304 lines
10 KiB
C#
304 lines
10 KiB
C#
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using MoonWorks;
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using MoonWorks.Graphics;
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using RefreshCS;
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using System.Threading;
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namespace MoonWorksTest
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{
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public class TestGame : Game
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{
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ShaderModule passthroughVertexShaderModule;
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ShaderModule raymarchFragmentShaderModule;
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RaymarchUniforms raymarchUniforms;
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Texture woodTexture;
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Texture noiseTexture;
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Sampler sampler;
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Buffer vertexBuffer;
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RefreshCS.Refresh.Rect renderArea;
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RefreshCS.Refresh.Rect flip;
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RefreshCS.Refresh.Color clearColor;
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Texture mainColorTargetTexture;
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TextureSlice mainColorTargetTextureSlice;
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ColorTarget mainColorTarget;
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RenderPass mainRenderPass;
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Framebuffer mainFramebuffer;
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GraphicsPipeline mainGraphicsPipeline;
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byte[] screenshotPixels;
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Buffer screenshotBuffer;
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uint screenShotBufferSize;
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Thread screenshotThread;
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public TestGame(WindowCreateInfo windowCreateInfo, PresentMode presentMode, int targetTimestep = 60, bool debugMode = false) : base(windowCreateInfo, presentMode, targetTimestep, debugMode)
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{
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var windowWidth = windowCreateInfo.WindowWidth;
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var windowHeight = windowCreateInfo.WindowHeight;
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passthroughVertexShaderModule = new ShaderModule(GraphicsDevice, new System.IO.FileInfo("Content/passthrough_vert.spv"));
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raymarchFragmentShaderModule = new ShaderModule(GraphicsDevice, new System.IO.FileInfo("Content/hexagon_grid.spv"));
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raymarchUniforms.time = 0;
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raymarchUniforms.padding = 0;
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raymarchUniforms.resolutionX = windowWidth;
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raymarchUniforms.resolutionY = windowHeight;
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woodTexture = Texture.LoadPNG(GraphicsDevice, new System.IO.FileInfo("Content/woodgrain.png"));
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noiseTexture = Texture.LoadPNG(GraphicsDevice, new System.IO.FileInfo("Content/noise.png"));
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SamplerState samplerState = SamplerState.LinearWrap;
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sampler = new Sampler(GraphicsDevice, ref samplerState);
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/* Load Vertex Data */
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var vertices = new Vertex[3];
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vertices[0].x = -1;
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vertices[0].y = -1;
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vertices[0].z = 0;
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vertices[0].u = 0;
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vertices[0].v = 1;
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vertices[1].x = 3;
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vertices[1].y = -1;
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vertices[1].z = 0;
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vertices[1].u = 1;
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vertices[1].v = 1;
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vertices[2].x = -1;
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vertices[2].y = 3;
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vertices[2].z = 0;
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vertices[2].u = 0;
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vertices[2].v = 0;
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vertexBuffer = new Buffer(GraphicsDevice, Refresh.BufferUsageFlags.Vertex, 4 * 5 * 3);
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vertexBuffer.SetData(0, vertices, 4 * 5 * 3);
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/* Render Pass */
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renderArea.x = 0;
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renderArea.y = 0;
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renderArea.w = (int) windowWidth;
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renderArea.h = (int) windowHeight;
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flip.x = 0;
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flip.y = (int) windowHeight;
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flip.w = (int) windowWidth;
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flip.h = -(int) windowHeight;
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clearColor.r = 237;
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clearColor.g = 41;
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clearColor.b = 57;
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clearColor.a = byte.MaxValue;
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Refresh.ColorTargetDescription colorTargetDescription = new Refresh.ColorTargetDescription
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{
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format = Refresh.ColorFormat.R8G8B8A8,
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multisampleCount = Refresh.SampleCount.One,
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loadOp = Refresh.LoadOp.Clear,
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storeOp = Refresh.StoreOp.Store
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};
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mainRenderPass = new RenderPass(GraphicsDevice, colorTargetDescription);
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mainColorTargetTexture = Texture.CreateTexture2D(
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GraphicsDevice,
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windowWidth,
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windowHeight,
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Refresh.ColorFormat.R8G8B8A8,
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Refresh.TextureUsageFlags.ColorTargetBit
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);
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mainColorTargetTextureSlice = new TextureSlice(mainColorTargetTexture);
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mainColorTarget = new ColorTarget(GraphicsDevice, Refresh.SampleCount.One, ref mainColorTargetTextureSlice);
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mainFramebuffer = new Framebuffer(
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GraphicsDevice,
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windowWidth,
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windowHeight,
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mainRenderPass,
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null,
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mainColorTarget
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);
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/* Pipeline */
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ColorTargetBlendState[] colorTargetBlendStates = new ColorTargetBlendState[1]
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{
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ColorTargetBlendState.None
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};
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ColorBlendState colorBlendState = new ColorBlendState
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{
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LogicOpEnable = false,
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LogicOp = Refresh.LogicOp.NoOp,
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BlendConstants = new BlendConstants(),
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ColorTargetBlendStates = colorTargetBlendStates
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};
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DepthStencilState depthStencilState = DepthStencilState.Disable;
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ShaderStageState vertexShaderState = new ShaderStageState
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{
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ShaderModule = passthroughVertexShaderModule,
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EntryPointName = "main",
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UniformBufferSize = 0
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};
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ShaderStageState fragmentShaderState = new ShaderStageState
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{
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ShaderModule = raymarchFragmentShaderModule,
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EntryPointName = "main",
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UniformBufferSize = 4
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};
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MultisampleState multisampleState = MultisampleState.None;
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GraphicsPipelineLayoutCreateInfo pipelineLayoutCreateInfo = new GraphicsPipelineLayoutCreateInfo
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{
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VertexSamplerBindingCount = 0,
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FragmentSamplerBindingCount = 2
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};
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RasterizerState rasterizerState = RasterizerState.CullCounterClockwise;
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var vertexBindings = new Refresh.VertexBinding[1]
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{
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new Refresh.VertexBinding
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{
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binding = 0,
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inputRate = Refresh.VertexInputRate.Vertex,
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stride = 4 * 5
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}
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};
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var vertexAttributes = new Refresh.VertexAttribute[2]
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{
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new Refresh.VertexAttribute
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{
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binding = 0,
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location = 0,
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format = Refresh.VertexElementFormat.Vector3,
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offset = 0
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},
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new Refresh.VertexAttribute
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{
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binding = 0,
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location = 1,
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format = Refresh.VertexElementFormat.Vector2,
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offset = 4 * 3
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}
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};
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VertexInputState vertexInputState = new VertexInputState
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{
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VertexBindings = vertexBindings,
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VertexAttributes = vertexAttributes
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};
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var viewports = new Refresh.Viewport[1]
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{
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new Refresh.Viewport
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{
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x = 0,
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y = 0,
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w = windowWidth,
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h = windowHeight,
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minDepth = 0,
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maxDepth = 1
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}
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};
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var scissors = new Refresh.Rect[1]
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{
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new Refresh.Rect
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{
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x = 0,
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y = 0,
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w = (int) windowWidth,
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h = (int) windowHeight
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}
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};
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ViewportState viewportState = new ViewportState
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{
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Viewports = viewports,
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Scissors = scissors
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};
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mainGraphicsPipeline = new GraphicsPipeline(
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GraphicsDevice,
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colorBlendState,
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depthStencilState,
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vertexShaderState,
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fragmentShaderState,
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multisampleState,
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pipelineLayoutCreateInfo,
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rasterizerState,
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Refresh.PrimitiveType.TriangleList,
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vertexInputState,
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viewportState,
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mainRenderPass
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);
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screenShotBufferSize = windowWidth * windowHeight * 4;
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screenshotPixels = new byte[screenShotBufferSize];
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screenshotBuffer = new Buffer(GraphicsDevice, 0, screenShotBufferSize);
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screenshotThread = new Thread(new ThreadStart(SaveScreenshot));
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}
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protected override void Update(double dt)
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{
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raymarchUniforms.time += (float) dt;
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}
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protected override void Draw()
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{
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var screenshotPressed = Input.Keyboard.IsPressed(Keycode.S);
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var commandBuffer = GraphicsDevice.AcquireCommandBuffer();
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commandBuffer.BeginRenderPass(
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mainRenderPass,
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mainFramebuffer,
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ref renderArea,
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clearColor
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);
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commandBuffer.BindGraphicsPipeline(mainGraphicsPipeline);
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var fragmentParamOffset = commandBuffer.PushFragmentShaderParams(raymarchUniforms);
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commandBuffer.BindVertexBuffers(0, new BufferBinding(vertexBuffer, 0));
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commandBuffer.BindFragmentSamplers(
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new TextureSamplerBinding(woodTexture, sampler),
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new TextureSamplerBinding(noiseTexture, sampler)
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);
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commandBuffer.DrawPrimitives(0, 1, 0, fragmentParamOffset);
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commandBuffer.EndRenderPass();
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if (screenshotPressed)
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{
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commandBuffer.CopyTextureToBuffer(ref mainColorTargetTextureSlice, screenshotBuffer);
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}
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commandBuffer.QueuePresent(ref mainColorTargetTextureSlice, ref flip, Refresh.Filter.Nearest);
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GraphicsDevice.Submit(commandBuffer);
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if (screenshotPressed)
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{
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screenshotThread.Start();
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}
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}
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private void SaveScreenshot()
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{
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GraphicsDevice.Wait();
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screenshotBuffer.GetData(screenshotPixels, screenShotBufferSize);
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Texture.SavePNG("screenshot.png", 1280, 720, screenshotPixels);
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}
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}
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}
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