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merge from other fork #6

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merge from other fork #6

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damian-666 and others added 30 commits November 7, 2022 17:06
…NuGet , issues: on the shrsred coded dlls will work. since they are proxies. and dont do the actaul graphics.. it was working but some chnages happened.. I think that fork needs to public a symbol proxy for hte dll.

Signed-off-by: Damian <damian.hallbauer@gmail.com>
Signed-off-by: Damian <damian.hallbauer@gmail.com>
Signed-off-by: Damian <damian.hallbauer@gmail.com>
J


Signed-off-by: Damian <damian.hallbauer@gmail.com>
Signed-off-by: Damian <damian.hallbauer@gmail.com>
Signed-off-by: Damian <damian.hallbauer@gmail.com>
add comment for todo on simpole clip w/o render target task

NOTE TRIMMING DOES NOT WOKR ON ANDROID RELEASE ESPECIALLLY IF AOT ( AHEAD OF TIME COMPILE IS OFF)
BECAUSE .NET     COMPILE JUST IN TIME HAS HEAVY OPTIMIZATIONS, SHUTTING IT OFF AS ITS ON BY DEFUALT
REMOVE TEH SYMBOLS

put any cpy of the opengl build for OPENGL DESKTIP.. WORKS OK

DIDNT TETS DEBUG..
trest on emulator only tablem m api 33 success..
…ll not buiodl it , if does unload it...

make shader pink for now
bring to net 7

rename MGXPlatformNetCore.sln

put global.json target net7
tet release and debug

wount biud android if not selected at startup.

can deploy as relesae to emulation at least ver 23 pixel 5

update all to net 7
havng proble wht androd now.. workload mannfes or sometng

mght be due to prevew bule
its closer but not working.. its like the equality thing doensnt work.. .  i hacked for 2 hours .. this sucks..

i thinkl ill try compute branch OR... just leave it alone and move on to something else...don tso any shaders for a while

ill find a monnogame shader expertt just for thiso stuff and hire him.. theres toehr stuff.. this is crazy stupid diffiucltl.
to a clip mask that just passes the sprite bacth trhoug one clip mask..

for now its just showing eithe rhte the mask or the sprite as a SANITY TEST

this is put in the Clipshader.. the original one that took 2 texture params was becauseI didnt know how to use registers.. its relatived to this issue
THE clip compare doesnt seem to wrk but it did on render target
this was tested on vs 2022 preview .net 7

https://community.monogame.net/t/passing-mask-texture-to-shader-works-in-xna-but-not-monogame/17342

the original file is ClipShaderSpriteTarget.fx

the #ifdef in com

on oepngl, windows dx , and androd ... all good.

the multismaple has to me zero on GL for rendertargets at least

this measn no antialias for lines to on gl.. its a konw defect.. when render to spirte its ok

but if we clip a large about of vector draws batched calls.. ( lines) or filled triangles.

its will show some pixellation..

STRATEGY behind all thsi... this is just basic test code.

hopoing to offload this to a community N platfrom project like
a shadertoy for monogame

wiht one shaded game core.. its easy to just test in secs 4 -5 platfroms , touch an fx , build and run.

NOTE teh compute branch is the futeure for monogame.

it not merged becasue of console issues. and IOS.

for macGL  linux GL windoow GL, windows DX, and android (GL) w xamarin
its ont a issuel

we ust no trimmiing and deploy as JIT, not AOT builds... this takes full advantage of SIMD
and the consoles are are not a target

appple stroe erquires vidoes and tons of monitoring even for a beta launch i hear
nothing but pain from devs on IOS..

they are turning to Metal.. or Vulcan or whatever and noone cares.. they say they will
drop open GL but then devs will leave them.

so for now we dont target iOS, only OSX.
…fdef RENDERTARGETTESTcopy old 2 buffer render target sprite makinging blending clipper

to a clip mask that just passes the sprite bacth trhoug one clip mask..

for now its just showing eithe rhte the mask or the sprite as a SANITY TEST

this is put in the Clipshader.. the original one that took 2 texture params was becauseI didnt know how to use registers.. its relatived to this issue
THE clip compare doesnt seem to wrk but it did on render target
this was tested on vs 2022 preview .net 7

https://community.monogame.net/t/passing-mask-texture-to-shader-works-in-xna-but-not-monogame/17342

the original file is ClipShaderSpriteTarget.fx

the #ifdef in com

on oepngl, windows dx , and androd ... all good.

the multismaple has to me zero on GL for rendertargets at least

this measn no antialias for lines to on gl.. its a konw defect.. when render to spirte its ok

but if we clip a large about of vector draws batched calls.. ( lines) or filled triangles.

its will show some pixellation..

STRATEGY behind all thsi... this is just basic test code.

hopoing to offload this to a community N platfrom project like
a shadertoy for monogame

wiht one shaded game core.. its easy to just test in secs 4 -5 platfroms , touch an fx , build and run.

NOTE teh compute branch is the futeure for monogame.

it not merged becasue of console issues. and IOS.

for macGL  linux GL windoow GL, windows DX, and android (GL) w xamarin
its ont a issuel

we ust no trimmiing and deploy as JIT, not AOT builds... this takes full advantage of SIMD
and the consoles are are not a target

appple stroe erquires vidoes and tons of monitoring even for a beta launch i hear
nothing but pain from devs on IOS..

they are turning to Metal.. or Vulcan or whatever and noone cares.. they say they will
drop open GL but then devs will leave them.

so for now we dont target iOS, only OSX.
…23 tho..

tested on tablet 33... emulator in debug wiht clip shader showin just the mask
…reversible, for some reason the bloom only takes in black and white and added a pulse effect to see the difference with the bloom thresholds.

Added glow.fx and Bloom.cs who are tied to the bloom effect in the core game.
…so it can be commented out easily.

Added glow.fx and Bloom.cs tied to the bloom effect.
Added a pulse effect to see the differences between the bloom threshold, can be tweaked in the Bloom.cs Construct part.
For some reason it turns the image black and white when the bloom effect is active.
Added a Press Esc to exit the playmode for closing the app easier.
damian-666 and others added 30 commits January 25, 2023 21:59
fix rename of Graphiteatestrig
The last effect is the sprite with colors inverted.
Restored the InvertEffect.fx but will not be used, that code doesn't work, the correct effect to use will be EffectInvert.fx, so it would be better to delete it anyway.
…a clean run right now, working on removing the background of the invert EffectInvert.fx
In the Teleport.cs class, you will need to call the update method to make the teleport animation.
…w one.

Made a Bloom class who stores the EffectGlow.fx that causes the bloom glowing effect on a sprite.
…nd point.

Drew a pixel line across the window and another one made from a sprite with Gaussian blur.

Deleted the prefixes on the effects I made last time and fixed the Bloom.cs that wasn't running because I spelled the class name wrong.
refactor some to basse calsss

used reflection and timer to do all tiest

some cleanup

address some reisze isseus..  important.. base class stuff. ad  make more versative.. itsOK  ..we will figure outthe beset way to drawTests

btch togetehr the lines.. see the diffs..
oro other...

why ahave to set the pixel color..

wy cnanot try it exaclty like is done in the smaple?  neon

why not using th glow and using the transparent.

see to batch drw calls , understand ore of the basics.

I added space for chaging tests but they beldn togete.

should like dispose stuff and make it a clean swtich
'

try clearning screen

shojld be able to draw over black..

shoudl be able to draw spite on a non black backgournd

should be able to  make the spret passing only one texture..

i put some wiondow resizind  stuff

oepn gl flickers could be the trace stuff on key press... please comment out

it dont get text innput and key press evetns.

they are fast enougu i this simpel case..

but they aer not events they are polled iu think ill l

have to look at theo sournce of monogame and see if its polled or please do that and report..

put lots of comments and dffs to see..

hou can own shaders .. i dont have time just call me and tell me your interest you seem skeptical but hits reall

keyboard input is non trivial this innt unity

i doihg 1000 fps.. i use 100% of the systeem sometimes.

it doest get sllow and its cpu bound. thsi work fine but its a simple test..

so i will probaably keep all my ionput classes.. touch .. keys alll..

just wanted to test some of the new winodw stuff they  put

one opne gl it flickers.. probably its not complete.

cant save load wintdow size /state  with current build of MG oj GL so dont bother.
add clip mask.. its using a combination but one texutre only.. if there is no red in it it wount draw anthing ..   eed to allowo for xparaency tho.. i think  gots to backgournd tho..

remove loadin bloom twice

fix the clip  !!!!!! using th eguy  advice.. i doenst draw teh massk.    because alph is zero i think
…w througha dnpresetn xparent as well.. perfect i thiknk
put backgroudn colors..

preventcrashsed.. unload content and relaod ..

upt the other bllom in ..  not working , put a bloock drw..   rview bloom and line.. its used for partisl... can we compile bllo with line.. dont crasre about the notn tnsaparent one that much

works opengl and windows,, not adrodi becaus o f the keyapis
Signed-off-by: Damian <damian.hallbauer@gmail.com>
more features, simpler

Signed-off-by: Damian <damian.hallbauer@gmail.com>
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2 participants