136 lines
4.4 KiB
C#
136 lines
4.4 KiB
C#
using MoonWorks;
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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 TexturedQuadGame : Game
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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[] samplers = new Sampler[6];
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private string[] samplerNames = new string[]
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{
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"PointClamp",
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"PointWrap",
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"LinearClamp",
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"LinearWrap",
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"AnisotropicClamp",
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"AnisotropicWrap"
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};
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private int currentSamplerIndex;
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public TexturedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Logger.LogInfo("Press A and D to cycle between sampler states");
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Logger.LogInfo("Setting sampler state to: " + samplerNames[0]);
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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vertShaderModule,
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fragShaderModule
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);
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pipelineCreateInfo.VertexInputState = new VertexInputState(
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
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);
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create samplers
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samplers[0] = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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samplers[1] = new Sampler(GraphicsDevice, SamplerCreateInfo.PointWrap);
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samplers[2] = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearClamp);
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samplers[3] = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
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samplers[4] = new Sampler(GraphicsDevice, SamplerCreateInfo.AnisotropicClamp);
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samplers[5] = new Sampler(GraphicsDevice, SamplerCreateInfo.AnisotropicWrap);
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// Create and populate the GPU resources
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vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionTextureVertex[]
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{
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(4, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(4, 4)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 4)),
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}
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);
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cmdbuf.SetBufferData(
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indexBuffer,
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new 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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);
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texture = Texture.LoadPNG(GraphicsDevice, cmdbuf, "Content/Textures/ravioli.png");
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Wait();
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}
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protected override void Update(System.TimeSpan delta)
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{
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int prevSamplerIndex = currentSamplerIndex;
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if (Inputs.Keyboard.IsPressed(Input.KeyCode.A))
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{
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currentSamplerIndex -= 1;
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if (currentSamplerIndex < 0)
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{
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currentSamplerIndex = samplers.Length - 1;
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}
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}
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if (Inputs.Keyboard.IsPressed(Input.KeyCode.D))
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{
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currentSamplerIndex += 1;
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if (currentSamplerIndex >= samplers.Length)
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{
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currentSamplerIndex = 0;
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}
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}
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if (prevSamplerIndex != currentSamplerIndex)
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{
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Logger.LogInfo("Setting sampler state to: " + samplerNames[currentSamplerIndex]);
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}
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}
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protected override void Draw(double alpha)
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{
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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, 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, samplers[currentSamplerIndex]));
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
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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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TexturedQuadGame game = new TexturedQuadGame();
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game.Run();
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}
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}
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}
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