MoonWorksGraphicsTests/SpriteBatch/SpriteBatchGame.cs

155 lines
4.6 KiB
C#

using System;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class SpriteBatchGame : Game
{
GraphicsPipeline spriteBatchPipeline;
Graphics.Buffer quadVertexBuffer;
Graphics.Buffer quadIndexBuffer;
SpriteBatch SpriteBatch;
public unsafe SpriteBatchGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("InstancedSpriteBatch.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("InstancedSpriteBatch.frag"));
var vertexBufferDescription = VertexBindingAndAttributes.Create<PositionVertex>(0);
var instanceBufferDescription = VertexBindingAndAttributes.Create<SpriteInstanceData>(1, VertexInputRate.Instance);
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = new VertexInputState([
vertexBufferDescription,
instanceBufferDescription
]);
spriteBatchPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
quadVertexBuffer = Graphics.Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
quadIndexBuffer = Graphics.Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
var vertices = stackalloc PositionVertex[4];
vertices[0].Position = new Math.Float.Vector3(0, 0, 0);
vertices[1].Position = new Math.Float.Vector3(1, 0, 0);
vertices[2].Position = new Math.Float.Vector3(0, 1, 0);
vertices[3].Position = new Math.Float.Vector3(1, 1, 0);
var indices = stackalloc ushort[6]
{
0, 1, 2,
2, 1, 3
};
var cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(quadVertexBuffer, new Span<PositionVertex>(vertices, 4));
cmdbuf.SetBufferData(quadIndexBuffer, new Span<ushort>(indices, 6));
GraphicsDevice.Submit(cmdbuf);
SpriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void Update(TimeSpan delta)
{
}
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? swapchain = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (swapchain != null)
{
for (var i = 0; i < 1024; i += 1)
{
SpriteBatch.Add()
}
SpriteBatch.Upload(cmdbuf);
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchain, Color.Black));
cmdbuf.BindGraphicsPipeline(spriteBatchPipeline);
cmdbuf.BindVertexBuffers(
new BufferBinding(quadVertexBuffer, 0),
new BufferBinding(SpriteBatch.BatchBuffer, 0)
);
cmdbuf.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
cmdbuf.DrawInstancedPrimitives(0, 0, SpriteBatch.Index * 2, SpriteBatch.Index, );
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
SpriteBatchGame game = new SpriteBatchGame();
game.Run();
}
}
public struct SpriteInstanceData : IVertexType
{
public Vector3 Translation;
public float Rotation;
public Vector2 Scale;
public Color Color;
public Vector2 UV0;
public Vector2 UV1;
public Vector2 UV2;
public Vector2 UV3;
public static VertexElementFormat[] Formats =>
[
VertexElementFormat.Vector3,
VertexElementFormat.Float,
VertexElementFormat.Vector2,
VertexElementFormat.Color,
VertexElementFormat.Vector2,
VertexElementFormat.Vector2,
VertexElementFormat.Vector2,
VertexElementFormat.Vector2
];
}
class SpriteBatch
{
GraphicsDevice GraphicsDevice;
public Graphics.Buffer BatchBuffer;
SpriteInstanceData[] InstanceDatas;
int Index;
public SpriteBatch(GraphicsDevice graphicsDevice)
{
GraphicsDevice = graphicsDevice;
BatchBuffer = Graphics.Buffer.Create<SpriteInstanceData>(GraphicsDevice, BufferUsageFlags.Vertex, 1024);
InstanceDatas = new SpriteInstanceData[1024];
Index = 0;
}
public void Add(Vector3 position, float rotation, Vector2 size, Color color)
{
InstanceDatas[Index].Translation = position;
InstanceDatas[Index].Rotation = rotation;
InstanceDatas[Index].Scale = size;
InstanceDatas[Index].Color = color;
InstanceDatas[Index].UV0 = new Vector2(0, 0);
InstanceDatas[Index].UV1 = new Vector2(0, 1);
InstanceDatas[Index].UV2 = new Vector2(1, 0);
InstanceDatas[Index].UV3 = new Vector2(1, 1);
Index += 1;
}
public void Upload(CommandBuffer commandBuffer)
{
commandBuffer.SetBufferData(BatchBuffer, InstanceDatas, 0, 0, (uint) Index);
Index = 0;
}
}
}