update MoonWorks
parent
96786ef188
commit
ff612f5f15
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@ -1,7 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net461</TargetFramework>
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<TargetFramework>net5.0</TargetFramework>
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<OutputType>Exe</OutputType>
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<RootNamespace>MoonWorksTest</RootNamespace>
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<Platforms>x64</Platforms>
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@ -1 +1 @@
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Subproject commit 9e4007f9f0723951b5533ee069b71cf82b0e8c7d
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Subproject commit 9df9aaeb3a7f99ef4f269437f2e32ef6e0daab47
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Binary file not shown.
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@ -23,6 +23,7 @@ namespace MoonWorksTest
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Rect renderArea;
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Rect flip;
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Color clearColor;
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DepthStencilValue depthStencilClear;
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Texture mainColorTargetTexture;
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TextureSlice mainColorTargetTextureSlice;
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@ -54,8 +55,12 @@ namespace MoonWorksTest
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raymarchUniforms.resolutionX = windowWidth;
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raymarchUniforms.resolutionY = windowHeight;
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woodTexture = Texture.LoadPNG(GraphicsDevice, "Content/woodgrain.png");
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noiseTexture = Texture.LoadPNG(GraphicsDevice, "Content/noise.png");
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var textureCommandBuffer = GraphicsDevice.AcquireCommandBuffer();
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woodTexture = Texture.LoadPNG(GraphicsDevice, textureCommandBuffer, "Content/woodgrain.png");
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noiseTexture = Texture.LoadPNG(GraphicsDevice, textureCommandBuffer, "Content/noise.png");
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GraphicsDevice.Submit(textureCommandBuffer);
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
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@ -268,12 +273,12 @@ namespace MoonWorksTest
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musicStream.Play();
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}
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protected override void Update(double dt)
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protected override void Update(System.TimeSpan dt)
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{
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raymarchUniforms.time += (float) dt;
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raymarchUniforms.time += (float)dt.TotalSeconds;
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}
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protected override void Draw(double dt, double alpha)
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protected override void Draw(System.TimeSpan dt, double alpha)
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{
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var screenshotPressed = Inputs.Keyboard.IsPressed(Keycode.S);
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@ -283,16 +288,19 @@ namespace MoonWorksTest
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mainRenderPass,
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mainFramebuffer,
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renderArea,
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clearColor
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depthStencilClear,
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clearColor.ToVector4()
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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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var fragmentParamOffset = mainGraphicsPipeline.PushFragmentShaderUniforms(raymarchUniforms);
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commandBuffer.DrawPrimitives(0, 1, 0, fragmentParamOffset);
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commandBuffer.EndRenderPass();
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