starting on sprite batch example

spritebatch
cosmonaut 2024-01-23 12:43:34 -08:00
parent bae05596e2
commit 7eb2477870
6 changed files with 220 additions and 1 deletions

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@ -0,0 +1,45 @@
#version 450
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Translation;
layout (location = 2) in float Rotation;
layout (location = 3) in vec2 Scale;
layout (location = 4) in vec4 Color;
layout (location = 5) in vec2[4] UV;
layout (location = 0) out vec2 outTexCoord;
layout (location = 1) out vec4 outVertexColor;
layout (binding = 0, set = 2) uniform UniformBlock
{
mat4x4 View;
mat4x4 Projection;
};
void main()
{
mat4 Scale = mat4(
Scale.x, 0, 0, 0,
0, Scale.y, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
float c = cos(Rotation);
float s = sin(Rotation);
mat4 Rotation = mat4(
c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
mat4 Translation = mat4(
1, 0, 0, Position.x,
0, 1, 0, Position.y,
0, 0, 1, Position.z,
0, 0, 0, 1
);
mat4 Model = Scale * Rotation * Translation;
gl_Position = Model * View * Projection * vec4(Position, 1);
outTexCoord = UV[gl_VertexIndex % 4];
outVertexColor = Color;
}

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@ -61,6 +61,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowResizing", "WindowRes
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpriteBatch", "SpriteBatch\SpriteBatch.csproj", "{40E25B99-1196-4695-99A6-C0A8EF385539}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64 Debug|x64 = Debug|x64
@ -183,6 +185,10 @@ Global
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|x64.Build.0 = Debug|x64 {CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|x64.Build.0 = Debug|x64
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|x64.ActiveCfg = Release|x64 {CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|x64.ActiveCfg = Release|x64
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|x64.Build.0 = Release|x64 {CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|x64.Build.0 = Release|x64
{40E25B99-1196-4695-99A6-C0A8EF385539}.Debug|x64.ActiveCfg = Debug|Any CPU
{40E25B99-1196-4695-99A6-C0A8EF385539}.Debug|x64.Build.0 = Debug|Any CPU
{40E25B99-1196-4695-99A6-C0A8EF385539}.Release|x64.ActiveCfg = Release|Any CPU
{40E25B99-1196-4695-99A6-C0A8EF385539}.Release|x64.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

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@ -0,0 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
</ItemGroup>
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
</Project>

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@ -0,0 +1,152 @@
using System;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class SpriteBatchGame : Game
{
GraphicsPipeline spriteBatchPipeline;
Graphics.Buffer quadVertexBuffer;
Graphics.Buffer quadIndexBuffer;
SpriteBatch SpriteBatch;
public unsafe SpriteBatchGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("InstancedSpriteBatch.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("InstancedSpriteBatch.frag"));
var vertexBufferDescription = VertexBindingAndAttributes.Create<PositionVertex>(0);
var instanceBufferDescription = VertexBindingAndAttributes.Create<SpriteInstanceData>(1, VertexInputRate.Instance);
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = new VertexInputState([
vertexBufferDescription,
instanceBufferDescription
]);
spriteBatchPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
quadVertexBuffer = Graphics.Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
quadIndexBuffer = Graphics.Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
var vertices = stackalloc PositionVertex[4];
vertices[0].Position = new Math.Float.Vector3(0, 0, 0);
vertices[1].Position = new Math.Float.Vector3(1, 0, 0);
vertices[2].Position = new Math.Float.Vector3(0, 1, 0);
vertices[3].Position = new Math.Float.Vector3(1, 1, 0);
var indices = stackalloc ushort[6]
{
0, 1, 2,
2, 1, 3
};
var cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(quadVertexBuffer, new Span<PositionVertex>(vertices, 4));
cmdbuf.SetBufferData(quadIndexBuffer, new Span<ushort>(indices, 6));
GraphicsDevice.Submit(cmdbuf);
SpriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void Update(TimeSpan delta)
{
}
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? swapchain = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (swapchain != null)
{
for (var i = 0; i < 1024; i += 1)
{
SpriteBatch.Add()
}
SpriteBatch.Upload(cmdbuf);
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchain, Color.Black));
cmdbuf.BindGraphicsPipeline(spriteBatchPipeline);
cmdbuf.BindVertexBuffers(
new BufferBinding(quadVertexBuffer, 0),
new BufferBinding(SpriteBatch.)
)
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
SpriteBatchGame game = new SpriteBatchGame();
game.Run();
}
}
public struct SpriteInstanceData : IVertexType
{
public Vector3 Translation;
public float Rotation;
public Vector2 Scale;
public Color Color;
public Vector2 UV0;
public Vector2 UV1;
public Vector2 UV2;
public Vector2 UV3;
public static VertexElementFormat[] Formats =>
[
VertexElementFormat.Vector3,
VertexElementFormat.Float,
VertexElementFormat.Vector2,
VertexElementFormat.Color,
VertexElementFormat.Vector2,
VertexElementFormat.Vector2,
VertexElementFormat.Vector2,
VertexElementFormat.Vector2
];
}
class SpriteBatch
{
GraphicsDevice GraphicsDevice;
public Graphics.Buffer BatchBuffer;
SpriteInstanceData[] InstanceDatas;
int Index;
public SpriteBatch(GraphicsDevice graphicsDevice)
{
GraphicsDevice = graphicsDevice;
BatchBuffer = Graphics.Buffer.Create<SpriteInstanceData>(GraphicsDevice, BufferUsageFlags.Vertex, 1024);
InstanceDatas = new SpriteInstanceData[1024];
Index = 0;
}
public void Add(Vector3 position, float rotation, Vector2 size, Color color)
{
InstanceDatas[Index].Translation = position;
InstanceDatas[Index].Rotation = rotation;
InstanceDatas[Index].Scale = size;
InstanceDatas[Index].Color = color;
InstanceDatas[Index].UV0 = new Vector2(0, 0);
InstanceDatas[Index].UV1 = new Vector2(0, 1);
InstanceDatas[Index].UV2 = new Vector2(1, 0);
InstanceDatas[Index].UV3 = new Vector2(1, 1);
Index += 1;
}
public void Upload(CommandBuffer commandBuffer)
{
commandBuffer.SetBufferData(BatchBuffer, InstanceDatas, 0, 0, (uint) Index);
Index = 0;
}
}
}

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@ -9,7 +9,6 @@
<OutputType>Exe</OutputType> <OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<Platforms>x64</Platforms>
</PropertyGroup> </PropertyGroup>
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" /> <Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />