2024-06-06 23:01:11 +00:00
|
|
|
|
using MoonWorks;
|
|
|
|
|
using MoonWorks.Graphics;
|
|
|
|
|
using MoonWorks.Input;
|
|
|
|
|
using MoonWorks.Math.Float;
|
|
|
|
|
|
|
|
|
|
namespace MoonWorksGraphicsTests;
|
|
|
|
|
|
|
|
|
|
class TriangleVertexBufferExample : Example
|
|
|
|
|
{
|
|
|
|
|
private GraphicsPipeline Pipeline;
|
2024-06-11 17:08:37 +00:00
|
|
|
|
private Buffer VertexBuffer;
|
2024-06-06 23:01:11 +00:00
|
|
|
|
|
|
|
|
|
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
|
|
|
|
|
{
|
|
|
|
|
Window = window;
|
|
|
|
|
GraphicsDevice = graphicsDevice;
|
|
|
|
|
|
|
|
|
|
Window.SetTitle("TriangleVertexBuffer");
|
|
|
|
|
|
|
|
|
|
// Load the shaders
|
|
|
|
|
Shader vertShader = new Shader(
|
|
|
|
|
GraphicsDevice,
|
|
|
|
|
TestUtils.GetShaderPath("PositionColor.vert"),
|
|
|
|
|
"main",
|
2024-06-10 23:54:27 +00:00
|
|
|
|
new ShaderCreateInfo
|
|
|
|
|
{
|
|
|
|
|
ShaderStage = ShaderStage.Vertex,
|
|
|
|
|
ShaderFormat = ShaderFormat.SPIRV
|
|
|
|
|
}
|
2024-06-06 23:01:11 +00:00
|
|
|
|
);
|
|
|
|
|
Shader fragShader = new Shader(
|
|
|
|
|
GraphicsDevice,
|
|
|
|
|
TestUtils.GetShaderPath("SolidColor.frag"),
|
|
|
|
|
"main",
|
2024-06-10 23:54:27 +00:00
|
|
|
|
new ShaderCreateInfo
|
|
|
|
|
{
|
|
|
|
|
ShaderStage = ShaderStage.Fragment,
|
|
|
|
|
ShaderFormat = ShaderFormat.SPIRV
|
|
|
|
|
}
|
2024-06-06 23:01:11 +00:00
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
// Create the graphics pipeline
|
|
|
|
|
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
|
|
|
|
Window.SwapchainFormat,
|
|
|
|
|
vertShader,
|
|
|
|
|
fragShader
|
|
|
|
|
);
|
|
|
|
|
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
|
|
|
|
|
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
|
|
|
|
|
|
|
|
|
// Create and populate the vertex buffer
|
|
|
|
|
var resourceUploader = new ResourceUploader(GraphicsDevice);
|
|
|
|
|
|
|
|
|
|
VertexBuffer = resourceUploader.CreateBuffer(
|
|
|
|
|
[
|
|
|
|
|
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),
|
|
|
|
|
],
|
|
|
|
|
BufferUsageFlags.Vertex
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
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.DrawPrimitives(0, 1);
|
|
|
|
|
cmdbuf.EndRenderPass(renderPass);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GraphicsDevice.Submit(cmdbuf);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void Destroy()
|
|
|
|
|
{
|
|
|
|
|
Pipeline.Dispose();
|
|
|
|
|
VertexBuffer.Dispose();
|
|
|
|
|
}
|
|
|
|
|
}
|