Compare commits
6 Commits
spritebatc
...
main
Author | SHA1 | Date |
---|---|---|
Caleb Cornett | 691ba400a0 | |
Caleb Cornett | 0846c09f53 | |
Caleb Cornett | f9a41ce231 | |
Caleb Cornett | 74b6e00bc8 | |
Caleb Cornett | a64db5d0e1 | |
Caleb Cornett | 2bd6531766 |
|
@ -2,3 +2,4 @@ bin/
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obj/
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.vs/
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*.csproj.user
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Properties/
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@ -1,4 +1,4 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
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@ -9,7 +9,6 @@
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<Nullable>enable</Nullable>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
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@ -0,0 +1,223 @@
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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using MoonWorks.Math;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Test
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{
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class MSAACubeGame : Game
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{
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private GraphicsPipeline[] msaaPipelines = new GraphicsPipeline[4];
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private GraphicsPipeline cubemapPipeline;
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private Texture[] renderTargets = new Texture[4];
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private Buffer vertexBuffer;
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private Buffer indexBuffer;
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private Sampler sampler;
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private Vector3 camPos = new Vector3(0, 0, 4f);
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private SampleCount currentSampleCount = SampleCount.Four;
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public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Logger.LogInfo("Press Down to view the other side of the cubemap");
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Logger.LogInfo("Press Left and Right to cycle between sample counts");
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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// Create the MSAA pipelines
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ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
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ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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TextureFormat.R8G8B8A8,
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triangleVertShaderModule,
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triangleFragShaderModule
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);
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for (int i = 0; i < msaaPipelines.Length; i += 1)
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{
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pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount)i;
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msaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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}
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// Create the cubemap pipeline
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ShaderModule cubemapVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
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ShaderModule cubemapFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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cubemapVertShaderModule,
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cubemapFragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
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pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint)Marshal.SizeOf<TransformVertexUniform>();
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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cubemapPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create the MSAA render targets
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for (int i = 0; i < renderTargets.Length; i++)
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{
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TextureCreateInfo cubeCreateInfo = new TextureCreateInfo
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{
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Width = 16,
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Height = 16,
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Format = TextureFormat.R8G8B8A8,
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Depth = 1,
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LevelCount = 1,
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SampleCount = (SampleCount)i,
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UsageFlags = TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
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IsCube = true
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};
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renderTargets[i] = new Texture(GraphicsDevice, cubeCreateInfo);
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}
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// Create samplers
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create and populate the GPU resources
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vertexBuffer = Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 36);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionVertex[]
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{
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(10, 10, -10)),
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new PositionVertex(new Vector3(-10, 10, -10)),
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new PositionVertex(new Vector3(-10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, 10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(-10, 10, -10)),
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(-10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(10, 10, -10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(10, -10, 10)),
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(-10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(-10, 10, -10)),
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(10, 10, -10))
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}
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);
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cmdbuf.SetBufferData(
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indexBuffer,
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new ushort[]
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{
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0, 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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}
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);
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GraphicsDevice.Submit(cmdbuf);
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}
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protected override void Update(System.TimeSpan delta)
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{
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
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{
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camPos.Z *= -1;
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}
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SampleCount prevSampleCount = currentSampleCount;
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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currentSampleCount -= 1;
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if (currentSampleCount < 0)
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{
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currentSampleCount = SampleCount.Eight;
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}
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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currentSampleCount += 1;
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if (currentSampleCount > SampleCount.Eight)
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{
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currentSampleCount = SampleCount.One;
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}
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}
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if (prevSampleCount != currentSampleCount)
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{
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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}
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}
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protected override void Draw(double alpha)
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{
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Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathHelper.ToRadians(75f),
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(float)MainWindow.Width / MainWindow.Height,
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0.01f,
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100f
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);
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Matrix4x4 view = Matrix4x4.CreateLookAt(
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camPos,
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Vector3.Zero,
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Vector3.Up
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);
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TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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// Get a reference to the RT for the given sample count
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int rtIndex = (int) currentSampleCount;
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Texture rt = renderTargets[rtIndex];
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ColorAttachmentInfo rtAttachmentInfo = new ColorAttachmentInfo(
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rt,
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Color.Black
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);
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// Render a triangle to each slice of the cubemap
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for (uint i = 0; i < 6; i += 1)
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{
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rtAttachmentInfo.Layer = i;
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cmdbuf.BeginRenderPass(rtAttachmentInfo);
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cmdbuf.BindGraphicsPipeline(msaaPipelines[rtIndex]);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.EndRenderPass();
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}
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
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cmdbuf.BindGraphicsPipeline(cubemapPipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
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uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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MSAACubeGame game = new MSAACubeGame();
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game.Run();
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}
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}
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}
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Binary file not shown.
Binary file not shown.
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@ -1,13 +0,0 @@
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#version 450
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layout(location = 0) in vec2 inTexCoord;
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layout(location = 1) in vec4 inColor;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 0, set = 1) uniform sampler2D Sampler;
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void main()
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{
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FragColor = texture(Sampler, inTexCoord) * inColor;
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}
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@ -1,45 +0,0 @@
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#version 450
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layout (location = 0) in vec3 Position;
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layout (location = 1) in vec3 Translation;
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layout (location = 2) in float Rotation;
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layout (location = 3) in vec2 Scale;
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layout (location = 4) in vec4 Color;
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layout (location = 5) in vec2[4] UV;
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layout (location = 0) out vec2 outTexCoord;
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layout (location = 1) out vec4 outVertexColor;
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layout (binding = 0, set = 2) uniform UniformBlock
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{
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mat4x4 View;
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mat4x4 Projection;
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};
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void main()
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{
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mat4 Scale = mat4(
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Scale.x, 0, 0, 0,
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0, Scale.y, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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float c = cos(Rotation);
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float s = sin(Rotation);
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mat4 Rotation = mat4(
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c, s, 0, 0,
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-s, c, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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mat4 Translation = mat4(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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Translation.x, Translation.y, Translation.z, 1
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);
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mat4 Model = Translation * Rotation * Scale;
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gl_Position = Projection * View * Model * vec4(Position, 1);
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outTexCoord = UV[gl_VertexIndex % 4];
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outVertexColor = Color;
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}
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@ -36,7 +36,7 @@
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\lib64\libdav1dfile.*">
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<Content Include="..\..\moonlibs\windows\libdav1dfile.*">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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|
|
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@ -57,138 +57,144 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicStencil", "BasicStenci
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DepthMSAA", "DepthMSAA\DepthMSAA.csproj", "{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowResizing", "WindowResizing\WindowResizing.csproj", "{AF5F2804-663D-4C46-BD02-AB178002180B}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "WindowResizing", "WindowResizing\WindowResizing.csproj", "{AF5F2804-663D-4C46-BD02-AB178002180B}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpriteBatch", "SpriteBatch\SpriteBatch.csproj", "{40E25B99-1196-4695-99A6-C0A8EF385539}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture2D", "RenderTexture2D\RenderTexture2D.csproj", "{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MSAACube", "MSAACube\MSAACube.csproj", "{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
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Debug|x64 = Debug|x64
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Release|x64 = Release|x64
|
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
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{595FE5AC-8699-494D-816A-89A2DE3786FB}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{595FE5AC-8699-494D-816A-89A2DE3786FB}.Debug|x64.Build.0 = Debug|x64
|
||||
{595FE5AC-8699-494D-816A-89A2DE3786FB}.Release|x64.ActiveCfg = Release|x64
|
||||
{595FE5AC-8699-494D-816A-89A2DE3786FB}.Release|x64.Build.0 = Release|x64
|
||||
{C9B46D3A-1FA4-426E-BF84-F068FD6E0CC4}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{C9B46D3A-1FA4-426E-BF84-F068FD6E0CC4}.Debug|x64.Build.0 = Debug|x64
|
||||
{C9B46D3A-1FA4-426E-BF84-F068FD6E0CC4}.Release|x64.ActiveCfg = Release|x64
|
||||
{C9B46D3A-1FA4-426E-BF84-F068FD6E0CC4}.Release|x64.Build.0 = Release|x64
|
||||
{3EB54E8A-3C4E-4EE2-9DD2-6D345A92319A}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{3EB54E8A-3C4E-4EE2-9DD2-6D345A92319A}.Debug|x64.Build.0 = Debug|x64
|
||||
{3EB54E8A-3C4E-4EE2-9DD2-6D345A92319A}.Release|x64.ActiveCfg = Release|x64
|
||||
{3EB54E8A-3C4E-4EE2-9DD2-6D345A92319A}.Release|x64.Build.0 = Release|x64
|
||||
{6567E2AD-189C-4994-9A27-72FB57546B8A}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{6567E2AD-189C-4994-9A27-72FB57546B8A}.Debug|x64.Build.0 = Debug|x64
|
||||
{6567E2AD-189C-4994-9A27-72FB57546B8A}.Release|x64.ActiveCfg = Release|x64
|
||||
{6567E2AD-189C-4994-9A27-72FB57546B8A}.Release|x64.Build.0 = Release|x64
|
||||
{550D1B95-B475-4EF8-A235-626505D7710F}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{550D1B95-B475-4EF8-A235-626505D7710F}.Debug|x64.Build.0 = Debug|x64
|
||||
{550D1B95-B475-4EF8-A235-626505D7710F}.Release|x64.ActiveCfg = Release|x64
|
||||
{550D1B95-B475-4EF8-A235-626505D7710F}.Release|x64.Build.0 = Release|x64
|
||||
{970D18B0-0D05-4360-8208-41A2769C647E}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{970D18B0-0D05-4360-8208-41A2769C647E}.Debug|x64.Build.0 = Debug|x64
|
||||
{970D18B0-0D05-4360-8208-41A2769C647E}.Release|x64.ActiveCfg = Release|x64
|
||||
{970D18B0-0D05-4360-8208-41A2769C647E}.Release|x64.Build.0 = Release|x64
|
||||
{B9DE9133-9C1C-4592-927A-D3485CB493A2}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{B9DE9133-9C1C-4592-927A-D3485CB493A2}.Debug|x64.Build.0 = Debug|x64
|
||||
{B9DE9133-9C1C-4592-927A-D3485CB493A2}.Release|x64.ActiveCfg = Release|x64
|
||||
{B9DE9133-9C1C-4592-927A-D3485CB493A2}.Release|x64.Build.0 = Release|x64
|
||||
{22173AEA-9E5A-4DA8-B943-DEC1EA67232F}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{22173AEA-9E5A-4DA8-B943-DEC1EA67232F}.Debug|x64.Build.0 = Debug|x64
|
||||
{22173AEA-9E5A-4DA8-B943-DEC1EA67232F}.Release|x64.ActiveCfg = Release|x64
|
||||
{22173AEA-9E5A-4DA8-B943-DEC1EA67232F}.Release|x64.Build.0 = Release|x64
|
||||
{7EC935B1-DCD1-4ADD-96C8-614B4CA76501}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{7EC935B1-DCD1-4ADD-96C8-614B4CA76501}.Debug|x64.Build.0 = Debug|x64
|
||||
{7EC935B1-DCD1-4ADD-96C8-614B4CA76501}.Release|x64.ActiveCfg = Release|x64
|
||||
{7EC935B1-DCD1-4ADD-96C8-614B4CA76501}.Release|x64.Build.0 = Release|x64
|
||||
{37BDB4E6-FCDC-4F04-A9E3-C6B9D6C3AB4E}.Debug|x64.ActiveCfg = Debug|x64
|
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|
||||
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{D7A8452F-123F-4965-8716-9E39F677A831}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{D7A8452F-123F-4965-8716-9E39F677A831}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{D7A8452F-123F-4965-8716-9E39F677A831}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{D7A8452F-123F-4965-8716-9E39F677A831}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{2219C628-5593-4C23-86CB-0E1E96EBD6C5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{2219C628-5593-4C23-86CB-0E1E96EBD6C5}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{2219C628-5593-4C23-86CB-0E1E96EBD6C5}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{2219C628-5593-4C23-86CB-0E1E96EBD6C5}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{AF5F2804-663D-4C46-BD02-AB178002180B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{AF5F2804-663D-4C46-BD02-AB178002180B}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{AF5F2804-663D-4C46-BD02-AB178002180B}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{AF5F2804-663D-4C46-BD02-AB178002180B}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.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
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
12
README.md
12
README.md
|
@ -16,6 +16,10 @@ 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.
|
||||
|
||||
**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**
|
||||
|
||||
Draws a textured quad to the screen. Tests texture binding, index buffers, and sampler states.
|
||||
|
@ -80,6 +84,10 @@ 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.
|
||||
|
||||
**RenderTexture2D**
|
||||
|
||||
Clears and draws 4 render textures to the screen. Tests binding and sampling 2D render textures.
|
||||
|
||||
**RenderTexture3D**
|
||||
|
||||
Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures.
|
||||
|
@ -100,6 +108,10 @@ 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.
|
||||
|
||||
**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**
|
||||
|
||||
Tests resizing the window to various resolutions.
|
||||
|
|
|
@ -0,0 +1,16 @@
|
|||
<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>
|
|
@ -0,0 +1,131 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class RenderTexture2DGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture[] textures = new Texture[4];
|
||||
private Sampler sampler;
|
||||
|
||||
public RenderTexture2DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create sampler
|
||||
SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
sampler = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 16);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
|
||||
for (int i = 0; i < textures.Length; i += 1)
|
||||
{
|
||||
textures[i] = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width / 4,
|
||||
MainWindow.Height / 4,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
|
||||
);
|
||||
}
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionTextureVertex[]
|
||||
{
|
||||
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 1)),
|
||||
|
||||
new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 1)),
|
||||
|
||||
new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
|
||||
|
||||
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 0)),
|
||||
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
|
||||
new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(0, 1)),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta) { }
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[0], Color.Red));
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[1], Color.Blue));
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[2], Color.Green));
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[3], Color.Yellow));
|
||||
cmdbuf.EndRenderPass();
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(pipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
||||
|
||||
for (uint i = 0; i < textures.Length; i += 1)
|
||||
{
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[i], sampler));
|
||||
cmdbuf.DrawIndexedPrimitives(4 * i, 0, 2, 0, 0);
|
||||
}
|
||||
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
RenderTexture2DGame game = new RenderTexture2DGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,238 +0,0 @@
|
|||
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);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -120,7 +120,7 @@ namespace MoonWorks.Test
|
|||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
FragUniform fragUniform = new FragUniform((float) currentDepth / texture.Depth);
|
||||
FragUniform fragUniform = new FragUniform((float)currentDepth / texture.Depth + 0.01f);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
|
|
Loading…
Reference in New Issue