertex(new Vector3(1, 0, 1)),
new PositionVertex(new Vector3(1, 1, 0)), new PositionVertex(new Vector3(1, 1, 0)),
new PositionVertex(new Vector3(1, 1, 1)), new PositionVertex(new Vector3(1, 1, 1)),
}; };
PositionVertex[] otherVerts = new PositionVertex[] PositionVertex[] otherVerts = new PositionVertex[]
{ {
new PositionVertex(new Vector3(1, 2, 3)), new PositionVertex(new Vector3(1, 2, 3)),
new PositionVertex(new Vector3(4, 5, 6)), new PositionVertex(new Vector3(4, 5, 6)),
new PositionVertex(new Vector3(7, 8, 9)) new PositionVertex(new Vector3(7, 8, 9))
}; };
int vertexSize = Marshal.SizeOf<PositionVertex>(); int vertexSize = Marshal.SizeOf<PositionVertex>();
Buffer vertexBuffer = Buffer.Create<PositionVertex>( Buffer vertexBuffer = Buffer.Create<PositionVertex>(
GraphicsDevice, GraphicsDevice,
BufferUsageFlags.Vertex, BufferUsageFlags.Vertex,
(uint) vertices.Length (uint) vertices.Length
); );
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(vertexBuffer, vertices); cmdbuf.SetBufferData(vertexBuffer, vertices);
var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf); var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
// Wait for the vertices to finish uploading... // Wait for the vertices to finish uploading...
GraphicsDevice.WaitForFences(fence); GraphicsDevice.WaitForFences(fence);
GraphicsDevice.ReleaseFence(fence); GraphicsDevice.ReleaseFence(fence);
// Read back and print out the vertex values // Read back and print out the vertex values
PositionVertex[] readbackVertices = new PositionVertex[vertices.Length]; PositionVertex[] readbackVertices = new PositionVertex[vertices.Length];
vertexBuffer.GetData(readbackVertices); vertexBuffer.GetData(readbackVertices);
for (int i = 0; i < readbackVertices.Length; i += 1) for (int i = 0; i < readbackVertices.Length; i += 1)
{ {
Logger.LogInfo(readbackVertices[i].ToString()); Logger.LogInfo(readbackVertices[i].ToString());
} }
// Change the first three vertices // Change the first three vertices
cmdbuf = GraphicsDevice.AcquireCommandBuffer(); cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(vertexBuffer, otherVerts); cmdbuf.SetBufferData(vertexBuffer, otherVerts);
fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf); fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
GraphicsDevice.WaitForFences(fence); GraphicsDevice.WaitForFences(fence);
GraphicsDevice.ReleaseFence(fence); GraphicsDevice.ReleaseFence(fence);
// Read the updated buffer // Read the updated buffer
vertexBuffer.GetData(readbackVertices); vertexBuffer.GetData(readbackVertices);
Logger.LogInfo("=== Change first three vertices ==="); Logger.LogInfo("=== Change first three vertices ===");
for (int i = 0; i < readbackVertices.Length; i += 1) for (int i = 0; i < readbackVertices.Length; i += 1)
{ {
Logger.LogInfo(readbackVertices[i].ToString()); Logger.LogInfo(readbackVertices[i].ToString());
} }
// Change the last two vertices // Change the last two vertices
cmdbuf = GraphicsDevice.AcquireCommandBuffer(); cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
otherVerts, otherVerts,
(uint) (vertexSize * (vertices.Length - 2)), (uint) (vertexSize * (vertices.Length - 2)),
1, 1,
2 2
); );
fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf); fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
GraphicsDevice.WaitForFences(fence); GraphicsDevice.WaitForFences(fence);
GraphicsDevice.ReleaseFence(fence); GraphicsDevice.ReleaseFence(fence);
// Read the updated buffer // Read the updated buffer
vertexBuffer.GetData(readbackVertices); vertexBuffer.GetData(readbackVertices);
Logger.LogInfo("=== Change last two vertices ==="); Logger.LogInfo("=== Change last two vertices ===");
for (int i = 0; i < readbackVertices.Length; i += 1) for (int i = 0; i < readbackVertices.Length; i += 1)
{ {
Logger.LogInfo(readbackVertices[i].ToString()); Logger.LogInfo(readbackVertices[i].ToString());
} }
} }
protected override void Update(System.TimeSpan delta) { } protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (swapchainTexture != null) if (swapchainTexture != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, Color.Black));
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
GetBufferDataGame game = new GetBufferDataGame(); GetBufferDataGame game = new GetBufferDataGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -4,103 +4,103 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class InstancingAndOffsetsGame : Game class InstancingAndOffsetsGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private bool useVertexOffset; private bool useVertexOffset;
private bool useIndexOffset; private bool useIndexOffset;
public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset"); Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the vertex and index buffers // Create and populate the vertex and index buffers
vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 9); vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 9);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6); indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionColorVertex[] new PositionColorVertex[]
{ {
new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red), new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime), new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue), 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.Orange),
new PositionColorVertex(new Vector3(1, 1, 0), Color.Green), new PositionColorVertex(new Vector3(1, 1, 0), Color.Green),
new PositionColorVertex(new Vector3(0, -1, 0), Color.Aqua), 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(1, 1, 0), Color.White), new PositionColorVertex(new Vector3(1, 1, 0), Color.White),
new PositionColorVertex(new Vector3(0, -1, 0), Color.White), new PositionColorVertex(new Vector3(0, -1, 0), Color.White),
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new ushort[] new ushort[]
{ {
0, 1, 2, 0, 1, 2,
3, 4, 5, 3, 4, 5,
} }
); );
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) protected override void Update(System.TimeSpan delta)
{ {
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{ {
useVertexOffset = !useVertexOffset; useVertexOffset = !useVertexOffset;
Logger.LogInfo("Using vertex offset: " + useVertexOffset); Logger.LogInfo("Using vertex offset: " + useVertexOffset);
} }
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{ {
useIndexOffset = !useIndexOffset; useIndexOffset = !useIndexOffset;
Logger.LogInfo("Using index offset: " + useIndexOffset); Logger.LogInfo("Using index offset: " + useIndexOffset);
} }
} }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
uint vertexOffset = useVertexOffset ? 3u : 0; uint vertexOffset = useVertexOffset ? 3u : 0;
uint indexOffset = useIndexOffset ? 3u : 0; uint indexOffset = useIndexOffset ? 3u : 0;
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.DrawInstancedPrimitives(vertexOffset, indexOffset, 1, 16, 0, 0); cmdbuf.DrawInstancedPrimitives(vertexOffset, indexOffset, 1, 16, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
InstancingAndOffsetsGame p = new InstancingAndOffsetsGame(); InstancingAndOffsetsGame p = new InstancingAndOffsetsGame();
p.Run(); p.Run();
} }
} }
} }

View File

@ -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();
}
}
}

View File

@ -0,0 +1,13 @@
#version 450
layout(location = 0) in vec2 inTexCoord;
layout(location = 1) in vec4 inColor;
layout(location = 0) out vec4 FragColor;
layout(binding = 0, set = 1) uniform sampler2D Sampler;
void main()
{
FragColor = texture(Sampler, inTexCoord) * inColor;
}

View File

@ -0,0 +1,45 @@
#version 450
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Translation;
layout (location = 2) in float Rotation;
layout (location = 3) in vec2 Scale;
layout (location = 4) in vec4 Color;
layout (location = 5) in vec2[4] UV;
layout (location = 0) out vec2 outTexCoord;
layout (location = 1) out vec4 outVertexColor;
layout (binding = 0, set = 2) uniform UniformBlock
{
mat4x4 View;
mat4x4 Projection;
};
void main()
{
mat4 Scale = mat4(
Scale.x, 0, 0, 0,
0, Scale.y, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
float c = cos(Rotation);
float s = sin(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,
Translation.x, Translation.y, Translation.z, 1
);
mat4 Model = Translation * Rotation * Scale;
gl_Position = Projection * View * Model * vec4(Position, 1);
outTexCoord = UV[gl_VertexIndex % 4];
outVertexColor = Color;
}

View File

@ -36,7 +36,7 @@
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link> <Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content> </Content>
<Content Include="..\..\moonlibs\windows\libdav1dfile.*"> <Content Include="..\..\moonlibs\lib64\libdav1dfile.*">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link> <Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content> </Content>

View File

@ -56,80 +56,80 @@ namespace MoonWorks.Test
return SDL2.SDL.SDL_GetBasePath() + "Content/Textures/" + textureName; return SDL2.SDL.SDL_GetBasePath() + "Content/Textures/" + textureName;
} }
public static string GetVideoPath(string videoName) public static string GetVideoPath(string videoName)
{ {
return SDL2.SDL.SDL_GetBasePath() + "Content/Videos/" + videoName; return SDL2.SDL.SDL_GetBasePath() + "Content/Videos/" + videoName;
} }
public enum ButtonType public enum ButtonType
{ {
Left, // A/left arrow on keyboard, left face button on gamepad Left, // A/left arrow on keyboard, left face button on gamepad
Bottom, // S/down arrow on keyboard, bottom 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 Right // D/right arrow on keyboard, right face button on gamepad
} }
public static bool CheckButtonPressed(Input.Inputs inputs, ButtonType buttonType) public static bool CheckButtonPressed(Input.Inputs inputs, ButtonType buttonType)
{ {
bool pressed = false; bool pressed = false;
if (buttonType == ButtonType.Left) if (buttonType == ButtonType.Left)
{ {
pressed = ( pressed = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsPressed) || (inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsPressed) ||
inputs.Keyboard.IsPressed(Input.KeyCode.A) || inputs.Keyboard.IsPressed(Input.KeyCode.A) ||
inputs.Keyboard.IsPressed(Input.KeyCode.Left) inputs.Keyboard.IsPressed(Input.KeyCode.Left)
); );
} }
else if (buttonType == ButtonType.Bottom) else if (buttonType == ButtonType.Bottom)
{ {
pressed = ( pressed = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadDown.IsPressed) || (inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadDown.IsPressed) ||
inputs.Keyboard.IsPressed(Input.KeyCode.S) || inputs.Keyboard.IsPressed(Input.KeyCode.S) ||
inputs.Keyboard.IsPressed(Input.KeyCode.Down) inputs.Keyboard.IsPressed(Input.KeyCode.Down)
); );
} }
else if (buttonType == ButtonType.Right) else if (buttonType == ButtonType.Right)
{ {
pressed = ( pressed = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadRight.IsPressed) || (inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadRight.IsPressed) ||
inputs.Keyboard.IsPressed(Input.KeyCode.D) || inputs.Keyboard.IsPressed(Input.KeyCode.D) ||
inputs.Keyboard.IsPressed(Input.KeyCode.Right) inputs.Keyboard.IsPressed(Input.KeyCode.Right)
); );
} }
return pressed; return pressed;
} }
public static bool CheckButtonDown(Input.Inputs inputs, ButtonType buttonType) public static bool CheckButtonDown(Input.Inputs inputs, ButtonType buttonType)
{ {
bool down = false; bool down = false;
if (buttonType == ButtonType.Left) if (buttonType == ButtonType.Left)
{ {
down = ( down = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsDown) || (inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsDown) ||
inputs.Keyboard.IsDown(Input.KeyCode.A) || inputs.Keyboard.IsDown(Input.KeyCode.A) ||
inputs.Keyboard.IsDown(Input.KeyCode.Left) inputs.Keyboard.IsDown(Input.KeyCode.Left)
); );
} }
else if (buttonType == ButtonType.Bottom) else if (buttonType == ButtonType.Bottom)
{ {
down = ( down = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadDown.IsDown) || (inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadDown.IsDown) ||
inputs.Keyboard.IsDown(Input.KeyCode.S) || inputs.Keyboard.IsDown(Input.KeyCode.S) ||
inputs.Keyboard.IsDown(Input.KeyCode.Down) inputs.Keyboard.IsDown(Input.KeyCode.Down)
); );
} }
else if (buttonType == ButtonType.Right) else if (buttonType == ButtonType.Right)
{ {
down = ( down = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadRight.IsDown) || (inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadRight.IsDown) ||
inputs.Keyboard.IsDown(Input.KeyCode.D) || inputs.Keyboard.IsDown(Input.KeyCode.D) ||
inputs.Keyboard.IsDown(Input.KeyCode.Right) inputs.Keyboard.IsDown(Input.KeyCode.Right)
); );
} }
return down; return down;
} }
} }
} }

View File

@ -2,13 +2,13 @@
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
public struct TransformVertexUniform public struct TransformVertexUniform
{ {
public Matrix4x4 ViewProjection; public Matrix4x4 ViewProjection;
public TransformVertexUniform(Matrix4x4 viewProjection) public TransformVertexUniform(Matrix4x4 viewProjection)
{ {
ViewProjection = viewProjection; ViewProjection = viewProjection;
} }
} }
} }

View File

@ -20,12 +20,12 @@ namespace MoonWorks.Test
}; };
public override string ToString() public override string ToString()
{ {
return Position.ToString(); return Position.ToString();
} }
} }
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct PositionColorVertex : IVertexType public struct PositionColorVertex : IVertexType
{ {
public Vector3 Position; public Vector3 Position;
@ -67,9 +67,9 @@ namespace MoonWorks.Test
VertexElementFormat.Vector2 VertexElementFormat.Vector2
}; };
public override string ToString() public override string ToString()
{ {
return Position + " | " + TexCoord; return Position + " | " + TexCoord;
} }
} }
} }

View File

@ -57,144 +57,138 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicStencil", "BasicStenci
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DepthMSAA", "DepthMSAA\DepthMSAA.csproj", "{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DepthMSAA", "DepthMSAA\DepthMSAA.csproj", "{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}"
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "WindowResizing", "WindowResizing\WindowResizing.csproj", "{AF5F2804-663D-4C46-BD02-AB178002180B}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowResizing", "WindowResizing\WindowResizing.csproj", "{AF5F2804-663D-4C46-BD02-AB178002180B}"
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
EndProject EndProject
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{2219C628-5593-4C23-86CB-0E1E96EBD6C5}.Release|Any CPU.Build.0 = Release|Any CPU {2219C628-5593-4C23-86CB-0E1E96EBD6C5}.Release|x64.Build.0 = Release|x64
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|x64.ActiveCfg = Debug|x64
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|Any CPU.Build.0 = Debug|Any CPU {5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|x64.Build.0 = Debug|x64
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|Any CPU.ActiveCfg = Release|Any CPU {5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.ActiveCfg = Release|x64
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|Any CPU.Build.0 = Release|Any CPU {5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.Build.0 = Release|x64
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Debug|x64.ActiveCfg = Debug|x64
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Debug|Any CPU.Build.0 = Debug|Any CPU {1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Debug|x64.Build.0 = Debug|x64
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Release|Any CPU.ActiveCfg = Release|Any CPU {1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Release|x64.ActiveCfg = Release|x64
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Release|Any CPU.Build.0 = Release|Any CPU {1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Release|x64.Build.0 = Release|x64
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Debug|x64.ActiveCfg = Debug|x64
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{AF5F2804-663D-4C46-BD02-AB178002180B}.Release|Any CPU.ActiveCfg = Release|Any CPU {AF5F2804-663D-4C46-BD02-AB178002180B}.Release|x64.ActiveCfg = Release|Any CPU
{AF5F2804-663D-4C46-BD02-AB178002180B}.Release|Any CPU.Build.0 = Release|Any CPU {AF5F2804-663D-4C46-BD02-AB178002180B}.Release|x64.Build.0 = Release|Any CPU
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|Any CPU.Build.0 = Debug|Any CPU {CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|x64.Build.0 = Debug|x64
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.ActiveCfg = Release|Any CPU {CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|x64.ActiveCfg = Release|x64
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.Build.0 = Release|Any CPU {CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|x64.Build.0 = Release|x64
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {40E25B99-1196-4695-99A6-C0A8EF385539}.Debug|x64.ActiveCfg = Debug|Any CPU
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.Build.0 = Debug|Any CPU {40E25B99-1196-4695-99A6-C0A8EF385539}.Debug|x64.Build.0 = Debug|Any CPU
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.ActiveCfg = Release|Any CPU {40E25B99-1196-4695-99A6-C0A8EF385539}.Release|x64.ActiveCfg = Release|Any CPU
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.Build.0 = Release|Any CPU {40E25B99-1196-4695-99A6-C0A8EF385539}.Release|x64.Build.0 = Release|Any CPU
{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

View File

@ -16,10 +16,6 @@ Sets up a graphics pipeline and draws a triangle without vertex buffers. (The ve
Similar to above, but using a MoonWorks vertex buffer and custom vertex structs. Similar to above, but using a MoonWorks vertex buffer and custom vertex structs.
**StoreLoad**
Draws a triangle to the screen in one render pass, stores the attachment, and then loads the attachment again. Tests that load/store operations work as expected.
**TexturedQuad** **TexturedQuad**
Draws a textured quad to the screen. Tests texture binding, index buffers, and sampler states. Draws a textured quad to the screen. Tests texture binding, index buffers, and sampler states.
@ -84,10 +80,6 @@ Displays a quad that can be scaled to reveal various mip levels. The mips are ge
Displays a triangle whose colors are driven by sampling a texture in the vertex shader. Displays a triangle whose colors are driven by sampling a texture in the vertex shader.
**RenderTexture2D**
Clears and draws 4 render textures to the screen. Tests binding and sampling 2D render textures.
**RenderTexture3D** **RenderTexture3D**
Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures. Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures.
@ -108,10 +100,6 @@ Demonstrates stencil masking using two triangles. Tests stencil buffers and basi
Displays two cubes floating around each other on a multisampled surface. Tests multisampled depth buffers. Displays two cubes floating around each other on a multisampled surface. Tests multisampled depth buffers.
**MSAACube**
Same as RenderTextureCube, but with MSAA cube RTs. Draws triangles to each cubemap face so there's something to see. Tests cube render target MSAA.
**WindowResizing** **WindowResizing**
Tests resizing the window to various resolutions. Tests resizing the window to various resolutions.

View File

@ -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>

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@ -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();
}
}
}

View File

@ -5,130 +5,130 @@ using RefreshCS;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class RenderTexture3DGame : Game class RenderTexture3DGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private Texture rt; private Texture rt;
private Sampler sampler; private Sampler sampler;
private float t; private float t;
private Color[] colors = new Color[] private Color[] colors = new Color[]
{ {
Color.Red, Color.Red,
Color.Green, Color.Green,
Color.Blue, Color.Blue,
}; };
struct FragUniform struct FragUniform
{ {
public float Depth; public float Depth;
public FragUniform(float depth) public FragUniform(float depth)
{ {
Depth = depth; Depth = depth;
} }
} }
public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1); pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers // Create samplers
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
// Create and populate the GPU resources // Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4); vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6); indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
rt = Texture.CreateTexture3D( rt = Texture.CreateTexture3D(
GraphicsDevice, GraphicsDevice,
16, 16,
16, 16,
(uint) colors.Length, (uint) colors.Length,
TextureFormat.R8G8B8A8, TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
); );
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionTextureVertex[] new PositionTextureVertex[]
{ {
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), 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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new ushort[] new ushort[]
{ {
0, 1, 2, 0, 1, 2,
0, 2, 3, 0, 2, 3,
} }
); );
// Clear each depth slice of the RT to a different color // Clear each depth slice of the RT to a different color
for (uint i = 0; i < colors.Length; i += 1) for (uint i = 0; i < colors.Length; i += 1)
{ {
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{ {
Texture = rt, Texture = rt,
ClearColor = colors[i], ClearColor = colors[i],
Depth = i, Depth = i,
Layer = 0, Layer = 0,
Level = 0, Level = 0,
LoadOp = LoadOp.Clear, LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store StoreOp = StoreOp.Store
}; };
cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) { } protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
t += 0.01f; t += 0.01f;
FragUniform fragUniform = new FragUniform(t); FragUniform fragUniform = new FragUniform(t);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform); uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform);
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset); cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
RenderTexture3DGame game = new RenderTexture3DGame(); RenderTexture3DGame game = new RenderTexture3DGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -6,171 +6,171 @@ using System.Runtime.InteropServices;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class RenderTextureCubeGame : Game class RenderTextureCubeGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private Texture cubemap; private Texture cubemap;
private Sampler sampler; private Sampler sampler;
private Vector3 camPos = new Vector3(0, 0, 4f); private Vector3 camPos = new Vector3(0, 0, 4f);
private Color[] colors = new Color[] private Color[] colors = new Color[]
{ {
Color.Red, Color.Red,
Color.Green, Color.Green,
Color.Blue, Color.Blue,
Color.Orange, Color.Orange,
Color.Yellow, Color.Yellow,
Color.Purple, Color.Purple,
}; };
public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
Logger.LogInfo("Press Down to view the other side of the cubemap"); Logger.LogInfo("Press Down to view the other side of the cubemap");
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint) Marshal.SizeOf<TransformVertexUniform>(); pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint) Marshal.SizeOf<TransformVertexUniform>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers // Create samplers
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the GPU resources // Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24); vertexBuffer = Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 36); indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 36);
cubemap = Texture.CreateTextureCube( cubemap = Texture.CreateTextureCube(
GraphicsDevice, GraphicsDevice,
16, 16,
TextureFormat.R8G8B8A8, TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
); );
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionVertex[] 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)),
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( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new ushort[] new ushort[]
{ {
0, 1, 2, 0, 2, 3, 0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4, 6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11, 8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12, 14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19, 16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20 22, 21, 20, 23, 22, 20
} }
); );
// Clear each slice of the cubemap to a different color // Clear each slice of the cubemap to a different color
for (uint i = 0; i < 6; i += 1) for (uint i = 0; i < 6; i += 1)
{ {
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{ {
Texture = cubemap, Texture = cubemap,
ClearColor = colors[i], ClearColor = colors[i],
Depth = 0, Depth = 0,
Layer = i, Layer = i,
Level = 0, Level = 0,
LoadOp = LoadOp.Clear, LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store StoreOp = StoreOp.Store
}; };
cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) protected override void Update(System.TimeSpan delta)
{ {
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
{ {
camPos.Z *= -1; camPos.Z *= -1;
} }
} }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView( Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(75f), MathHelper.ToRadians(75f),
(float) MainWindow.Width / MainWindow.Height, (float) MainWindow.Width / MainWindow.Height,
0.01f, 0.01f,
100f 100f
); );
Matrix4x4 view = Matrix4x4.CreateLookAt( Matrix4x4 view = Matrix4x4.CreateLookAt(
camPos, camPos,
Vector3.Zero, Vector3.Zero,
Vector3.Up Vector3.Up
); );
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj); TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(cubemap, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(cubemap, sampler));
uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0); cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
RenderTextureCubeGame game = new RenderTextureCubeGame(); RenderTextureCubeGame game = new RenderTextureCubeGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -4,179 +4,179 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class RenderTextureMipmapsGame : Game class RenderTextureMipmapsGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private Texture texture; private Texture texture;
private Sampler[] samplers = new Sampler[5]; private Sampler[] samplers = new Sampler[5];
private float scale = 0.5f; private float scale = 0.5f;
private int currentSamplerIndex = 0; private int currentSamplerIndex = 0;
private Color[] colors = new Color[] private Color[] colors = new Color[]
{ {
Color.Red, Color.Red,
Color.Green, Color.Green,
Color.Blue, Color.Blue,
Color.Yellow, Color.Yellow,
}; };
private string GetSamplerString(int index) private string GetSamplerString(int index)
{ {
switch (index) switch (index)
{ {
case 0: case 0:
return "PointClamp"; return "PointClamp";
case 1: case 1:
return "LinearClamp"; return "LinearClamp";
case 2: case 2:
return "PointClamp with Mip LOD Bias = 0.25"; return "PointClamp with Mip LOD Bias = 0.25";
case 3: case 3:
return "PointClamp with Min LOD = 1"; return "PointClamp with Min LOD = 1";
case 4: case 4:
return "PointClamp with Max LOD = 1"; return "PointClamp with Max LOD = 1";
default: default:
throw new System.Exception("Unknown sampler!"); throw new System.Exception("Unknown sampler!");
} }
} }
public RenderTextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) 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 Left and Right to shrink/expand the scale of the quad");
Logger.LogInfo("Press Down to cycle through sampler states"); Logger.LogInfo("Press Down to cycle through sampler states");
Logger.LogInfo(GetSamplerString(currentSamplerIndex)); Logger.LogInfo(GetSamplerString(currentSamplerIndex));
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0); pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers // Create samplers
SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp; SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo); samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo);
samplerCreateInfo = SamplerCreateInfo.LinearClamp; samplerCreateInfo = SamplerCreateInfo.LinearClamp;
samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo); samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo);
samplerCreateInfo = SamplerCreateInfo.PointClamp; samplerCreateInfo = SamplerCreateInfo.PointClamp;
samplerCreateInfo.MipLodBias = 0.25f; samplerCreateInfo.MipLodBias = 0.25f;
samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo); samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo);
samplerCreateInfo = SamplerCreateInfo.PointClamp; samplerCreateInfo = SamplerCreateInfo.PointClamp;
samplerCreateInfo.MinLod = 1; samplerCreateInfo.MinLod = 1;
samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo); samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo);
samplerCreateInfo = SamplerCreateInfo.PointClamp; samplerCreateInfo = SamplerCreateInfo.PointClamp;
samplerCreateInfo.MaxLod = 1; samplerCreateInfo.MaxLod = 1;
samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo); samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo);
// Create and populate the GPU resources // Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4); vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6); indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
texture = Texture.CreateTexture2D( texture = Texture.CreateTexture2D(
GraphicsDevice, GraphicsDevice,
MainWindow.Width, MainWindow.Width,
MainWindow.Height, MainWindow.Height,
TextureFormat.R8G8B8A8, TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler, TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
4 4
); );
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionTextureVertex[] new PositionTextureVertex[]
{ {
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), 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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new ushort[] new ushort[]
{ {
0, 1, 2, 0, 1, 2,
0, 2, 3, 0, 2, 3,
} }
); );
// Clear each mip level to a different color // Clear each mip level to a different color
for (uint i = 0; i < texture.LevelCount; i += 1) for (uint i = 0; i < texture.LevelCount; i += 1)
{ {
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{ {
Texture = texture, Texture = texture,
ClearColor = colors[i], ClearColor = colors[i],
Depth = 0, Depth = 0,
Layer = 0, Layer = 0,
Level = i, Level = i,
LoadOp = LoadOp.Clear, LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store StoreOp = StoreOp.Store
}; };
cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) protected override void Update(System.TimeSpan delta)
{ {
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left)) if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
{ {
scale = System.MathF.Max(0.01f, scale - 0.01f); scale = System.MathF.Max(0.01f, scale - 0.01f);
} }
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right)) if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
{ {
scale = System.MathF.Min(1f, scale + 0.01f); scale = System.MathF.Min(1f, scale + 0.01f);
} }
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
{ {
currentSamplerIndex = (currentSamplerIndex + 1) % samplers.Length; currentSamplerIndex = (currentSamplerIndex + 1) % samplers.Length;
Logger.LogInfo(GetSamplerString(currentSamplerIndex)); Logger.LogInfo(GetSamplerString(currentSamplerIndex));
} }
} }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1)); TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, samplers[currentSamplerIndex])); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, samplers[currentSamplerIndex]));
uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0); cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
RenderTextureMipmapsGame game = new RenderTextureMipmapsGame(); RenderTextureMipmapsGame game = new RenderTextureMipmapsGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -1,4 +1,4 @@
<Project Sdk="Microsoft.NET.Sdk"> <Project Sdk="Microsoft.NET.Sdk">
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" /> <ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
@ -9,6 +9,7 @@
<OutputType>Exe</OutputType> <OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup> </PropertyGroup>
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" /> <Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />

View File

@ -0,0 +1,238 @@
using System;
using MoonWorks.Graphics;
using MoonWorks.Math;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class SpriteBatchGame : Game
{
GraphicsPipeline spriteBatchPipeline;
Graphics.Buffer quadVertexBuffer;
Graphics.Buffer quadIndexBuffer;
SpriteBatch SpriteBatch;
Texture Texture;
Sampler Sampler;
Matrix4x4 View;
Matrix4x4 Projection;
Random Random;
public unsafe SpriteBatchGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
Random = new Random();
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("InstancedSpriteBatch.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("InstancedSpriteBatch.frag"));
var vertexBufferDescription = VertexBindingAndAttributes.Create<PositionVertex>(0);
var instanceBufferDescription = VertexBindingAndAttributes.Create<SpriteInstanceData>(1, 1, VertexInputRate.Instance);
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionMatrices>(vertShaderModule, "main", 0);
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 1);
pipelineCreateInfo.VertexInputState = new VertexInputState([
vertexBufferDescription,
instanceBufferDescription
]);
spriteBatchPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
Texture = Texture.CreateTexture2D(GraphicsDevice, 1, 1, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
quadVertexBuffer = Graphics.Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
quadIndexBuffer = Graphics.Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
var vertices = stackalloc PositionVertex[4];
vertices[0].Position = new Math.Float.Vector3(0, 0, 0);
vertices[1].Position = new Math.Float.Vector3(1, 0, 0);
vertices[2].Position = new Math.Float.Vector3(0, 1, 0);
vertices[3].Position = new Math.Float.Vector3(1, 1, 0);
var indices = stackalloc ushort[6]
{
0, 1, 2,
2, 1, 3
};
var cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(quadVertexBuffer, new Span<PositionVertex>(vertices, 4));
cmdbuf.SetBufferData(quadIndexBuffer, new Span<ushort>(indices, 6));
cmdbuf.SetTextureData(Texture, new Color[1] { Color.White });
GraphicsDevice.Submit(cmdbuf);
SpriteBatch = new SpriteBatch(GraphicsDevice);
// View = Matrix4x4.CreateLookAt(
// new Vector3(0, 0, -1),
// Vector3.Zero,
// Vector3.Up
// );
//View = Matrix4x4.Identity;
View = Matrix4x4.CreateLookAt(
new Vector3(0, 0, 1),
Vector3.Zero,
Vector3.Up
);
Projection = Matrix4x4.CreateOrthographicOffCenter(
0,
MainWindow.Width,
MainWindow.Height,
0,
0.01f,
10
);
// Projection = Matrix4x4.CreatePerspectiveFieldOfView(
// MathHelper.ToRadians(75f),
// (float) MainWindow.Width / MainWindow.Height,
// 0.01f,
// 1000
// );
}
protected override void Update(TimeSpan delta)
{
}
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? swapchain = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (swapchain != null)
{
SpriteBatch.Reset();
for (var i = 0; i < 1024; i += 1)
{
var position = new Vector3(Random.Next((int) MainWindow.Width), Random.Next((int) MainWindow.Height), 1);
SpriteBatch.Add(
position,
0f,
new Vector2(100, 100),
new Color(Random.Next(255), Random.Next(255), Random.Next(255)),
new Vector2(0, 0),
new Vector2(1, 1)
);
}
SpriteBatch.Upload(cmdbuf);
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchain, Color.Black));
SpriteBatch.Render(cmdbuf, spriteBatchPipeline, Texture, Sampler, quadVertexBuffer, quadIndexBuffer, new ViewProjectionMatrices(View, Projection));
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
SpriteBatchGame game = new SpriteBatchGame();
game.Run();
}
}
public readonly record struct ViewProjectionMatrices(Matrix4x4 View, Matrix4x4 Projection);
public struct SpriteInstanceData : IVertexType
{
public Vector3 Translation;
public float Rotation;
public Vector2 Scale;
public Color Color;
public Vector2 UV0;
public Vector2 UV1;
public Vector2 UV2;
public Vector2 UV3;
public static VertexElementFormat[] Formats =>
[
VertexElementFormat.Vector3,
VertexElementFormat.Float,
VertexElementFormat.Vector2,
VertexElementFormat.Color,
VertexElementFormat.Vector2,
VertexElementFormat.Vector2,
VertexElementFormat.Vector2,
VertexElementFormat.Vector2
];
}
class SpriteBatch
{
GraphicsDevice GraphicsDevice;
public Graphics.Buffer BatchBuffer;
SpriteInstanceData[] InstanceDatas;
uint Index;
public uint InstanceCount => Index;
public SpriteBatch(GraphicsDevice graphicsDevice)
{
GraphicsDevice = graphicsDevice;
BatchBuffer = Graphics.Buffer.Create<SpriteInstanceData>(GraphicsDevice, BufferUsageFlags.Vertex, 1024);
InstanceDatas = new SpriteInstanceData[1024];
Index = 0;
}
public void Reset()
{
Index = 0;
}
public void Add(
Vector3 position,
float rotation,
Vector2 size,
Color color,
Vector2 leftTopUV,
Vector2 dimensionsUV
) {
var left = leftTopUV.X;
var top = leftTopUV.Y;
var right = leftTopUV.X + dimensionsUV.X;
var bottom = leftTopUV.Y + dimensionsUV.Y;
InstanceDatas[Index].Translation = position;
InstanceDatas[Index].Rotation = rotation;
InstanceDatas[Index].Scale = size;
InstanceDatas[Index].Color = color;
InstanceDatas[Index].UV0 = leftTopUV;
InstanceDatas[Index].UV1 = new Vector2(left, bottom);
InstanceDatas[Index].UV2 = new Vector2(right, top);
InstanceDatas[Index].UV3 = new Vector2(right, bottom);
Index += 1;
}
public void Upload(CommandBuffer commandBuffer)
{
commandBuffer.SetBufferData(BatchBuffer, InstanceDatas, 0, 0, (uint) Index);
}
public void Render(CommandBuffer commandBuffer, GraphicsPipeline pipeline, Texture texture, Sampler sampler, Graphics.Buffer quadVertexBuffer, Graphics.Buffer quadIndexBuffer, ViewProjectionMatrices viewProjectionMatrices)
{
commandBuffer.BindGraphicsPipeline(pipeline);
commandBuffer.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
commandBuffer.BindVertexBuffers(
new BufferBinding(quadVertexBuffer, 0),
new BufferBinding(BatchBuffer, 0)
);
commandBuffer.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
var vertParamOffset = commandBuffer.PushVertexShaderUniforms(viewProjectionMatrices);
commandBuffer.DrawInstancedPrimitives(0, 0, 2, InstanceCount, vertParamOffset, 0);
}
}
}

View File

@ -5,143 +5,143 @@ using RefreshCS;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class Texture3DGame : Game class Texture3DGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private Texture texture; private Texture texture;
private Sampler sampler; private Sampler sampler;
private int currentDepth = 0; private int currentDepth = 0;
struct FragUniform struct FragUniform
{ {
public float Depth; public float Depth;
public FragUniform(float depth) public FragUniform(float depth)
{ {
Depth = depth; Depth = depth;
} }
} }
public Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
Logger.LogInfo("Press Left and Right to cycle between depth slices"); Logger.LogInfo("Press Left and Right to cycle between depth slices");
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1); pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers // Create samplers
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the GPU resources // Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4); vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6); indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
texture = Texture.CreateTexture3D(GraphicsDevice, 16, 16, 7, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler); texture = Texture.CreateTexture3D(GraphicsDevice, 16, 16, 7, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionTextureVertex[] new PositionTextureVertex[]
{ {
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), 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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new ushort[] new ushort[]
{ {
0, 1, 2, 0, 1, 2,
0, 2, 3, 0, 2, 3,
} }
); );
// Load each depth subimage of the 3D texture // Load each depth subimage of the 3D texture
for (uint i = 0; i < texture.Depth; i += 1) for (uint i = 0; i < texture.Depth; i += 1)
{ {
TextureSlice slice = new TextureSlice( TextureSlice slice = new TextureSlice(
texture, texture,
new Rect(0, 0, (int) texture.Width, (int) texture.Height), new Rect(0, 0, (int) texture.Width, (int) texture.Height),
i i
); );
Texture.SetDataFromImageFile( Texture.SetDataFromImageFile(
cmdbuf, cmdbuf,
slice, slice,
TestUtils.GetTexturePath($"tex3d_{i}.png") TestUtils.GetTexturePath($"tex3d_{i}.png")
); );
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) protected override void Update(System.TimeSpan delta)
{ {
int prevDepth = currentDepth; int prevDepth = currentDepth;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{ {
currentDepth -= 1; currentDepth -= 1;
if (currentDepth < 0) if (currentDepth < 0)
{ {
currentDepth = (int) texture.Depth - 1; currentDepth = (int) texture.Depth - 1;
} }
} }
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{ {
currentDepth += 1; currentDepth += 1;
if (currentDepth >= texture.Depth) if (currentDepth >= texture.Depth)
{ {
currentDepth = 0; currentDepth = 0;
} }
} }
if (prevDepth != currentDepth) if (prevDepth != currentDepth)
{ {
Logger.LogInfo("Setting depth to: " + currentDepth); Logger.LogInfo("Setting depth to: " + currentDepth);
} }
} }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
FragUniform fragUniform = new FragUniform((float)currentDepth / texture.Depth + 0.01f); FragUniform fragUniform = new FragUniform((float) currentDepth / texture.Depth);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform); uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform);
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset); cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
Texture3DGame game = new Texture3DGame(); Texture3DGame game = new Texture3DGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -5,124 +5,124 @@ using RefreshCS;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class TextureMipmapsGame : Game class TextureMipmapsGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private Texture texture; private Texture texture;
private Sampler sampler; private Sampler sampler;
private float scale = 0.5f; private float scale = 0.5f;
public TextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public TextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad"); Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0); pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the GPU resources // Create and populate the GPU resources
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4); vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6); indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
texture = Texture.CreateTexture2D( texture = Texture.CreateTexture2D(
GraphicsDevice, GraphicsDevice,
256, 256,
256, 256,
TextureFormat.R8G8B8A8, TextureFormat.R8G8B8A8,
TextureUsageFlags.Sampler, TextureUsageFlags.Sampler,
4 4
); );
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionTextureVertex[] new PositionTextureVertex[]
{ {
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), 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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new ushort[] new ushort[]
{ {
0, 1, 2, 0, 1, 2,
0, 2, 3, 0, 2, 3,
} }
); );
// Set the various mip levels // Set the various mip levels
for (int i = 0; i < texture.LevelCount; i += 1) for (int i = 0; i < texture.LevelCount; i += 1)
{ {
int w = (int) texture.Width >> i; int w = (int) texture.Width >> i;
int h = (int) texture.Height >> i; int h = (int) texture.Height >> i;
TextureSlice slice = new TextureSlice( TextureSlice slice = new TextureSlice(
texture, texture,
new Rect(0, 0, w, h), new Rect(0, 0, w, h),
0, 0,
0, 0,
(uint) i (uint) i
); );
Texture.SetDataFromImageFile(cmdbuf, slice, TestUtils.GetTexturePath($"mip{i}.png")); Texture.SetDataFromImageFile(cmdbuf, slice, TestUtils.GetTexturePath($"mip{i}.png"));
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) protected override void Update(System.TimeSpan delta)
{ {
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left)) if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
{ {
scale = System.MathF.Max(0.01f, scale - 0.01f); scale = System.MathF.Max(0.01f, scale - 0.01f);
} }
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right)) if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
{ {
scale = System.MathF.Min(1f, scale + 0.01f); scale = System.MathF.Min(1f, scale + 0.01f);
} }
} }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1)); TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0); cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
TextureMipmapsGame game = new TextureMipmapsGame(); TextureMipmapsGame game = new TextureMipmapsGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -4,70 +4,70 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class VertexSamplerGame : Game class VertexSamplerGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Texture texture; private Texture texture;
private Sampler sampler; private Sampler sampler;
public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSampler.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSampler.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderInfo.SamplerBindingCount = 1; pipelineCreateInfo.VertexShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the GPU resources // Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3); vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3);
texture = Texture.CreateTexture2D(GraphicsDevice, 3, 1, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler); texture = Texture.CreateTexture2D(GraphicsDevice, 3, 1, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionTextureVertex[] new PositionTextureVertex[]
{ {
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 0)), 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(1, 1, 0), new Vector2(0.334f, 0)),
new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0.667f, 0)), new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0.667f, 0)),
} }
); );
cmdbuf.SetTextureData(texture, new Color[] { Color.Yellow, Color.Indigo, Color.HotPink }); cmdbuf.SetTextureData(texture, new Color[] { Color.Yellow, Color.Indigo, Color.HotPink });
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
protected override void Update(System.TimeSpan delta) { } protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindVertexSamplers(new TextureSamplerBinding(texture, sampler)); cmdbuf.BindVertexSamplers(new TextureSamplerBinding(texture, sampler));
cmdbuf.DrawPrimitives(0, 1, 0, 0); cmdbuf.DrawPrimitives(0, 1, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
VertexSamplerGame p = new VertexSamplerGame(); VertexSamplerGame p = new VertexSamplerGame();
p.Run(); p.Run();
} }
} }
} }

View File

@ -4,96 +4,96 @@ using MoonWorks.Video;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class VideoPlayerGame : Game class VideoPlayerGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private Sampler sampler; private Sampler sampler;
private Buffer vertexBuffer; private Buffer vertexBuffer;
private Buffer indexBuffer; private Buffer indexBuffer;
private Video.VideoAV1 video; private Video.VideoAV1 video;
private VideoPlayer videoPlayer; private VideoPlayer videoPlayer;
public VideoPlayerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public VideoPlayerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
// Load the shaders // Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline // Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>(); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create the sampler // Create the sampler
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearClamp); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearClamp);
// Create and populate the GPU resources // Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4); vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6); indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
vertexBuffer, vertexBuffer,
new PositionTextureVertex[] new PositionTextureVertex[]
{ {
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), 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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
} }
); );
cmdbuf.SetBufferData( cmdbuf.SetBufferData(
indexBuffer, indexBuffer,
new ushort[] new ushort[]
{ {
0, 1, 2, 0, 1, 2,
0, 2, 3, 0, 2, 3,
} }
); );
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
// Load the video // Load the video
video = new VideoAV1(GraphicsDevice, TestUtils.GetVideoPath("hello.obu"), 25); video = new VideoAV1(GraphicsDevice, TestUtils.GetVideoPath("hello.obu"), 25);
// Play the video // Play the video
videoPlayer = new VideoPlayer(GraphicsDevice); videoPlayer = new VideoPlayer(GraphicsDevice);
videoPlayer.Load(video); videoPlayer.Load(video);
videoPlayer.Loop = true; videoPlayer.Loop = true;
videoPlayer.Play(); videoPlayer.Play();
} }
protected override void Update(System.TimeSpan delta) protected override void Update(System.TimeSpan delta)
{ {
videoPlayer.Render(); videoPlayer.Render();
} }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(videoPlayer.RenderTexture, sampler)); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(videoPlayer.RenderTexture, sampler));
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0); cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
VideoPlayerGame game = new VideoPlayerGame(); VideoPlayerGame game = new VideoPlayerGame();
game.Run(); game.Run();
} }
} }
} }

View File

@ -3,83 +3,83 @@ using MoonWorks.Graphics;
namespace MoonWorks.Test namespace MoonWorks.Test
{ {
class WindowResizingGame : Game class WindowResizingGame : Game
{ {
private GraphicsPipeline pipeline; private GraphicsPipeline pipeline;
private int currentResolutionIndex; private int currentResolutionIndex;
private record struct Res(uint Width, uint Height); private record struct Res(uint Width, uint Height);
private Res[] resolutions = new Res[] private Res[] resolutions = new Res[]
{ {
new Res(640, 480), new Res(640, 480),
new Res(1280, 720), new Res(1280, 720),
new Res(1024, 1024), new Res(1024, 1024),
new Res(1600, 900), new Res(1600, 900),
new Res(1920, 1080), new Res(1920, 1080),
new Res(3200, 1800), new Res(3200, 1800),
new Res(3840, 2160), new Res(3840, 2160),
}; };
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{ {
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert")); ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat, MainWindow.SwapchainFormat,
vertShaderModule, vertShaderModule,
fragShaderModule fragShaderModule
); );
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
} }
protected override void Update(System.TimeSpan delta) protected override void Update(System.TimeSpan delta)
{ {
int prevResolutionIndex = currentResolutionIndex; int prevResolutionIndex = currentResolutionIndex;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{ {
currentResolutionIndex -= 1; currentResolutionIndex -= 1;
if (currentResolutionIndex < 0) if (currentResolutionIndex < 0)
{ {
currentResolutionIndex = resolutions.Length - 1; currentResolutionIndex = resolutions.Length - 1;
} }
} }
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{ {
currentResolutionIndex += 1; currentResolutionIndex += 1;
if (currentResolutionIndex >= resolutions.Length) if (currentResolutionIndex >= resolutions.Length)
{ {
currentResolutionIndex = 0; currentResolutionIndex = 0;
} }
} }
if (prevResolutionIndex != currentResolutionIndex) if (prevResolutionIndex != currentResolutionIndex)
{ {
Logger.LogInfo("Setting resolution to: " + resolutions[currentResolutionIndex]); Logger.LogInfo("Setting resolution to: " + resolutions[currentResolutionIndex]);
MainWindow.SetWindowSize(resolutions[currentResolutionIndex].Width, resolutions[currentResolutionIndex].Height); MainWindow.SetWindowSize(resolutions[currentResolutionIndex].Width, resolutions[currentResolutionIndex].Height);
} }
} }
protected override void Draw(double alpha) protected override void Draw(double alpha)
{ {
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null) if (backbuffer != null)
{ {
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.DrawPrimitives(0, 1, 0, 0); cmdbuf.DrawPrimitives(0, 1, 0, 0);
cmdbuf.EndRenderPass(); cmdbuf.EndRenderPass();
} }
GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Submit(cmdbuf);
} }
public static void Main(string[] args) public static void Main(string[] args)
{ {
WindowResizingGame game = new WindowResizingGame(); WindowResizingGame game = new WindowResizingGame();
game.Run(); game.Run();
} }
} }
} }