VertexSamplerExample

refresh2
cosmonaut 2024-06-06 16:05:36 -07:00
parent 31d659020e
commit 2cfc8fa512
4 changed files with 111 additions and 80 deletions

View File

@ -0,0 +1,108 @@
using System;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class VertexSamplerExample : Example
{
private GraphicsPipeline Pipeline;
private GpuBuffer VertexBuffer;
private Texture Texture;
private Sampler Sampler;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("VertexSampler");
// Load the shaders
Shader vertShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("PositionSampler.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader fragShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 1
};
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the GPU resources
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
var resourceUploader = new ResourceUploader(GraphicsDevice);
VertexBuffer = resourceUploader.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3( 1, -1, 0), new Vector2(0.334f, 0)),
new PositionTextureVertex(new Vector3( 0, 1, 0), new Vector2(0.667f, 0)),
],
BufferUsageFlags.Vertex
);
Texture = resourceUploader.CreateTexture2D(
new Span<Color>([Color.Yellow, Color.Indigo, Color.HotPink]),
3,
1
);
resourceUploader.Upload();
resourceUploader.Dispose();
}
public override void Update(System.TimeSpan delta) { }
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
swapchainTexture,
false,
Color.Black
)
);
renderPass.BindGraphicsPipeline(Pipeline);
renderPass.BindVertexBuffer(VertexBuffer);
renderPass.BindVertexSampler(new TextureSamplerBinding(Texture, Sampler));
renderPass.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
Texture.Dispose();
Sampler.Dispose();
}
}

View File

@ -1,79 +0,0 @@
using System;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class VertexSamplerGame : Game
{
private GraphicsPipeline pipeline;
private GpuBuffer vertexBuffer;
private Texture texture;
private Sampler sampler;
public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSampler.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the GPU resources
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
var resourceUploader = new ResourceUploader(GraphicsDevice);
vertexBuffer = resourceUploader.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(0.334f, 0)),
new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0.667f, 0)),
],
BufferUsageFlags.Vertex
);
texture = resourceUploader.CreateTexture2D(
new Span<Color>([Color.Yellow, Color.Indigo, Color.HotPink]),
3,
1
);
resourceUploader.Upload();
resourceUploader.Dispose();
}
protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindVertexSamplers(new TextureSamplerBinding(texture, sampler));
cmdbuf.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
VertexSamplerGame p = new VertexSamplerGame();
p.Run();
}
}
}

View File

@ -51,6 +51,7 @@
<Compile Include="Examples\TexturedQuadExample.cs" />
<Compile Include="Examples\TextureMipmapsExample.cs" />
<Compile Include="Examples\TriangleVertexBufferExample.cs" />
<Compile Include="Examples\VertexSamplerExample.cs" />
</ItemGroup>
<Import Project=".\CopyMoonlibs.targets" />

View File

@ -34,7 +34,8 @@ class Program : Game
new TexturedAnimatedQuadExample(),
new TexturedQuadExample(),
new TextureMipmapsExample(),
new TriangleVertexBufferExample()
new TriangleVertexBufferExample(),
new VertexSamplerExample()
];
int ExampleIndex = 0;