void LoadAssets()
        {
            // Generate meshes
            MDLMesh mdl = MDLMesh.CreateBox(new Vector3(2f, 2f, 2f), new Vector3i(1, 1, 1), MDLGeometryType.Triangles, false, new MTKMeshBufferAllocator(device));

            NSError error;

            boxMesh = new MTKMesh(mdl, device, out error);

            // Allocate one region of memory for the uniform buffer
            dynamicConstantBuffer       = device.CreateBuffer(MaxBytesPerFrame, (MTLResourceOptions)0);
            dynamicConstantBuffer.Label = "UniformBuffer";

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("lighting_fragment");

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("lighting_vertex");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = MTLVertexDescriptor.FromModelIO(boxMesh.VertexDescriptor);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                Label                        = "MyPipeline",
                SampleCount                  = view.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = view.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = view.DepthStencilPixelFormat
            };

            pipelineStateDescriptor.ColorAttachments[0].PixelFormat = view.ColorPixelFormat;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);
            if (pipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStateDesc = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true
            };

            depthState = device.CreateDepthStencilState(depthStateDesc);
        }
Esempio n. 2
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        public void Setup()
        {
            TestRuntime.AssertXcodeVersion(7, 0);

#if !MONOMAC
            if (Runtime.Arch == Arch.SIMULATOR && IntPtr.Size == 4)
            {
                // There's a bug in the i386 version of objc_msgSend where it doesn't preserve SIMD arguments
                // when resizing the cache of method selectors for a type. So here we call all selectors we can
                // find, so that the subsequent tests don't end up producing any cache resize (radar #21630410).
                object dummy;
                using (var obj = MDLMesh.CreateBox(Vector3.Zero, Vector3i.Zero, MDLGeometryType.Triangles, true, null)) {
                    obj.AddAttribute("foo", MDLVertexFormat.Char);
//					obj.AddNormals (null, 0); // throws NSInvalidArgumentException, need to figure out valid arguments
//					obj.AddTangentBasis ("foo", "bar", "zap"); // throws "Need float or half UV components Need float or half UV components"
//					obj.AddTangentBasisWithNormals ("foo", "bar", "zap"); // throws "Need float or half UV components Reason: Need float or half UV components"
                    dummy = obj.BoundingBox;
//					obj.GenerateAmbientOcclusionTexture (1, 1, new MDLObject [] { }, "name", "name");
//					obj.GenerateAmbientOcclusionVertexColors (1, 1, new MDLObject[] {}, "name");
//					obj.GenerateAmbientOcclusionVertexColors (1.1, 1, new MDLObject[] [] { }, "name");
//					obj.GenerateLightMapTexture (Vector2i.Zero, new MDLLight[] {}, new MDLObject[] {}, "str", "str");
//					obj.GenerateLightMapVertexColors (new MDLLight[] { }, new MDLObject[] { }, "v");
                    obj.MakeVerticesUnique();
                    dummy = obj.Submeshes;
                    dummy = obj.VertexBuffers;
                    dummy = obj.VertexCount;
                    dummy = obj.VertexDescriptor;
                }

                using (var obj = MDLMesh.CreateCylindroid(1, Vector2.Zero, 3, 0, MDLGeometryType.Triangles, false, null)) {
                }
                using (var obj = MDLMesh.CreateEllipsoid(Vector3.Zero, 3, 2, MDLGeometryType.Triangles, false, false, null)) {
                }
                using (var obj = MDLMesh.CreateEllipticalCone(0, Vector2.Zero, 3, 1, MDLGeometryType.Triangles, false, null)) {
                }
                using (var obj = MDLMesh.CreateIcosahedron(0, false, null)) {
                }
                using (var obj = MDLMesh.CreatePlane(new Vector2(1, 1), new Vector2i(1, 1), MDLGeometryType.Triangles, null)) {
                }
                using (var obj = MDLMesh.CreateSphere(new Vector3(1, 2, 3), new Vector2i(4, 5), MDLGeometryType.Triangles, true, null)) {
                }
                using (var obj = MDLMesh.CreateHemisphere(new Vector3(1, 2, 3), new Vector2i(4, 5), MDLGeometryType.Triangles, true, true, null)) {
                }
                using (var obj = MDLMesh.CreateCapsule(new Vector3(1, 2, 3), new Vector2i(4, 5), MDLGeometryType.Triangles, true, 10, null)) {
                }
                using (var obj = MDLMesh.CreateCone(new Vector3(1, 2, 3), new Vector2i(4, 5), MDLGeometryType.Triangles, true, true, null)) {
                }
//				using (var obj = MDLMesh.CreateSubdividedMesh (new MDLMesh (), 0, 0)) {
//				}
            }
#endif
        }
Esempio n. 3
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        public void CreateBoxWithDimensonTest()
        {
            Vector3  V3  = new Vector3(1, 2, 3);
            Vector3i V3i = new Vector3i(4, 5, 6);

            using (var obj = MDLMesh.CreateBox(V3, V3i, MDLGeometryType.Triangles, true, null)) {
                Assert.IsNotNull(obj, "obj");
                Asserts.AreEqual(new MDLAxisAlignedBoundingBox {
                    MaxBounds = new Vector3(0.5f, 1, 1.5f), MinBounds = new Vector3(-0.5f, -1, -1.5f)
                }, obj.BoundingBox, "BoundingBox");
                Assert.AreEqual(1, obj.Submeshes.Count, "Submeshes Count");
                Assert.AreEqual(1, obj.VertexBuffers.Length, "VertexBuffers Count");
                Assert.AreEqual(TestRuntime.CheckXcodeVersion(7, 3) ? 214 : 24, obj.VertexCount, "VertexCount");
                Assert.AreEqual(31, obj.VertexDescriptor.Attributes.Count, "VertexDescriptor Attributes Count");
                Assert.AreEqual(31, obj.VertexDescriptor.Layouts.Count, "VertexDescriptor Layouts Count");
            }
        }
Esempio n. 4
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        public void CreateBoxTest()
        {
            Vector3  V3  = new Vector3(1, 2, 3);
            Vector3i V3i = new Vector3i(4, 5, 6);

            using (var obj = MDLMesh.CreateBox(V3, V3i, MDLGeometryType.Triangles, true, null)) {
                Assert.IsNotNull(obj, "obj");
                Asserts.AreEqual(new MDLAxisAlignedBoundingBox {
                    MaxBounds = new Vector3(0.5f, 1, 1.5f), MinBounds = new Vector3(-0.5f, -1, -1.5f)
                }, obj.BoundingBox, "BoundingBox");
                Assert.AreEqual(1, obj.Submeshes.Count, "Submeshes Count");
                Assert.AreEqual(1, obj.VertexBuffers.Length, "VertexBuffers Count");
                // iOS 9.3 is the basis of tvOS 9.2 (hopefully they'll get in sync with iOS 10+)
#if __TVOS__
                bool nine3 = UIDevice.CurrentDevice.CheckSystemVersion(9, 2);
#else
                bool nine3 = UIDevice.CurrentDevice.CheckSystemVersion(9, 3);
#endif
                Assert.AreEqual(nine3 ? 214 : 24, obj.VertexCount, "VertexCount");
                Assert.AreEqual(31, obj.VertexDescriptor.Attributes.Count, "VertexDescriptor Attributes Count");
                Assert.AreEqual(31, obj.VertexDescriptor.Layouts.Count, "VertexDescriptor Layouts Count");
            }
        }