starting on sprite batch example
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bae05596e2
commit
7eb2477870
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#version 450
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layout (location = 0) in vec3 Position;
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layout (location = 1) in vec3 Translation;
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layout (location = 2) in float Rotation;
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layout (location = 3) in vec2 Scale;
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layout (location = 4) in vec4 Color;
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layout (location = 5) in vec2[4] UV;
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layout (location = 0) out vec2 outTexCoord;
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layout (location = 1) out vec4 outVertexColor;
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layout (binding = 0, set = 2) uniform UniformBlock
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{
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mat4x4 View;
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mat4x4 Projection;
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};
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void main()
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{
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mat4 Scale = mat4(
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Scale.x, 0, 0, 0,
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0, Scale.y, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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float c = cos(Rotation);
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float s = sin(Rotation);
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mat4 Rotation = mat4(
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c, -s, 0, 0,
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s, c, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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mat4 Translation = mat4(
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1, 0, 0, Position.x,
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0, 1, 0, Position.y,
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0, 0, 1, Position.z,
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0, 0, 0, 1
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);
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mat4 Model = Scale * Rotation * Translation;
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gl_Position = Model * View * Projection * vec4(Position, 1);
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outTexCoord = UV[gl_VertexIndex % 4];
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outVertexColor = Color;
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}
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@ -61,6 +61,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowResizing", "WindowRes
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpriteBatch", "SpriteBatch\SpriteBatch.csproj", "{40E25B99-1196-4695-99A6-C0A8EF385539}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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@ -183,6 +185,10 @@ Global
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|x64.Build.0 = Debug|x64
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|x64.ActiveCfg = Release|x64
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|x64.Build.0 = Release|x64
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{40E25B99-1196-4695-99A6-C0A8EF385539}.Debug|x64.ActiveCfg = Debug|Any CPU
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{40E25B99-1196-4695-99A6-C0A8EF385539}.Debug|x64.Build.0 = Debug|Any CPU
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{40E25B99-1196-4695-99A6-C0A8EF385539}.Release|x64.ActiveCfg = Release|Any CPU
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{40E25B99-1196-4695-99A6-C0A8EF385539}.Release|x64.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<Nullable>enable</Nullable>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
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</Project>
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using System;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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class SpriteBatchGame : Game
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{
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GraphicsPipeline spriteBatchPipeline;
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Graphics.Buffer quadVertexBuffer;
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Graphics.Buffer quadIndexBuffer;
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SpriteBatch SpriteBatch;
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public unsafe SpriteBatchGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("InstancedSpriteBatch.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("InstancedSpriteBatch.frag"));
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var vertexBufferDescription = VertexBindingAndAttributes.Create<PositionVertex>(0);
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var instanceBufferDescription = VertexBindingAndAttributes.Create<SpriteInstanceData>(1, VertexInputRate.Instance);
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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);
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pipelineCreateInfo.VertexInputState = new VertexInputState([
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vertexBufferDescription,
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instanceBufferDescription
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]);
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spriteBatchPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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quadVertexBuffer = Graphics.Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
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quadIndexBuffer = Graphics.Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
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var vertices = stackalloc PositionVertex[4];
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vertices[0].Position = new Math.Float.Vector3(0, 0, 0);
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vertices[1].Position = new Math.Float.Vector3(1, 0, 0);
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vertices[2].Position = new Math.Float.Vector3(0, 1, 0);
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vertices[3].Position = new Math.Float.Vector3(1, 1, 0);
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var indices = stackalloc ushort[6]
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{
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0, 1, 2,
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2, 1, 3
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};
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var cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(quadVertexBuffer, new Span<PositionVertex>(vertices, 4));
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cmdbuf.SetBufferData(quadIndexBuffer, new Span<ushort>(indices, 6));
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GraphicsDevice.Submit(cmdbuf);
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SpriteBatch = new SpriteBatch(GraphicsDevice);
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}
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protected override void Update(TimeSpan delta)
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{
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}
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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? swapchain = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (swapchain != null)
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{
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for (var i = 0; i < 1024; i += 1)
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{
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SpriteBatch.Add()
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}
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SpriteBatch.Upload(cmdbuf);
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchain, Color.Black));
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cmdbuf.BindGraphicsPipeline(spriteBatchPipeline);
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cmdbuf.BindVertexBuffers(
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new BufferBinding(quadVertexBuffer, 0),
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new BufferBinding(SpriteBatch.)
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)
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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SpriteBatchGame game = new SpriteBatchGame();
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game.Run();
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}
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}
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public struct SpriteInstanceData : IVertexType
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{
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public Vector3 Translation;
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public float Rotation;
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public Vector2 Scale;
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public Color Color;
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public Vector2 UV0;
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public Vector2 UV1;
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public Vector2 UV2;
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public Vector2 UV3;
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public static VertexElementFormat[] Formats =>
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[
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VertexElementFormat.Vector3,
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VertexElementFormat.Float,
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VertexElementFormat.Vector2,
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VertexElementFormat.Color,
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VertexElementFormat.Vector2,
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VertexElementFormat.Vector2,
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VertexElementFormat.Vector2,
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VertexElementFormat.Vector2
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];
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}
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class SpriteBatch
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{
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GraphicsDevice GraphicsDevice;
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public Graphics.Buffer BatchBuffer;
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SpriteInstanceData[] InstanceDatas;
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int Index;
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public SpriteBatch(GraphicsDevice graphicsDevice)
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{
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GraphicsDevice = graphicsDevice;
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BatchBuffer = Graphics.Buffer.Create<SpriteInstanceData>(GraphicsDevice, BufferUsageFlags.Vertex, 1024);
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InstanceDatas = new SpriteInstanceData[1024];
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Index = 0;
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}
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public void Add(Vector3 position, float rotation, Vector2 size, Color color)
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{
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InstanceDatas[Index].Translation = position;
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InstanceDatas[Index].Rotation = rotation;
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InstanceDatas[Index].Scale = size;
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InstanceDatas[Index].Color = color;
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InstanceDatas[Index].UV0 = new Vector2(0, 0);
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InstanceDatas[Index].UV1 = new Vector2(0, 1);
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InstanceDatas[Index].UV2 = new Vector2(1, 0);
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InstanceDatas[Index].UV3 = new Vector2(1, 1);
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Index += 1;
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}
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public void Upload(CommandBuffer commandBuffer)
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{
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commandBuffer.SetBufferData(BatchBuffer, InstanceDatas, 0, 0, (uint) Index);
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Index = 0;
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}
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}
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}
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@ -9,7 +9,6 @@
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
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