MoonWorksGraphicsTests/InstancingAndOffsets/InstancingAndOffsetsGame.cs

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using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
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class InstancingAndOffsetsGame : Game
{
private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
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private bool useVertexOffset;
private bool useIndexOffset;
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public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
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// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the vertex and index buffers
var resourceUploader = new ResourceUploader(GraphicsDevice);
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vertexBuffer = resourceUploader.CreateBuffer(
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[
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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),
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.Orange),
new PositionColorVertex(new Vector3(1, 1, 0), Color.Green),
new PositionColorVertex(new Vector3(0, -1, 0), Color.Aqua),
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.White),
new PositionColorVertex(new Vector3(1, 1, 0), Color.White),
new PositionColorVertex(new Vector3(0, -1, 0), Color.White),
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],
BufferUsageFlags.Vertex
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);
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indexBuffer = resourceUploader.CreateBuffer<ushort>(
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[
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0, 1, 2,
3, 4, 5,
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],
BufferUsageFlags.Index
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);
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resourceUploader.Upload();
resourceUploader.Dispose();
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}
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protected override void Update(System.TimeSpan delta)
{
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
useVertexOffset = !useVertexOffset;
Logger.LogInfo("Using vertex offset: " + useVertexOffset);
}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
useIndexOffset = !useIndexOffset;
Logger.LogInfo("Using index offset: " + useIndexOffset);
}
}
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protected override void Draw(double alpha)
{
uint vertexOffset = useVertexOffset ? 3u : 0;
uint indexOffset = useIndexOffset ? 3u : 0;
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.DrawInstancedPrimitives(vertexOffset, indexOffset, 1, 16);
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cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
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public static void Main(string[] args)
{
InstancingAndOffsetsGame p = new InstancingAndOffsetsGame();
p.Run();
}
}
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}