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 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")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor")); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend; pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); 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(-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)), } ); cmdbuf.SetBufferData( indexBuffer, new ushort[] { 0, 1, 2, 0, 2, 3, } ); texture = Texture.FromFile(GraphicsDevice, cmdbuf, TestUtils.GetTexturePath("ravioli.png")); GraphicsDevice.Submit(cmdbuf); } protected override void Update(System.TimeSpan delta) { t += (float) delta.TotalSeconds; } protected override void Draw(double alpha) { TransformVertexUniform vertUniforms; FragmentUniforms fragUniforms; uint vertParamOffset, fragParamOffset; 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)); // 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)); vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms); cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset); // 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)); vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms); cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset); // 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)); vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms); cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset); // 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)); vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); 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(); } } }