MoonWorksGraphicsTests/Examples/TexturedAnimatedQuadGame.cs

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using System.Runtime.InteropServices;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class TexturedAnimatedQuadGame : Game
{
private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
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private Texture texture;
private Sampler sampler;
private float t;
[StructLayout(LayoutKind.Sequential)]
private struct FragmentUniforms
{
public Vector4 MultiplyColor;
public FragmentUniforms(Vector4 multiplyColor)
{
MultiplyColor = multiplyColor;
}
}
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public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"));
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// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
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pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragmentUniforms>(fragShaderModule, "main", 1);
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// 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)),
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],
BufferUsageFlags.Vertex
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);
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indexBuffer = resourceUploader.CreateBuffer<ushort>(
[
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0, 1, 2,
0, 2, 3,
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],
BufferUsageFlags.Index
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);
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texture = resourceUploader.CreateTexture2DFromCompressed(TestUtils.GetTexturePath("ravioli.png"));
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resourceUploader.Upload();
resourceUploader.Dispose();
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}
protected override void Update(System.TimeSpan delta)
{
t += (float) delta.TotalSeconds;
}
protected override void Draw(double alpha)
{
TransformVertexUniform vertUniforms;
FragmentUniforms fragUniforms;
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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);
cmdbuf.BindFragmentSamplers(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));
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cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.PushFragmentShaderUniforms(fragUniforms);
cmdbuf.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));
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cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.PushFragmentShaderUniforms(fragUniforms);
cmdbuf.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));
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cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.PushFragmentShaderUniforms(fragUniforms);
cmdbuf.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));
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cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.PushFragmentShaderUniforms(fragUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 2);
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cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
TexturedAnimatedQuadGame game = new TexturedAnimatedQuadGame();
game.Run();
}
}
}