using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class TexturedQuadGame : Game { private GraphicsPipeline pipeline; private ShaderModule vertShaderModule; private ShaderModule fragShaderModule; private Buffer vertexBuffer; private Buffer indexBuffer; private Texture texture; private Sampler[] samplers = new Sampler[6]; private string[] samplerNames = new string[] { "PointClamp", "PointWrap", "LinearClamp", "LinearWrap", "AnisotropicClamp", "AnisotropicWrap" }; private int currentSamplerIndex; public TexturedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { Logger.LogInfo("Press A and D to cycle between sampler states"); Logger.LogInfo("Setting sampler state to: " + samplerNames[0]); // Load the shaders vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv")); fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv")); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule); pipelineCreateInfo.VertexInputState = new VertexInputState( VertexBinding.Create(), VertexAttribute.Create("Position", 0), VertexAttribute.Create("TexCoord", 1) ); pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create samplers samplers[0] = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); samplers[1] = new Sampler(GraphicsDevice, SamplerCreateInfo.PointWrap); samplers[2] = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearClamp); samplers[3] = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap); samplers[4] = new Sampler(GraphicsDevice, SamplerCreateInfo.AnisotropicClamp); samplers[5] = new Sampler(GraphicsDevice, SamplerCreateInfo.AnisotropicWrap); // Create and populate the GPU resources vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4); indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); cmdbuf.SetBufferData( vertexBuffer, new PositionTextureVertex[] { new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)), new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(4, 0)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(4, 4)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 4)), } ); cmdbuf.SetBufferData( indexBuffer, new ushort[] { 0, 1, 2, 0, 2, 3, } ); texture = Texture.LoadPNG(GraphicsDevice, cmdbuf, "Content/Textures/ravioli.png"); GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Wait(); } protected override void Update(System.TimeSpan delta) { int prevSamplerIndex = currentSamplerIndex; if (Inputs.Keyboard.IsPressed(Input.KeyCode.A)) { currentSamplerIndex -= 1; if (currentSamplerIndex < 0) { currentSamplerIndex = samplers.Length - 1; } } if (Inputs.Keyboard.IsPressed(Input.KeyCode.D)) { currentSamplerIndex += 1; if (currentSamplerIndex >= samplers.Length) { currentSamplerIndex = 0; } } if (prevSamplerIndex != currentSamplerIndex) { Logger.LogInfo("Setting sampler state to: " + samplerNames[currentSamplerIndex]); } } protected override void Draw(double alpha) { CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, samplers[currentSamplerIndex])); cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { TexturedQuadGame game = new TexturedQuadGame(); game.Run(); } } }