MoonWorksGraphicsTests/Examples/VertexSamplerExample.cs

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using System;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
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using Buffer = MoonWorks.Graphics.Buffer;
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namespace MoonWorksGraphicsTests;
class VertexSamplerExample : Example
{
private GraphicsPipeline Pipeline;
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private Buffer VertexBuffer;
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private Texture Texture;
private Sampler Sampler;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("VertexSampler");
// Load the shaders
Shader vertShader = new Shader(
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GraphicsDevice,
TestUtils.GetShaderPath("PositionSampler.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV,
SamplerCount = 1
}
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);
Shader fragShader = new Shader(
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GraphicsDevice,
TestUtils.GetShaderPath("SolidColor.frag"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Fragment,
ShaderFormat = ShaderFormat.SPIRV
}
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);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
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);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the GPU resources
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
var resourceUploader = new ResourceUploader(GraphicsDevice);
VertexBuffer = resourceUploader.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3( 1, -1, 0), new Vector2(0.334f, 0)),
new PositionTextureVertex(new Vector3( 0, 1, 0), new Vector2(0.667f, 0)),
],
BufferUsageFlags.Vertex
);
Texture = resourceUploader.CreateTexture2D(
new Span<Color>([Color.Yellow, Color.Indigo, Color.HotPink]),
3,
1
);
resourceUploader.Upload();
resourceUploader.Dispose();
}
public override void Update(System.TimeSpan delta) { }
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
swapchainTexture,
false,
Color.Black
)
);
renderPass.BindGraphicsPipeline(Pipeline);
renderPass.BindVertexBuffer(VertexBuffer);
renderPass.BindVertexSampler(new TextureSamplerBinding(Texture, Sampler));
renderPass.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
Texture.Dispose();
Sampler.Dispose();
}
}