Expanded TexturedAnimatedQuad to have four quads, testing repeated calls to PushVertex/FragmentShaderUniforms
parent
76dc472072
commit
535830f580
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@ -49,6 +49,7 @@ namespace MoonWorks.Test
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vertShaderModule,
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fragShaderModule
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);
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pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
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pipelineCreateInfo.VertexInputState = new VertexInputState(
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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@ -68,10 +69,10 @@ namespace MoonWorks.Test
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vertexBuffer,
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new PositionTextureVertex[]
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{
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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new PositionTextureVertex(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(0.5f, -0.5f, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-0.5f, 0.5f, 0), new Vector2(0, 1)),
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}
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);
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cmdbuf.SetBufferData(
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@ -94,8 +95,9 @@ namespace MoonWorks.Test
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protected override void Draw(double alpha)
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{
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VertexUniforms vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t));
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FragmentUniforms fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f));
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VertexUniforms vertUniforms;
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FragmentUniforms fragUniforms;
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uint vertParamOffset, fragParamOffset;
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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@ -106,9 +108,35 @@ namespace MoonWorks.Test
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
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uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
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// Top-left
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vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, -0.5f, 0)));
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fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f));
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vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
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// Top-right
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vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ((2 * System.MathF.PI) - t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, -0.5f, 0)));
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fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 0.5f, 1f, 1f));
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vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
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// Bottom-left
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vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, 0.5f, 0)));
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fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.2f, 1f, 1f));
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vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
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// Bottom-right
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vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, 0.5f, 0)));
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fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 1f, 1f, 1f));
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vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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