update moonworks
parent
ff612f5f15
commit
34244d149b
|
@ -1 +1 @@
|
||||||
Subproject commit 9df9aaeb3a7f99ef4f269437f2e32ef6e0daab47
|
Subproject commit a5c8ebfc3ae97dcae3ccbdbe3a5bc920b7dca0a6
|
Binary file not shown.
|
@ -55,12 +55,10 @@ namespace MoonWorksTest
|
||||||
raymarchUniforms.resolutionX = windowWidth;
|
raymarchUniforms.resolutionX = windowWidth;
|
||||||
raymarchUniforms.resolutionY = windowHeight;
|
raymarchUniforms.resolutionY = windowHeight;
|
||||||
|
|
||||||
var textureCommandBuffer = GraphicsDevice.AcquireCommandBuffer();
|
var uploadCommandBuffer = GraphicsDevice.AcquireCommandBuffer();
|
||||||
|
|
||||||
woodTexture = Texture.LoadPNG(GraphicsDevice, textureCommandBuffer, "Content/woodgrain.png");
|
woodTexture = Texture.LoadPNG(GraphicsDevice, uploadCommandBuffer, "Content/woodgrain.png");
|
||||||
noiseTexture = Texture.LoadPNG(GraphicsDevice, textureCommandBuffer, "Content/noise.png");
|
noiseTexture = Texture.LoadPNG(GraphicsDevice, uploadCommandBuffer, "Content/noise.png");
|
||||||
|
|
||||||
GraphicsDevice.Submit(textureCommandBuffer);
|
|
||||||
|
|
||||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
|
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
|
||||||
|
|
||||||
|
@ -86,7 +84,9 @@ namespace MoonWorksTest
|
||||||
vertices[2].v = 0;
|
vertices[2].v = 0;
|
||||||
|
|
||||||
vertexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Vertex, 4 * 5 * 3);
|
vertexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Vertex, 4 * 5 * 3);
|
||||||
vertexBuffer.SetData(vertices);
|
uploadCommandBuffer.SetBufferData(vertexBuffer, vertices);
|
||||||
|
|
||||||
|
GraphicsDevice.Submit(uploadCommandBuffer);
|
||||||
|
|
||||||
/* Render Pass */
|
/* Render Pass */
|
||||||
|
|
||||||
|
@ -300,7 +300,7 @@ namespace MoonWorksTest
|
||||||
new TextureSamplerBinding(noiseTexture, sampler)
|
new TextureSamplerBinding(noiseTexture, sampler)
|
||||||
);
|
);
|
||||||
|
|
||||||
var fragmentParamOffset = mainGraphicsPipeline.PushFragmentShaderUniforms(raymarchUniforms);
|
var fragmentParamOffset = commandBuffer.PushFragmentShaderUniforms(raymarchUniforms);
|
||||||
commandBuffer.DrawPrimitives(0, 1, 0, fragmentParamOffset);
|
commandBuffer.DrawPrimitives(0, 1, 0, fragmentParamOffset);
|
||||||
commandBuffer.EndRenderPass();
|
commandBuffer.EndRenderPass();
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue