321 lines
10 KiB
C#
321 lines
10 KiB
C#
using MoonWorks;
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using MoonWorks.Audio;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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using MoonWorks.Window;
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using System.IO;
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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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Rect renderArea;
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Rect flip;
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Color clearColor;
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Texture mainColorTargetTexture;
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TextureSlice mainColorTargetTextureSlice;
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RenderTarget 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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StaticSound music;
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StaticSoundInstance musicInstance;
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StreamingSoundOgg musicStream;
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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, Path.Combine("Content", "passthrough_vert.spv"));
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raymarchFragmentShaderModule = new ShaderModule(GraphicsDevice, Path.Combine("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, "Content/woodgrain.png");
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noiseTexture = Texture.LoadPNG(GraphicsDevice, "Content/noise.png");
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
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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, BufferUsageFlags.Vertex, 4 * 5 * 3);
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vertexBuffer.SetData(vertices);
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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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ColorTargetDescription colorTargetDescription = new ColorTargetDescription
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{
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Format = TextureFormat.R8G8B8A8,
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MultisampleCount = SampleCount.One,
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LoadOp = LoadOp.Clear,
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StoreOp = 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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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget
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);
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mainColorTargetTextureSlice = new TextureSlice(mainColorTargetTexture);
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mainColorTarget = new RenderTarget(GraphicsDevice, 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 = 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 = 16
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};
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MultisampleState multisampleState = MultisampleState.None;
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GraphicsPipelineLayoutInfo pipelineLayoutInfo = new GraphicsPipelineLayoutInfo
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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.CW_CullBack;
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var vertexBindings = new VertexBinding[1]
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{
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new VertexBinding
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{
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Binding = 0,
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InputRate = VertexInputRate.Vertex,
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Stride = 4 * 5
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}
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};
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var vertexAttributes = new VertexAttribute[2]
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{
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new VertexAttribute
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{
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Binding = 0,
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Location = 0,
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Format = VertexElementFormat.Vector3,
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Offset = 0
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},
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new VertexAttribute
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{
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Binding = 0,
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Location = 1,
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Format = 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 Viewport[1]
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{
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new 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 Rect[1]
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{
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new 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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var graphicsPipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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ColorBlendState = colorBlendState,
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DepthStencilState = depthStencilState,
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VertexShaderState = vertexShaderState,
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FragmentShaderState = fragmentShaderState,
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MultisampleState = multisampleState,
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PipelineLayoutInfo = pipelineLayoutInfo,
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RasterizerState = rasterizerState,
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PrimitiveType = PrimitiveType.TriangleList,
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VertexInputState = vertexInputState,
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ViewportState = viewportState,
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RenderPass = mainRenderPass
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};
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mainGraphicsPipeline = new GraphicsPipeline(
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GraphicsDevice,
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graphicsPipelineCreateInfo
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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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music = StaticSound.LoadOgg(AudioDevice, Path.Combine("Content", "title_screen.ogg"));
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musicInstance = music.CreateInstance();
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// musicInstance.Play();
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musicStream = StreamingSoundOgg.Load(AudioDevice, Path.Combine("Content", "title_screen.ogg"), false, true);
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musicStream.Play();
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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(double dt, double alpha)
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{
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var screenshotPressed = Inputs.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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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(mainColorTargetTextureSlice, screenshotBuffer);
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}
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commandBuffer.QueuePresent(mainColorTargetTextureSlice, flip, 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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