MoonWorksGraphicsTests/Examples/TexturedAnimatedQuadExample.cs

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2024-06-06 22:43:24 +00:00
using System.Runtime.InteropServices;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class TexturedAnimatedQuadExample : Example
{
private GraphicsPipeline Pipeline;
private GpuBuffer VertexBuffer;
private GpuBuffer IndexBuffer;
private Texture Texture;
private Sampler Sampler;
private float t;
[StructLayout(LayoutKind.Sequential)]
private struct FragmentUniforms
{
public Vector4 MultiplyColor;
public FragmentUniforms(Vector4 multiplyColor)
{
MultiplyColor = multiplyColor;
}
}
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("TexturedAnimatedQuad");
// Load the shaders
Shader vertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader fragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
);
pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo
{
UniformBufferCount = 1
};
pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 1,
UniformBufferCount = 1
};
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the GPU resources
var resourceUploader = new ResourceUploader(GraphicsDevice);
VertexBuffer = resourceUploader.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(0.5f, -0.5f, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-0.5f, 0.5f, 0), new Vector2(0, 1)),
],
BufferUsageFlags.Vertex
);
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
Texture = resourceUploader.CreateTexture2DFromCompressed(TestUtils.GetTexturePath("ravioli.png"));
resourceUploader.Upload();
resourceUploader.Dispose();
}
public override void Update(System.TimeSpan delta)
{
t += (float) delta.TotalSeconds;
}
public override void Draw(double alpha)
{
TransformVertexUniform vertUniforms;
FragmentUniforms fragUniforms;
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.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
renderPass.BindFragmentSampler(new TextureSamplerBinding(Texture, Sampler));
// Top-left
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, -0.5f, 0)));
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f));
renderPass.PushVertexUniformData(vertUniforms);
renderPass.PushFragmentUniformData(fragUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 2);
// Top-right
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ((2 * System.MathF.PI) - t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, -0.5f, 0)));
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 0.5f, 1f, 1f));
renderPass.PushVertexUniformData(vertUniforms);
renderPass.PushFragmentUniformData(fragUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 2);
// Bottom-left
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, 0.5f, 0)));
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.2f, 1f, 1f));
renderPass.PushVertexUniformData(vertUniforms);
renderPass.PushFragmentUniformData(fragUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 2);
// Bottom-right
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, 0.5f, 0)));
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 1f, 1f, 1f));
renderPass.PushVertexUniformData(vertUniforms);
renderPass.PushFragmentUniformData(fragUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
Texture.Dispose();
Sampler.Dispose();
}
}