InstancingAndOffsetsExample
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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using MoonWorks.Math.Float;
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namespace MoonWorksGraphicsTests;
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class InstancingAndOffsetsExample : Example
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{
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private GraphicsPipeline Pipeline;
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private GpuBuffer VertexBuffer;
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private GpuBuffer IndexBuffer;
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private bool useVertexOffset;
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private bool useIndexOffset;
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public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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{
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Window = window;
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GraphicsDevice = graphicsDevice;
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Inputs = inputs;
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Window.SetTitle("InstancingAndOffsets");
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Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
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// Load the shaders
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Shader vertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorInstanced.vert"),
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"main",
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ShaderStage.Vertex,
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ShaderFormat.SPIRV
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);
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Shader fragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.frag"),
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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);
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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Window.SwapchainFormat,
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vertShader,
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fragShader
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the vertex and index buffers
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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VertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionColorVertex(new Vector3(-1, -1, 0), Color.Red),
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new PositionColorVertex(new Vector3( 1, -1, 0), Color.Lime),
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new PositionColorVertex(new Vector3( 0, 1, 0), Color.Blue),
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new PositionColorVertex(new Vector3(-1, -1, 0), Color.Orange),
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new PositionColorVertex(new Vector3( 1, -1, 0), Color.Green),
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new PositionColorVertex(new Vector3( 0, 1, 0), Color.Aqua),
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new PositionColorVertex(new Vector3(-1, -1, 0), Color.White),
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new PositionColorVertex(new Vector3( 1, -1, 0), Color.White),
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new PositionColorVertex(new Vector3( 0, 1, 0), Color.White),
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],
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BufferUsageFlags.Vertex
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);
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IndexBuffer = resourceUploader.CreateBuffer<ushort>(
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[
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0, 1, 2,
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3, 4, 5,
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],
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BufferUsageFlags.Index
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);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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}
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public override void Update(System.TimeSpan delta)
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{
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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useVertexOffset = !useVertexOffset;
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Logger.LogInfo("Using vertex offset: " + useVertexOffset);
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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useIndexOffset = !useIndexOffset;
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Logger.LogInfo("Using index offset: " + useIndexOffset);
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}
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}
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public override void Draw(double alpha)
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{
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uint vertexOffset = useVertexOffset ? 3u : 0;
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uint indexOffset = useIndexOffset ? 3u : 0;
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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if (swapchainTexture != null)
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{
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var renderPass = cmdbuf.BeginRenderPass(
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new ColorAttachmentInfo(
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swapchainTexture,
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false,
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Color.Black
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)
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);
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renderPass.BindGraphicsPipeline(Pipeline);
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renderPass.BindVertexBuffer(VertexBuffer);
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renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
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renderPass.DrawIndexedPrimitives(vertexOffset, indexOffset, 1, 16);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Destroy()
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{
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Pipeline.Dispose();
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VertexBuffer.Dispose();
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IndexBuffer.Dispose();
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}
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}
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@ -1,105 +0,0 @@
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using MoonWorks;
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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 InstancingAndOffsetsGame : Game
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{
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private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
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private GpuBuffer indexBuffer;
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private bool useVertexOffset;
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private bool useIndexOffset;
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public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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// Create the graphics pipeline
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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 = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the vertex and index buffers
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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vertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
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new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
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new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.Orange),
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new PositionColorVertex(new Vector3(1, 1, 0), Color.Green),
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new PositionColorVertex(new Vector3(0, -1, 0), Color.Aqua),
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.White),
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new PositionColorVertex(new Vector3(1, 1, 0), Color.White),
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new PositionColorVertex(new Vector3(0, -1, 0), Color.White),
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],
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BufferUsageFlags.Vertex
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);
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indexBuffer = resourceUploader.CreateBuffer<ushort>(
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[
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0, 1, 2,
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3, 4, 5,
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],
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BufferUsageFlags.Index
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);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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}
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protected override void Update(System.TimeSpan delta)
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{
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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useVertexOffset = !useVertexOffset;
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Logger.LogInfo("Using vertex offset: " + useVertexOffset);
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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useIndexOffset = !useIndexOffset;
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Logger.LogInfo("Using index offset: " + useIndexOffset);
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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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uint vertexOffset = useVertexOffset ? 3u : 0;
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uint indexOffset = useIndexOffset ? 3u : 0;
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.DrawInstancedPrimitives(vertexOffset, indexOffset, 1, 16);
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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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InstancingAndOffsetsGame p = new InstancingAndOffsetsGame();
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p.Run();
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}
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}
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}
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@ -37,6 +37,7 @@
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<Compile Include="Examples\DepthMSAAExample.cs" />
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<Compile Include="Examples\DepthMSAAExample.cs" />
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<Compile Include="Examples\DrawIndirectExample.cs" />
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<Compile Include="Examples\DrawIndirectExample.cs" />
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<Compile Include="Examples\GetBufferDataExample.cs" />
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<Compile Include="Examples\GetBufferDataExample.cs" />
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<Compile Include="Examples\InstancingAndOffsetsExample.cs" />
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</ItemGroup>
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</ItemGroup>
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<Import Project=".\CopyMoonlibs.targets" />
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<Import Project=".\CopyMoonlibs.targets" />
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@ -20,7 +20,8 @@ class Program : Game
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new CullFaceExample(),
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new CullFaceExample(),
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new DepthMSAAExample(),
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new DepthMSAAExample(),
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new DrawIndirectExample(),
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new DrawIndirectExample(),
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new GetBufferDataExample()
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new GetBufferDataExample(),
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new InstancingAndOffsetsExample()
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];
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];
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int ExampleIndex = 0;
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int ExampleIndex = 0;
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@ -33,6 +34,7 @@ class Program : Game
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bool debugMode = false
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bool debugMode = false
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) : base(windowCreateInfo, frameLimiterSettings, preferredBackends, targetTimestep, debugMode)
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) : base(windowCreateInfo, frameLimiterSettings, preferredBackends, targetTimestep, debugMode)
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{
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{
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Logger.LogInfo("Welcome to the MoonWorks Graphics Tests program! Press Q and E to cycle through examples!");
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Examples[ExampleIndex].Init(MainWindow, GraphicsDevice, Inputs);
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Examples[ExampleIndex].Init(MainWindow, GraphicsDevice, Inputs);
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}
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}
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