514 lines
17 KiB
C#
514 lines
17 KiB
C#
using MoonWorks.Graphics;
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using MoonWorks.Math;
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using MoonWorks.Math.Float;
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using System;
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using System.IO;
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using System.Threading.Tasks;
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namespace MoonWorks.Test
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{
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class CubeGame : Game
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{
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private GraphicsPipeline cubePipeline;
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private GraphicsPipeline cubePipelineDepthOnly;
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private GraphicsPipeline skyboxPipeline;
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private GraphicsPipeline skyboxPipelineDepthOnly;
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private GraphicsPipeline blitPipeline;
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private Texture depthTexture;
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private Sampler depthSampler;
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private DepthUniforms depthUniforms;
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private GpuBuffer cubeVertexBuffer;
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private GpuBuffer skyboxVertexBuffer;
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private GpuBuffer blitVertexBuffer;
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private GpuBuffer indexBuffer;
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private TransferBuffer screenshotTransferBuffer;
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private Texture screenshotTexture;
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private Fence? screenshotFence;
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private Texture skyboxTexture;
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private Sampler skyboxSampler;
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private bool finishedLoading = false;
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private float cubeTimer = 0f;
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private Quaternion cubeRotation = Quaternion.Identity;
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private Quaternion previousCubeRotation = Quaternion.Identity;
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private bool depthOnlyEnabled = false;
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private Vector3 camPos = new Vector3(0, 1.5f, 4f);
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private bool takeScreenshot;
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private bool screenshotInProgress;
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private bool swapchainCopied; // don't want to take screenshot if the swapchain was invalid
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struct DepthUniforms
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{
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public float ZNear;
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public float ZFar;
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public DepthUniforms(float zNear, float zFar)
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{
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ZNear = zNear;
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ZFar = zFar;
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}
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}
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// Upload cubemap layers one at a time to minimize transfer size
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unsafe void LoadCubemap(string[] imagePaths)
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{
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var cubemapUploader = new ResourceUploader(GraphicsDevice);
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for (uint i = 0; i < imagePaths.Length; i++)
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{
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var textureRegion = new TextureRegion
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{
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TextureSlice = new TextureSlice
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{
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Texture = skyboxTexture,
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MipLevel = 0,
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Layer = i,
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},
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X = 0,
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Y = 0,
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Z = 0,
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Width = skyboxTexture.Width,
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Height = skyboxTexture.Height,
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Depth = 1
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};
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cubemapUploader.SetTextureDataFromCompressed(
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textureRegion,
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imagePaths[i]
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);
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cubemapUploader.UploadAndWait();
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}
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cubemapUploader.Dispose();
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}
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public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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ShaderModule cubeVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
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);
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ShaderModule cubeFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.frag")
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);
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ShaderModule skyboxVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("Skybox.vert")
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);
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ShaderModule skyboxFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("Skybox.frag")
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);
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ShaderModule blitVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuad.vert")
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);
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ShaderModule blitFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedDepthQuad.frag")
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);
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depthTexture = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.D16,
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TextureUsageFlags.DepthStencilTarget | TextureUsageFlags.Sampler
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);
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depthSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
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depthUniforms = new DepthUniforms(0.01f, 100f);
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skyboxTexture = Texture.CreateTextureCube(
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GraphicsDevice,
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2048,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.Sampler
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);
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skyboxSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
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cubeVertexBuffer = GpuBuffer.Create<PositionColorVertex>(
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GraphicsDevice,
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BufferUsageFlags.Vertex,
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24
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);
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skyboxVertexBuffer = GpuBuffer.Create<PositionVertex>(
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GraphicsDevice,
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BufferUsageFlags.Vertex,
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24
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);
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indexBuffer = GpuBuffer.Create<uint>(
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GraphicsDevice,
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BufferUsageFlags.Index,
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36
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); // Using uint here just to test IndexElementSize=32
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blitVertexBuffer = GpuBuffer.Create<PositionTextureVertex>(
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GraphicsDevice,
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BufferUsageFlags.Vertex,
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6
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);
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screenshotTransferBuffer = new TransferBuffer(GraphicsDevice, MainWindow.Width * MainWindow.Height * 4);
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screenshotTexture = Texture.CreateTexture2D(GraphicsDevice, MainWindow.Width, MainWindow.Height, MainWindow.SwapchainFormat, TextureUsageFlags.Sampler);
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Task loadingTask = Task.Run(() => UploadGPUAssets());
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// Create the cube pipelines
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GraphicsPipelineCreateInfo cubePipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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TextureFormat.D16,
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new ColorAttachmentDescription(
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MainWindow.SwapchainFormat,
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ColorAttachmentBlendState.Opaque
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)
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),
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DepthStencilState = DepthStencilState.DepthReadWrite,
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VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0),
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VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
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RasterizerState = RasterizerState.CW_CullBack,
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MultisampleState = MultisampleState.None
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};
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cubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
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cubePipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
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cubePipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
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// Create the skybox pipelines
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GraphicsPipelineCreateInfo skyboxPipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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TextureFormat.D16,
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new ColorAttachmentDescription(
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MainWindow.SwapchainFormat,
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ColorAttachmentBlendState.Opaque
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)
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),
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DepthStencilState = DepthStencilState.DepthReadWrite,
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VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(skyboxVertShaderModule, "main", 0),
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VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>(),
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
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RasterizerState = RasterizerState.CW_CullNone,
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MultisampleState = MultisampleState.None,
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};
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skyboxPipeline = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
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skyboxPipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
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skyboxPipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
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// Create the blit pipeline
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GraphicsPipelineCreateInfo blitPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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blitVertShaderModule,
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blitFragShaderModule
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);
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blitPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<DepthUniforms>(blitFragShaderModule, "main", 1);
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blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo);
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}
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private void UploadGPUAssets()
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{
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Logger.LogInfo("Loading...");
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var cubeVertexData = new Span<PositionColorVertex>([
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
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]);
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var skyboxVertexData = new Span<PositionVertex>([
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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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var indexData = new Span<uint>([
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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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var blitVertexData = new Span<PositionTextureVertex>([
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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]);
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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cubeVertexBuffer = resourceUploader.CreateBuffer(cubeVertexData, BufferUsageFlags.Vertex);
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skyboxVertexBuffer = resourceUploader.CreateBuffer(skyboxVertexData, BufferUsageFlags.Vertex);
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indexBuffer = resourceUploader.CreateBuffer(indexData, BufferUsageFlags.Index);
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blitVertexBuffer = resourceUploader.CreateBuffer(blitVertexData, BufferUsageFlags.Vertex);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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LoadCubemap(new string[]
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{
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TestUtils.GetTexturePath("right.png"),
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TestUtils.GetTexturePath("left.png"),
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TestUtils.GetTexturePath("top.png"),
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TestUtils.GetTexturePath("bottom.png"),
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TestUtils.GetTexturePath("front.png"),
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TestUtils.GetTexturePath("back.png")
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});
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finishedLoading = true;
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Logger.LogInfo("Finished loading!");
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Logger.LogInfo("Press Left to toggle Depth-Only Mode");
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Logger.LogInfo("Press Down to move the camera upwards");
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Logger.LogInfo("Press Right to save a screenshot");
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}
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protected override void Update(System.TimeSpan delta)
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{
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cubeTimer += (float) delta.TotalSeconds;
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previousCubeRotation = cubeRotation;
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cubeRotation = Quaternion.CreateFromYawPitchRoll(
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cubeTimer * 2f,
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0,
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cubeTimer * 2f
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);
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if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Bottom))
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{
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camPos.Y = System.MathF.Min(camPos.Y + 0.2f, 15f);
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}
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else
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{
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camPos.Y = System.MathF.Max(camPos.Y - 0.4f, 1.5f);
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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depthOnlyEnabled = !depthOnlyEnabled;
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Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled);
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}
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if (!screenshotInProgress && TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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takeScreenshot = true;
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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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depthUniforms.ZNear,
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depthUniforms.ZFar
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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 skyboxUniforms = new TransformVertexUniform(view * proj);
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Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
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Quaternion.Slerp(
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previousCubeRotation,
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cubeRotation,
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(float) alpha
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)
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);
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TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (swapchainTexture != null)
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{
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if (!finishedLoading)
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{
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float sine = System.MathF.Abs(System.MathF.Sin(cubeTimer));
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Color clearColor = new Color(sine, sine, sine);
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// Just show a clear screen.
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, WriteOptions.Cycle, clearColor));
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cmdbuf.EndRenderPass();
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}
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else
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{
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if (!depthOnlyEnabled)
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{
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cmdbuf.BeginRenderPass(
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new DepthStencilAttachmentInfo(depthTexture, WriteOptions.Cycle, new DepthStencilValue(1f, 0)),
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new ColorAttachmentInfo(swapchainTexture, WriteOptions.Cycle, LoadOp.DontCare)
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);
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}
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else
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{
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cmdbuf.BeginRenderPass(
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new DepthStencilAttachmentInfo(depthTexture, WriteOptions.Cycle, new DepthStencilValue(1f, 0), StoreOp.Store)
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);
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}
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// Draw cube
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cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? cubePipelineDepthOnly : cubePipeline);
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cmdbuf.BindVertexBuffers(cubeVertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
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cmdbuf.PushVertexShaderUniforms(cubeUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12);
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// Draw skybox
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cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? skyboxPipelineDepthOnly : skyboxPipeline);
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cmdbuf.BindVertexBuffers(skyboxVertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(skyboxTexture, skyboxSampler));
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cmdbuf.PushVertexShaderUniforms(skyboxUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12);
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cmdbuf.EndRenderPass();
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if (depthOnlyEnabled)
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{
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// Draw the depth buffer as a grayscale image
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, WriteOptions.SafeOverwrite, LoadOp.Load));
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cmdbuf.BindGraphicsPipeline(blitPipeline);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(depthTexture, depthSampler));
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cmdbuf.BindVertexBuffers(blitVertexBuffer);
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cmdbuf.PushFragmentShaderUniforms(depthUniforms);
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cmdbuf.DrawPrimitives(0, 2);
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cmdbuf.EndRenderPass();
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}
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if (takeScreenshot)
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{
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cmdbuf.BeginCopyPass();
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cmdbuf.CopyTextureToTexture(swapchainTexture, screenshotTexture, WriteOptions.SafeOverwrite);
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cmdbuf.EndCopyPass();
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swapchainCopied = true;
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}
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}
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}
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if (takeScreenshot && swapchainCopied)
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{
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screenshotFence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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Task.Run(TakeScreenshot);
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takeScreenshot = false;
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swapchainCopied = false;
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}
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else
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{
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GraphicsDevice.Submit(cmdbuf);
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}
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}
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private unsafe void TakeScreenshot()
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{
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screenshotInProgress = true;
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GraphicsDevice.WaitForFences(screenshotFence);
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GraphicsDevice.DownloadFromTexture(
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screenshotTexture,
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screenshotTransferBuffer,
|
|
TransferOptions.Overwrite
|
|
);
|
|
|
|
ImageUtils.SavePNG(
|
|
Path.Combine(System.AppContext.BaseDirectory, "screenshot.png"),
|
|
screenshotTransferBuffer,
|
|
0,
|
|
(int) screenshotTexture.Width,
|
|
(int) screenshotTexture.Height,
|
|
screenshotTexture.Format == TextureFormat.B8G8R8A8
|
|
);
|
|
|
|
GraphicsDevice.ReleaseFence(screenshotFence);
|
|
screenshotFence = null;
|
|
|
|
screenshotInProgress = false;
|
|
}
|
|
|
|
public static void Main(string[] args)
|
|
{
|
|
CubeGame game = new CubeGame();
|
|
game.Run();
|
|
}
|
|
}
|
|
}
|