TriangleVertexBufferExample

refresh2
cosmonaut 2024-06-06 16:01:11 -07:00
parent 6dbcd65fbe
commit 31d659020e
4 changed files with 93 additions and 67 deletions

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@ -0,0 +1,90 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class TriangleVertexBufferExample : Example
{
private GraphicsPipeline Pipeline;
private GpuBuffer VertexBuffer;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("TriangleVertexBuffer");
// Load the shaders
Shader vertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("PositionColor.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader fragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the vertex buffer
var resourceUploader = new ResourceUploader(GraphicsDevice);
VertexBuffer = resourceUploader.CreateBuffer(
[
new PositionColorVertex(new Vector3(-1, -1, 0), Color.Red),
new PositionColorVertex(new Vector3( 1, -1, 0), Color.Lime),
new PositionColorVertex(new Vector3( 0, 1, 0), Color.Blue),
],
BufferUsageFlags.Vertex
);
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.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
}
}

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@ -1,66 +0,0 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class TriangleVertexBufferGame : Game
{
private GraphicsPipeline pipeline;
private GpuBuffer vertexBuffer;
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.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<PositionColorVertex>();
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the vertex buffer
var resourceUploader = new ResourceUploader(GraphicsDevice);
vertexBuffer = resourceUploader.CreateBuffer(
[
new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
],
BufferUsageFlags.Vertex
);
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.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
TriangleVertexBufferGame p = new TriangleVertexBufferGame();
p.Run();
}
}
}

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@ -50,6 +50,7 @@
<Compile Include="Examples\TexturedAnimatedQuadExample.cs" /> <Compile Include="Examples\TexturedAnimatedQuadExample.cs" />
<Compile Include="Examples\TexturedQuadExample.cs" /> <Compile Include="Examples\TexturedQuadExample.cs" />
<Compile Include="Examples\TextureMipmapsExample.cs" /> <Compile Include="Examples\TextureMipmapsExample.cs" />
<Compile Include="Examples\TriangleVertexBufferExample.cs" />
</ItemGroup> </ItemGroup>
<Import Project=".\CopyMoonlibs.targets" /> <Import Project=".\CopyMoonlibs.targets" />

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@ -33,7 +33,8 @@ class Program : Game
new Texture3DExample(), new Texture3DExample(),
new TexturedAnimatedQuadExample(), new TexturedAnimatedQuadExample(),
new TexturedQuadExample(), new TexturedQuadExample(),
new TextureMipmapsExample() new TextureMipmapsExample(),
new TriangleVertexBufferExample()
]; ];
int ExampleIndex = 0; int ExampleIndex = 0;