MoonWorksGraphicsTests/SpriteBatch/SpriteBatchGame.cs

239 lines
7.0 KiB
C#

using System;
using MoonWorks.Graphics;
using MoonWorks.Math;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class SpriteBatchGame : Game
{
GraphicsPipeline spriteBatchPipeline;
Graphics.Buffer quadVertexBuffer;
Graphics.Buffer quadIndexBuffer;
SpriteBatch SpriteBatch;
Texture Texture;
Sampler Sampler;
Matrix4x4 View;
Matrix4x4 Projection;
Random Random;
public unsafe SpriteBatchGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
Random = new Random();
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, 1, VertexInputRate.Instance);
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionMatrices>(vertShaderModule, "main", 0);
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 1);
pipelineCreateInfo.VertexInputState = new VertexInputState([
vertexBufferDescription,
instanceBufferDescription
]);
spriteBatchPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
Texture = Texture.CreateTexture2D(GraphicsDevice, 1, 1, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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));
cmdbuf.SetTextureData(Texture, new Color[1] { Color.White });
GraphicsDevice.Submit(cmdbuf);
SpriteBatch = new SpriteBatch(GraphicsDevice);
// View = Matrix4x4.CreateLookAt(
// new Vector3(0, 0, -1),
// Vector3.Zero,
// Vector3.Up
// );
//View = Matrix4x4.Identity;
View = Matrix4x4.CreateLookAt(
new Vector3(0, 0, 1),
Vector3.Zero,
Vector3.Up
);
Projection = Matrix4x4.CreateOrthographicOffCenter(
0,
MainWindow.Width,
MainWindow.Height,
0,
0.01f,
10
);
// Projection = Matrix4x4.CreatePerspectiveFieldOfView(
// MathHelper.ToRadians(75f),
// (float) MainWindow.Width / MainWindow.Height,
// 0.01f,
// 1000
// );
}
protected override void Update(TimeSpan delta)
{
}
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? swapchain = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (swapchain != null)
{
SpriteBatch.Reset();
for (var i = 0; i < 1024; i += 1)
{
var position = new Vector3(Random.Next((int) MainWindow.Width), Random.Next((int) MainWindow.Height), 1);
SpriteBatch.Add(
position,
0f,
new Vector2(100, 100),
new Color(Random.Next(255), Random.Next(255), Random.Next(255)),
new Vector2(0, 0),
new Vector2(1, 1)
);
}
SpriteBatch.Upload(cmdbuf);
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchain, Color.Black));
SpriteBatch.Render(cmdbuf, spriteBatchPipeline, Texture, Sampler, quadVertexBuffer, quadIndexBuffer, new ViewProjectionMatrices(View, Projection));
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
SpriteBatchGame game = new SpriteBatchGame();
game.Run();
}
}
public readonly record struct ViewProjectionMatrices(Matrix4x4 View, Matrix4x4 Projection);
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;
uint Index;
public uint InstanceCount => Index;
public SpriteBatch(GraphicsDevice graphicsDevice)
{
GraphicsDevice = graphicsDevice;
BatchBuffer = Graphics.Buffer.Create<SpriteInstanceData>(GraphicsDevice, BufferUsageFlags.Vertex, 1024);
InstanceDatas = new SpriteInstanceData[1024];
Index = 0;
}
public void Reset()
{
Index = 0;
}
public void Add(
Vector3 position,
float rotation,
Vector2 size,
Color color,
Vector2 leftTopUV,
Vector2 dimensionsUV
) {
var left = leftTopUV.X;
var top = leftTopUV.Y;
var right = leftTopUV.X + dimensionsUV.X;
var bottom = leftTopUV.Y + dimensionsUV.Y;
InstanceDatas[Index].Translation = position;
InstanceDatas[Index].Rotation = rotation;
InstanceDatas[Index].Scale = size;
InstanceDatas[Index].Color = color;
InstanceDatas[Index].UV0 = leftTopUV;
InstanceDatas[Index].UV1 = new Vector2(left, bottom);
InstanceDatas[Index].UV2 = new Vector2(right, top);
InstanceDatas[Index].UV3 = new Vector2(right, bottom);
Index += 1;
}
public void Upload(CommandBuffer commandBuffer)
{
commandBuffer.SetBufferData(BatchBuffer, InstanceDatas, 0, 0, (uint) Index);
}
public void Render(CommandBuffer commandBuffer, GraphicsPipeline pipeline, Texture texture, Sampler sampler, Graphics.Buffer quadVertexBuffer, Graphics.Buffer quadIndexBuffer, ViewProjectionMatrices viewProjectionMatrices)
{
commandBuffer.BindGraphicsPipeline(pipeline);
commandBuffer.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
commandBuffer.BindVertexBuffers(
new BufferBinding(quadVertexBuffer, 0),
new BufferBinding(BatchBuffer, 0)
);
commandBuffer.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
var vertParamOffset = commandBuffer.PushVertexShaderUniforms(viewProjectionMatrices);
commandBuffer.DrawInstancedPrimitives(0, 0, 2, InstanceCount, vertParamOffset, 0);
}
}
}