2024-06-06 21:11:14 +00:00
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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using MoonWorks.Math.Float;
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namespace MoonWorksGraphicsTests;
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class InstancingAndOffsetsExample : Example
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{
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private GraphicsPipeline Pipeline;
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2024-06-11 17:08:37 +00:00
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private Buffer VertexBuffer;
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private Buffer IndexBuffer;
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2024-06-06 21:11:14 +00:00
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private bool useVertexOffset;
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private bool useIndexOffset;
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public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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{
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Window = window;
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GraphicsDevice = graphicsDevice;
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Inputs = inputs;
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Window.SetTitle("InstancingAndOffsets");
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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
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Shader vertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorInstanced.vert"),
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"main",
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2024-06-10 23:54:27 +00:00
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Vertex,
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ShaderFormat = ShaderFormat.SPIRV
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}
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2024-06-06 21:11:14 +00:00
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);
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Shader fragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.frag"),
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"main",
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2024-06-10 23:54:27 +00:00
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Fragment,
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ShaderFormat = ShaderFormat.SPIRV
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}
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2024-06-06 21:11:14 +00:00
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);
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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Window.SwapchainFormat,
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vertShader,
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fragShader
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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 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),
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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 = resourceUploader.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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resourceUploader.Upload();
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resourceUploader.Dispose();
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}
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public 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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public 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 swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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if (swapchainTexture != null)
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{
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var renderPass = cmdbuf.BeginRenderPass(
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new ColorAttachmentInfo(
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swapchainTexture,
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false,
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Color.Black
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)
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);
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renderPass.BindGraphicsPipeline(Pipeline);
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renderPass.BindVertexBuffer(VertexBuffer);
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renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
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renderPass.DrawIndexedPrimitives(vertexOffset, indexOffset, 1, 16);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Destroy()
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{
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Pipeline.Dispose();
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VertexBuffer.Dispose();
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IndexBuffer.Dispose();
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}
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}
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