using System.Runtime.InteropServices; using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Math.Float; namespace MoonWorksGraphicsTests; class TexturedAnimatedQuadExample : Example { private GraphicsPipeline Pipeline; private GpuBuffer VertexBuffer; private GpuBuffer IndexBuffer; private Texture Texture; private Sampler Sampler; private float t; [StructLayout(LayoutKind.Sequential)] private struct FragmentUniforms { public Vector4 MultiplyColor; public FragmentUniforms(Vector4 multiplyColor) { MultiplyColor = multiplyColor; } } public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Window.SetTitle("TexturedAnimatedQuad"); // Load the shaders Shader vertShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Vertex, ShaderFormat = ShaderFormat.SPIRV, UniformBufferCount = 1 } ); Shader fragShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Fragment, ShaderFormat = ShaderFormat.SPIRV, SamplerCount = 1, UniformBufferCount = 1 } ); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( Window.SwapchainFormat, vertShader, fragShader ); pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend; pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); // 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 ); IndexBuffer = resourceUploader.CreateBuffer( [ 0, 1, 2, 0, 2, 3, ], BufferUsageFlags.Index ); Texture = resourceUploader.CreateTexture2DFromCompressed(TestUtils.GetTexturePath("ravioli.png")); resourceUploader.Upload(); resourceUploader.Dispose(); } public override void Update(System.TimeSpan delta) { t += (float) delta.TotalSeconds; } public override void Draw(double alpha) { TransformVertexUniform vertUniforms; FragmentUniforms fragUniforms; 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.BindFragmentSampler(new TextureSamplerBinding(Texture, Sampler)); // 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)); renderPass.PushVertexUniformData(vertUniforms); renderPass.PushFragmentUniformData(fragUniforms); renderPass.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)); renderPass.PushVertexUniformData(vertUniforms); renderPass.PushFragmentUniformData(fragUniforms); renderPass.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)); renderPass.PushVertexUniformData(vertUniforms); renderPass.PushFragmentUniformData(fragUniforms); renderPass.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)); renderPass.PushVertexUniformData(vertUniforms); renderPass.PushFragmentUniformData(fragUniforms); renderPass.DrawIndexedPrimitives(0, 0, 2); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public override void Destroy() { Pipeline.Dispose(); VertexBuffer.Dispose(); IndexBuffer.Dispose(); Texture.Dispose(); Sampler.Dispose(); } }