166 lines
5.2 KiB
C#
166 lines
5.2 KiB
C#
using System.Runtime.InteropServices;
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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using MoonWorks.Math.Float;
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namespace MoonWorksGraphicsTests;
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class TexturedAnimatedQuadExample : Example
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{
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private GraphicsPipeline Pipeline;
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private Buffer VertexBuffer;
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private Buffer IndexBuffer;
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private Texture Texture;
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private Sampler Sampler;
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private float t;
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[StructLayout(LayoutKind.Sequential)]
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private struct FragmentUniforms
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{
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public Vector4 MultiplyColor;
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public FragmentUniforms(Vector4 multiplyColor)
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{
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MultiplyColor = multiplyColor;
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}
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}
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public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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{
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Window = window;
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GraphicsDevice = graphicsDevice;
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Window.SetTitle("TexturedAnimatedQuad");
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// Load the shaders
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Shader vertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"),
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Vertex,
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ShaderFormat = ShaderFormat.SPIRV,
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UniformBufferCount = 1
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}
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);
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Shader fragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"),
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Fragment,
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ShaderFormat = ShaderFormat.SPIRV,
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SamplerCount = 1,
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UniformBufferCount = 1
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}
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);
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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Window.SwapchainFormat,
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vertShader,
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fragShader
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);
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pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create and populate the GPU resources
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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VertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionTextureVertex(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(0.5f, -0.5f, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-0.5f, 0.5f, 0), new Vector2(0, 1)),
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],
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BufferUsageFlags.Vertex
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);
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IndexBuffer = resourceUploader.CreateBuffer<ushort>(
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[
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0, 1, 2,
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0, 2, 3,
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],
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BufferUsageFlags.Index
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);
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Texture = resourceUploader.CreateTexture2DFromCompressed(TestUtils.GetTexturePath("ravioli.png"));
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resourceUploader.Upload();
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resourceUploader.Dispose();
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}
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public override void Update(System.TimeSpan delta)
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{
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t += (float) delta.TotalSeconds;
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}
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public override void Draw(double alpha)
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{
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TransformVertexUniform vertUniforms;
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FragmentUniforms fragUniforms;
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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if (swapchainTexture != null)
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{
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var renderPass = cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, false, Color.Black));
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renderPass.BindGraphicsPipeline(Pipeline);
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renderPass.BindVertexBuffer(VertexBuffer);
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renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
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renderPass.BindFragmentSampler(new TextureSamplerBinding(Texture, Sampler));
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// Top-left
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vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, -0.5f, 0)));
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fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f));
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renderPass.PushVertexUniformData(vertUniforms);
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renderPass.PushFragmentUniformData(fragUniforms);
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renderPass.DrawIndexedPrimitives(0, 0, 2);
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// Top-right
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vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ((2 * System.MathF.PI) - t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, -0.5f, 0)));
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fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 0.5f, 1f, 1f));
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renderPass.PushVertexUniformData(vertUniforms);
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renderPass.PushFragmentUniformData(fragUniforms);
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renderPass.DrawIndexedPrimitives(0, 0, 2);
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// Bottom-left
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vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, 0.5f, 0)));
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fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.2f, 1f, 1f));
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renderPass.PushVertexUniformData(vertUniforms);
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renderPass.PushFragmentUniformData(fragUniforms);
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renderPass.DrawIndexedPrimitives(0, 0, 2);
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// Bottom-right
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vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, 0.5f, 0)));
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fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 1f, 1f, 1f));
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renderPass.PushVertexUniformData(vertUniforms);
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renderPass.PushFragmentUniformData(fragUniforms);
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renderPass.DrawIndexedPrimitives(0, 0, 2);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Destroy()
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{
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Pipeline.Dispose();
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VertexBuffer.Dispose();
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IndexBuffer.Dispose();
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Texture.Dispose();
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Sampler.Dispose();
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}
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}
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