2023-01-22 20:14:23 +00:00
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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2024-02-07 15:27:55 +00:00
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class InstancingAndOffsetsGame : Game
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{
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private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
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private GpuBuffer indexBuffer;
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private bool useVertexOffset;
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private bool useIndexOffset;
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public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
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2024-02-07 15:27:55 +00:00
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the vertex and index buffers
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var resourceInitializer = new ResourceInitializer(GraphicsDevice);
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vertexBuffer = resourceInitializer.CreateBuffer(
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[
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
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new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
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new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.Orange),
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new PositionColorVertex(new Vector3(1, 1, 0), Color.Green),
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new PositionColorVertex(new Vector3(0, -1, 0), Color.Aqua),
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.White),
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new PositionColorVertex(new Vector3(1, 1, 0), Color.White),
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new PositionColorVertex(new Vector3(0, -1, 0), Color.White),
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],
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BufferUsageFlags.Vertex
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);
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indexBuffer = resourceInitializer.CreateBuffer<ushort>(
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[
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0, 1, 2,
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3, 4, 5,
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],
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BufferUsageFlags.Index
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);
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resourceInitializer.Upload();
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resourceInitializer.Dispose();
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}
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protected override void Update(System.TimeSpan delta)
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{
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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useVertexOffset = !useVertexOffset;
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Logger.LogInfo("Using vertex offset: " + useVertexOffset);
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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useIndexOffset = !useIndexOffset;
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Logger.LogInfo("Using index offset: " + useIndexOffset);
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}
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}
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protected override void Draw(double alpha)
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{
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uint vertexOffset = useVertexOffset ? 3u : 0;
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uint indexOffset = useIndexOffset ? 3u : 0;
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.DrawInstancedPrimitives(vertexOffset, indexOffset, 1, 16);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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InstancingAndOffsetsGame p = new InstancingAndOffsetsGame();
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p.Run();
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}
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}
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2023-01-22 20:14:23 +00:00
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}
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