MoonWorksGraphicsTests/Examples/InstancingAndOffsetsExample.cs

138 lines
3.7 KiB
C#

using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class InstancingAndOffsetsExample : Example
{
private GraphicsPipeline Pipeline;
private Buffer VertexBuffer;
private Buffer IndexBuffer;
private bool useVertexOffset;
private bool useIndexOffset;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("InstancingAndOffsets");
Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
// Load the shaders
Shader vertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("PositionColorInstanced.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV
}
);
Shader fragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor.frag"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Fragment,
ShaderFormat = ShaderFormat.SPIRV
}
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the vertex and index buffers
var resourceUploader = new ResourceUploader(GraphicsDevice);
VertexBuffer = resourceUploader.CreateBuffer(
[
new PositionColorVertex(new Vector3(-1, -1, 0), Color.Red),
new PositionColorVertex(new Vector3( 1, -1, 0), Color.Lime),
new PositionColorVertex(new Vector3( 0, 1, 0), Color.Blue),
new PositionColorVertex(new Vector3(-1, -1, 0), Color.Orange),
new PositionColorVertex(new Vector3( 1, -1, 0), Color.Green),
new PositionColorVertex(new Vector3( 0, 1, 0), Color.Aqua),
new PositionColorVertex(new Vector3(-1, -1, 0), Color.White),
new PositionColorVertex(new Vector3( 1, -1, 0), Color.White),
new PositionColorVertex(new Vector3( 0, 1, 0), Color.White),
],
BufferUsageFlags.Vertex
);
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
3, 4, 5,
],
BufferUsageFlags.Index
);
resourceUploader.Upload();
resourceUploader.Dispose();
}
public override void Update(System.TimeSpan delta)
{
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
useVertexOffset = !useVertexOffset;
Logger.LogInfo("Using vertex offset: " + useVertexOffset);
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
useIndexOffset = !useIndexOffset;
Logger.LogInfo("Using index offset: " + useIndexOffset);
}
}
public override void Draw(double alpha)
{
uint vertexOffset = useVertexOffset ? 3u : 0;
uint indexOffset = useIndexOffset ? 3u : 0;
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
swapchainTexture,
false,
Color.Black
)
);
renderPass.BindGraphicsPipeline(Pipeline);
renderPass.BindVertexBuffer(VertexBuffer);
renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
renderPass.DrawIndexedPrimitives(vertexOffset, indexOffset, 1, 16);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
}
}