MoonWorksGraphicsTests/TexturedAnimatedQuad/TexturedAnimatedQuadGame.cs

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using System.Runtime.InteropServices;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class TexturedAnimatedQuadGame : Game
{
private GraphicsPipeline pipeline;
private Buffer vertexBuffer;
private Buffer indexBuffer;
private Texture texture;
private Sampler sampler;
private float t;
[StructLayout(LayoutKind.Sequential)]
private struct VertexUniforms
{
public Matrix4x4 TransformMatrix;
public VertexUniforms(Matrix4x4 transformMatrix)
{
TransformMatrix = transformMatrix;
}
}
[StructLayout(LayoutKind.Sequential)]
private struct FragmentUniforms
{
public Vector4 MultiplyColor;
public FragmentUniforms(Vector4 multiplyColor)
{
MultiplyColor = multiplyColor;
}
}
public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix.spv"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor.spv"));
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// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
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pipelineCreateInfo.VertexInputState = new VertexInputState(
VertexBinding.Create<PositionTextureVertex>(),
VertexAttribute.Create<PositionTextureVertex>("Position", 0),
VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
);
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<VertexUniforms>(vertShaderModule, "main", 0);
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragmentUniforms>(fragShaderModule, "main", 1);
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(
vertexBuffer,
new PositionTextureVertex[]
{
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
}
);
cmdbuf.SetBufferData(
indexBuffer,
new ushort[]
{
0, 1, 2,
0, 2, 3,
}
);
texture = Texture.LoadPNG(GraphicsDevice, cmdbuf, TestUtils.GetTexturePath("ravioli.png"));
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GraphicsDevice.Submit(cmdbuf);
GraphicsDevice.Wait();
}
protected override void Update(System.TimeSpan delta)
{
t += (float) delta.TotalSeconds;
}
protected override void Draw(double alpha)
{
VertexUniforms vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t));
FragmentUniforms fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f));
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
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cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
TexturedAnimatedQuadGame game = new TexturedAnimatedQuadGame();
game.Run();
}
}
}