using System.Runtime.InteropServices; using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class TexturedAnimatedQuadGame : Game { private GraphicsPipeline pipeline; private Buffer vertexBuffer; private Buffer indexBuffer; private Texture texture; private Sampler sampler; private float t; [StructLayout(LayoutKind.Sequential)] private struct VertexUniforms { public Matrix4x4 TransformMatrix; public VertexUniforms(Matrix4x4 transformMatrix) { TransformMatrix = transformMatrix; } } [StructLayout(LayoutKind.Sequential)] private struct FragmentUniforms { public Vector4 MultiplyColor; public FragmentUniforms(Vector4 multiplyColor) { MultiplyColor = multiplyColor; } } public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix.spv")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor.spv")); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.VertexInputState = new VertexInputState( VertexBinding.Create(), VertexAttribute.Create("Position", 0), VertexAttribute.Create("TexCoord", 1) ); pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0); pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 1); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create and populate the GPU resources vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4); indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); 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(1, 0)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), } ); cmdbuf.SetBufferData( indexBuffer, new ushort[] { 0, 1, 2, 0, 2, 3, } ); texture = Texture.LoadPNG(GraphicsDevice, cmdbuf, TestUtils.GetTexturePath("ravioli.png")); GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Wait(); } protected override void Update(System.TimeSpan delta) { t += (float) delta.TotalSeconds; } protected override void Draw(double alpha) { VertexUniforms vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t)); FragmentUniforms fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f)); 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, sampler)); uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms); cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { TexturedAnimatedQuadGame game = new TexturedAnimatedQuadGame(); game.Run(); } } }