135 lines
5.1 KiB
C#
135 lines
5.1 KiB
C#
using System.Runtime.InteropServices;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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class TexturedAnimatedQuadGame : Game
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{
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private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
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private GpuBuffer 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 TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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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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pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
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pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragmentUniforms>(fragShaderModule, "main", 1);
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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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protected 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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protected 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? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindFragmentSamplers(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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cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.PushFragmentShaderUniforms(fragUniforms);
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cmdbuf.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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cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.PushFragmentShaderUniforms(fragUniforms);
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cmdbuf.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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cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.PushFragmentShaderUniforms(fragUniforms);
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cmdbuf.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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cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.PushFragmentShaderUniforms(fragUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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TexturedAnimatedQuadGame game = new TexturedAnimatedQuadGame();
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game.Run();
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}
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}
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}
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