MoonWorks/tests/TriangleVertexBuffer/TriangleVertexBufferGame.cs

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2022-11-09 18:56:37 +00:00
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class TriangleVertexBufferGame : Game
{
private GraphicsPipeline pipeline;
private ShaderModule vertShaderModule;
private ShaderModule fragShaderModule;
private Buffer vertexBuffer;
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
vertShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/PositionColorVert.spv");
fragShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/SolidColor.spv");
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule);
pipelineCreateInfo.VertexInputState = new VertexInputState(
VertexBinding.Create<PositionColorVertex>(),
VertexAttribute.Create<PositionColorVertex>("Position", 0),
VertexAttribute.Create<PositionColorVertex>("Color", 1)
);
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the vertex buffer
vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(
vertexBuffer,
new PositionColorVertex[]
{
new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
}
);
GraphicsDevice.Submit(cmdbuf);
GraphicsDevice.Wait();
}
protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.DrawPrimitives(0, 1, 0, 0);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
TriangleVertexBufferGame p = new TriangleVertexBufferGame();
p.Run();
}
}
}