From b462f5d14073b52d166c4b044191229554743da6 Mon Sep 17 00:00:00 2001 From: cosmonaut Date: Fri, 23 Feb 2024 14:37:45 -0800 Subject: [PATCH] update TexturedAnimatedQuad --- .../TexturedAnimatedQuadGame.cs | 63 +++++++++---------- 1 file changed, 31 insertions(+), 32 deletions(-) diff --git a/TexturedAnimatedQuad/TexturedAnimatedQuadGame.cs b/TexturedAnimatedQuad/TexturedAnimatedQuadGame.cs index acea45f..f7065fe 100644 --- a/TexturedAnimatedQuad/TexturedAnimatedQuadGame.cs +++ b/TexturedAnimatedQuad/TexturedAnimatedQuadGame.cs @@ -1,5 +1,4 @@ using System.Runtime.InteropServices; -using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; @@ -8,8 +7,8 @@ namespace MoonWorks.Test class TexturedAnimatedQuadGame : Game { private GraphicsPipeline pipeline; - private Buffer vertexBuffer; - private Buffer indexBuffer; + private GpuBuffer vertexBuffer; + private GpuBuffer indexBuffer; private Texture texture; private Sampler sampler; @@ -44,32 +43,33 @@ namespace MoonWorks.Test pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 1); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); - // Create and populate the GPU resources - vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4); - indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); - CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); - cmdbuf.SetBufferData( - vertexBuffer, - new PositionTextureVertex[] - { + // Create and populate the GPU resources + var resourceUploader = new ResourceUploader(GraphicsDevice); + + vertexBuffer = resourceUploader.CreateBuffer( + [ new PositionTextureVertex(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 0)), new PositionTextureVertex(new Vector3(0.5f, -0.5f, 0), new Vector2(1, 0)), new PositionTextureVertex(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(-0.5f, 0.5f, 0), new Vector2(0, 1)), - } + ], + BufferUsageFlags.Vertex ); - cmdbuf.SetBufferData( - indexBuffer, - new ushort[] - { + + indexBuffer = resourceUploader.CreateBuffer( + [ 0, 1, 2, 0, 2, 3, - } + ], + BufferUsageFlags.Index ); - texture = Texture.FromImageFile(GraphicsDevice, cmdbuf, TestUtils.GetTexturePath("ravioli.png")); - GraphicsDevice.Submit(cmdbuf); + + texture = resourceUploader.CreateTexture2D(TestUtils.GetTexturePath("ravioli.png")); + + resourceUploader.Upload(); + resourceUploader.Dispose(); } protected override void Update(System.TimeSpan delta) @@ -81,7 +81,6 @@ namespace MoonWorks.Test { TransformVertexUniform vertUniforms; FragmentUniforms fragUniforms; - uint vertParamOffset, fragParamOffset; CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); @@ -96,30 +95,30 @@ namespace MoonWorks.Test // Top-left vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, -0.5f, 0))); fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f)); - vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); - fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms); - cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset); + cmdbuf.PushVertexShaderUniforms(vertUniforms); + cmdbuf.PushFragmentShaderUniforms(fragUniforms); + cmdbuf.DrawIndexedPrimitives(0, 0, 2); // Top-right vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ((2 * System.MathF.PI) - t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, -0.5f, 0))); fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 0.5f, 1f, 1f)); - vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); - fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms); - cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset); + cmdbuf.PushVertexShaderUniforms(vertUniforms); + cmdbuf.PushFragmentShaderUniforms(fragUniforms); + cmdbuf.DrawIndexedPrimitives(0, 0, 2); // Bottom-left vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, 0.5f, 0))); fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.2f, 1f, 1f)); - vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); - fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms); - cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset); + cmdbuf.PushVertexShaderUniforms(vertUniforms); + cmdbuf.PushFragmentShaderUniforms(fragUniforms); + cmdbuf.DrawIndexedPrimitives(0, 0, 2); // Bottom-right vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, 0.5f, 0))); fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 1f, 1f, 1f)); - vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); - fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms); - cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset); + cmdbuf.PushVertexShaderUniforms(vertUniforms); + cmdbuf.PushFragmentShaderUniforms(fragUniforms); + cmdbuf.DrawIndexedPrimitives(0, 0, 2); cmdbuf.EndRenderPass(); }