using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class TriangleVertexBufferGame : Game { private GraphicsPipeline pipeline; private GpuBuffer vertexBuffer; public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 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(); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create and populate the vertex buffer 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), ], BufferUsageFlags.Vertex ); resourceUploader.Upload(); resourceUploader.Dispose(); } 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, WriteOptions.Cycle, Color.Black)); cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.DrawPrimitives(0, 1); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { TriangleVertexBufferGame p = new TriangleVertexBufferGame(); p.Run(); } } }