using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class InstancingAndOffsetsGame : Game { private GraphicsPipeline pipeline; private GpuBuffer vertexBuffer; private GpuBuffer indexBuffer; private bool useVertexOffset; private bool useIndexOffset; public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true) { Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset"); // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.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 and index buffers 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), new PositionColorVertex(new Vector3(-1, 1, 0), Color.Orange), new PositionColorVertex(new Vector3(1, 1, 0), Color.Green), new PositionColorVertex(new Vector3(0, -1, 0), Color.Aqua), new PositionColorVertex(new Vector3(-1, 1, 0), Color.White), new PositionColorVertex(new Vector3(1, 1, 0), Color.White), new PositionColorVertex(new Vector3(0, -1, 0), Color.White), ], BufferUsageFlags.Vertex ); indexBuffer = resourceUploader.CreateBuffer( [ 0, 1, 2, 3, 4, 5, ], BufferUsageFlags.Index ); resourceUploader.Upload(); resourceUploader.Dispose(); } protected override void Update(System.TimeSpan delta) { if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) { useVertexOffset = !useVertexOffset; Logger.LogInfo("Using vertex offset: " + useVertexOffset); } if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) { useIndexOffset = !useIndexOffset; Logger.LogInfo("Using index offset: " + useIndexOffset); } } protected override void Draw(double alpha) { uint vertexOffset = useVertexOffset ? 3u : 0; uint indexOffset = useIndexOffset ? 3u : 0; CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.SafeDiscard, Color.Black)); cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.DrawInstancedPrimitives(vertexOffset, indexOffset, 1, 16); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { InstancingAndOffsetsGame p = new InstancingAndOffsetsGame(); p.Run(); } } }