using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Math.Float; namespace MoonWorksGraphicsTests; class InstancingAndOffsetsExample : Example { private GraphicsPipeline Pipeline; private GpuBuffer VertexBuffer; private GpuBuffer IndexBuffer; private bool useVertexOffset; private bool useIndexOffset; public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Inputs = inputs; Window.SetTitle("InstancingAndOffsets"); Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset"); // Load the shaders Shader vertShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Vertex, ShaderFormat = ShaderFormat.SPIRV } ); Shader fragShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Fragment, ShaderFormat = ShaderFormat.SPIRV } ); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( Window.SwapchainFormat, vertShader, fragShader ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create and populate the vertex and index buffers var resourceUploader = new ResourceUploader(GraphicsDevice); VertexBuffer = resourceUploader.CreateBuffer( [ new PositionColorVertex(new Vector3(-1, -1, 0), Color.Red), new PositionColorVertex(new Vector3( 1, -1, 0), Color.Lime), new PositionColorVertex(new Vector3( 0, 1, 0), Color.Blue), new PositionColorVertex(new Vector3(-1, -1, 0), Color.Orange), new PositionColorVertex(new Vector3( 1, -1, 0), Color.Green), new PositionColorVertex(new Vector3( 0, 1, 0), Color.Aqua), new PositionColorVertex(new Vector3(-1, -1, 0), Color.White), new PositionColorVertex(new Vector3( 1, -1, 0), Color.White), new PositionColorVertex(new Vector3( 0, 1, 0), Color.White), ], BufferUsageFlags.Vertex ); IndexBuffer = resourceUploader.CreateBuffer( [ 0, 1, 2, 3, 4, 5, ], BufferUsageFlags.Index ); resourceUploader.Upload(); resourceUploader.Dispose(); } public override void Update(System.TimeSpan delta) { if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) { useVertexOffset = !useVertexOffset; Logger.LogInfo("Using vertex offset: " + useVertexOffset); } if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) { useIndexOffset = !useIndexOffset; Logger.LogInfo("Using index offset: " + useIndexOffset); } } public override void Draw(double alpha) { uint vertexOffset = useVertexOffset ? 3u : 0; uint indexOffset = useIndexOffset ? 3u : 0; CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window); if (swapchainTexture != null) { var renderPass = cmdbuf.BeginRenderPass( new ColorAttachmentInfo( swapchainTexture, false, Color.Black ) ); renderPass.BindGraphicsPipeline(Pipeline); renderPass.BindVertexBuffer(VertexBuffer); renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen); renderPass.DrawIndexedPrimitives(vertexOffset, indexOffset, 1, 16); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public override void Destroy() { Pipeline.Dispose(); VertexBuffer.Dispose(); IndexBuffer.Dispose(); } }