using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class VertexSamplerGame : Game { private GraphicsPipeline pipeline; private Buffer vertexBuffer; private Texture texture; private Sampler sampler; public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSamplerVert")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor")); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.VertexShaderInfo.SamplerBindingCount = 1; pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create and populate the GPU resources vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 3); texture = new Texture(GraphicsDevice, new TextureCreateInfo { Width = 3, Height = 1, Depth = 1, Format = TextureFormat.R8G8B8A8, IsCube = false, LevelCount = 1, UsageFlags = TextureUsageFlags.Sampler }); 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(0.334f, 0)), new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0.667f, 0)), } ); cmdbuf.SetTextureData(texture, new Color[] { Color.Yellow, Color.Indigo, Color.HotPink }); GraphicsDevice.Submit(cmdbuf); } 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, Color.Black)); cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindVertexSamplers(new TextureSamplerBinding(texture, sampler)); cmdbuf.DrawPrimitives(0, 1, 0, 0); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { VertexSamplerGame p = new VertexSamplerGame(); p.Run(); } } }