using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; using System.Runtime.InteropServices; namespace MoonWorks.Test { class DrawIndirectGame : Game { private GraphicsPipeline graphicsPipeline; private Buffer vertexBuffer; private Buffer drawBuffer; public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); graphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create and populate the vertex buffer vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 6); drawBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Indirect, 2); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); cmdbuf.SetBufferData( vertexBuffer, new PositionColorVertex[] { new PositionColorVertex(new Vector3(-0.5f, -1, 0), Color.Blue), new PositionColorVertex(new Vector3(-1f, 1, 0), Color.Green), new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red), new PositionColorVertex(new Vector3(.5f, -1, 0), Color.Blue), new PositionColorVertex(new Vector3(1f, 1, 0), Color.Green), new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red), } ); cmdbuf.SetBufferData( drawBuffer, new IndirectDrawCommand[] { new IndirectDrawCommand(3, 1, 3, 0), new IndirectDrawCommand(3, 1, 0, 0), } ); GraphicsDevice.Submit(cmdbuf); } protected override void Update(System.TimeSpan delta) { } protected override void Draw(double alpha) { CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue)); cmdbuf.BindGraphicsPipeline(graphicsPipeline); cmdbuf.BindVertexBuffers(new BufferBinding(vertexBuffer, 0)); cmdbuf.DrawPrimitivesIndirect(drawBuffer, 0, 2, (uint) Marshal.SizeOf(), 0, 0); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { DrawIndirectGame game = new DrawIndirectGame(); game.Run(); } } }