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