using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Math.Float; using System.Runtime.InteropServices; namespace MoonWorksGraphicsTests; class DrawIndirectExample : Example { private GraphicsPipeline GraphicsPipeline; private GpuBuffer VertexBuffer; private GpuBuffer DrawBuffer; public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Window.SetTitle("DrawIndirect"); // Load the shaders Shader vertShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"), "main", ShaderStage.Vertex, ShaderFormat.SPIRV ); Shader fragShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"), "main", ShaderStage.Fragment, ShaderFormat.SPIRV ); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( Window.SwapchainFormat, vertShader, fragShader ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); GraphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create and populate the vertex buffer var resourceUploader = new ResourceUploader(GraphicsDevice); VertexBuffer = resourceUploader.CreateBuffer( [ 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(0.5f, 1, 0), Color.Blue), new PositionColorVertex(new Vector3( 1f, -1, 0), Color.Green), new PositionColorVertex(new Vector3( 0f, -1, 0), Color.Red), ], BufferUsageFlags.Vertex ); DrawBuffer = resourceUploader.CreateBuffer( [ new IndirectDrawCommand(3, 1, 3, 0), new IndirectDrawCommand(3, 1, 0, 0), ], BufferUsageFlags.Indirect ); resourceUploader.Upload(); resourceUploader.Dispose(); } public override void Update(System.TimeSpan delta) { } public override void Draw(double alpha) { CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window); if (swapchainTexture != null) { var renderPass = cmdbuf.BeginRenderPass( new ColorAttachmentInfo( swapchainTexture, false, Color.Black ) ); renderPass.BindGraphicsPipeline(GraphicsPipeline); renderPass.BindVertexBuffer(VertexBuffer); renderPass.DrawPrimitivesIndirect(DrawBuffer, 0, 2, (uint) Marshal.SizeOf()); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public override void Destroy() { GraphicsPipeline.Dispose(); VertexBuffer.Dispose(); DrawBuffer.Dispose(); } }