more sprite batch implementation
parent
b0583f934b
commit
c6f87cce55
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@ -0,0 +1,13 @@
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#version 450
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layout(location = 0) in vec2 inTexCoord;
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layout(location = 1) in vec4 inColor;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 0, set = 1) uniform sampler2D Sampler;
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void main()
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{
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FragColor = texture(Sampler, inTexCoord) * inColor;
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}
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@ -27,19 +27,19 @@ void main()
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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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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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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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Translation.x, Translation.y, Translation.z, 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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mat4 Model = Translation * Rotation * Scale;
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gl_Position = Projection * View * Model * 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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@ -5,32 +5,20 @@
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<Message Text="Runtime ID: $(RuntimeIdentifier)" Importance="high"/>
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</Target>
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<ItemGroup>
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<Content Include="..\..\moonlibs\video_shaders\video_fullscreen.vert.refresh">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\video_shaders\video_yuv2rgba.frag.refresh">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Windows)))">
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<Content Include="..\..\moonlibs\windows\FAudio.dll">
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<Content Include="..\..\moonlibs\x64\FAudio.dll">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\windows\Refresh.dll">
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<Content Include="..\..\moonlibs\x64\Refresh.dll">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\windows\SDL2.dll">
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<Content Include="..\..\moonlibs\x64\SDL2.dll">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\windows\dav1dfile.dll">
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<Content Include="..\..\moonlibs\x64\dav1dfile.dll">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@ -48,7 +36,7 @@
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\windows\libdav1dfile.*">
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<Content Include="..\..\moonlibs\lib64\libdav1dfile.*">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@ -1,5 +1,6 @@
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using System;
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using MoonWorks.Graphics;
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using MoonWorks.Math;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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@ -10,14 +11,23 @@ namespace MoonWorks.Test
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Graphics.Buffer quadVertexBuffer;
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Graphics.Buffer quadIndexBuffer;
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SpriteBatch SpriteBatch;
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Texture Texture;
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Sampler Sampler;
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Matrix4x4 View;
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Matrix4x4 Projection;
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Random Random;
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public unsafe SpriteBatchGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Random = new Random();
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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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var instanceBufferDescription = VertexBindingAndAttributes.Create<SpriteInstanceData>(1, 1, VertexInputRate.Instance);
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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@ -25,6 +35,9 @@ namespace MoonWorks.Test
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fragShaderModule
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);
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pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionMatrices>(vertShaderModule, "main", 0);
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pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 1);
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pipelineCreateInfo.VertexInputState = new VertexInputState([
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vertexBufferDescription,
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instanceBufferDescription
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@ -32,6 +45,9 @@ namespace MoonWorks.Test
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spriteBatchPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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Texture = Texture.CreateTexture2D(GraphicsDevice, 1, 1, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
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Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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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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@ -50,9 +66,40 @@ namespace MoonWorks.Test
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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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cmdbuf.SetTextureData(Texture, new Color[1] { Color.White });
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GraphicsDevice.Submit(cmdbuf);
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SpriteBatch = new SpriteBatch(GraphicsDevice);
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// View = Matrix4x4.CreateLookAt(
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// new Vector3(0, 0, -1),
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// Vector3.Zero,
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// Vector3.Up
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// );
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//View = Matrix4x4.Identity;
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View = Matrix4x4.CreateLookAt(
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new Vector3(0, 0, 1),
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Vector3.Zero,
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Vector3.Up
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);
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Projection = Matrix4x4.CreateOrthographicOffCenter(
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0,
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MainWindow.Width,
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MainWindow.Height,
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0,
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0.01f,
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10
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);
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// Projection = Matrix4x4.CreatePerspectiveFieldOfView(
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// MathHelper.ToRadians(75f),
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// (float) MainWindow.Width / MainWindow.Height,
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// 0.01f,
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// 1000
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// );
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}
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protected override void Update(TimeSpan delta)
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Texture? swapchain = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (swapchain != null)
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{
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SpriteBatch.Reset();
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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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var position = new Vector3(Random.Next((int) MainWindow.Width), Random.Next((int) MainWindow.Height), 1);
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SpriteBatch.Add(
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position,
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0f,
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new Vector2(100, 100),
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new Color(Random.Next(255), Random.Next(255), Random.Next(255)),
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new Vector2(0, 0),
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new Vector2(1, 1)
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);
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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.BatchBuffer, 0)
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);
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cmdbuf.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
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cmdbuf.DrawInstancedPrimitives(0, 0, SpriteBatch.Index * 2, SpriteBatch.Index, );
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SpriteBatch.Render(cmdbuf, spriteBatchPipeline, Texture, Sampler, quadVertexBuffer, quadIndexBuffer, new ViewProjectionMatrices(View, Projection));
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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@ -93,6 +144,8 @@ namespace MoonWorks.Test
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}
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}
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public readonly record struct ViewProjectionMatrices(Matrix4x4 View, Matrix4x4 Projection);
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public struct SpriteInstanceData : IVertexType
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{
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public Vector3 Translation;
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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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uint Index;
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public uint InstanceCount => Index;
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public SpriteBatch(GraphicsDevice graphicsDevice)
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{
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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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public void Reset()
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{
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Index = 0;
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}
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public void Add(
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Vector3 position,
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float rotation,
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Vector2 size,
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Color color,
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Vector2 leftTopUV,
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Vector2 dimensionsUV
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) {
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var left = leftTopUV.X;
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var top = leftTopUV.Y;
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var right = leftTopUV.X + dimensionsUV.X;
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var bottom = leftTopUV.Y + dimensionsUV.Y;
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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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InstanceDatas[Index].UV0 = leftTopUV;
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InstanceDatas[Index].UV1 = new Vector2(left, bottom);
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InstanceDatas[Index].UV2 = new Vector2(right, top);
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InstanceDatas[Index].UV3 = new Vector2(right, bottom);
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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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public void Render(CommandBuffer commandBuffer, GraphicsPipeline pipeline, Texture texture, Sampler sampler, Graphics.Buffer quadVertexBuffer, Graphics.Buffer quadIndexBuffer, ViewProjectionMatrices viewProjectionMatrices)
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{
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commandBuffer.BindGraphicsPipeline(pipeline);
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commandBuffer.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
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commandBuffer.BindVertexBuffers(
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new BufferBinding(quadVertexBuffer, 0),
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new BufferBinding(BatchBuffer, 0)
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);
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commandBuffer.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
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var vertParamOffset = commandBuffer.PushVertexShaderUniforms(viewProjectionMatrices);
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commandBuffer.DrawInstancedPrimitives(0, 0, 2, InstanceCount, vertParamOffset, 0);
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}
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}
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}
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