using MoonWorks.Graphics; using MoonWorks.Window; using MoonWorks; using ProjectName.Graphics; namespace ProjectName { class ProjectNameGame : Game { private GraphicsObjects GraphicsObjects { get; } private int RenderWidth { get; } private int RenderHeight { get; } public ProjectNameGame( WindowCreateInfo windowCreateInfo, PresentMode presentMode, bool debugMode ) : base(windowCreateInfo, presentMode, 60, debugMode) { // Insert your game initialization logic here. GraphicsObjects = new GraphicsObjects( GraphicsDevice, windowCreateInfo.WindowWidth, windowCreateInfo.WindowHeight ); RenderWidth = (int)windowCreateInfo.WindowWidth; RenderHeight = (int)windowCreateInfo.WindowHeight; } protected override void Update(System.TimeSpan dt) { // Insert your game update logic here. } protected override void Draw(System.TimeSpan dt, double alpha) { // Replace this with your own drawing code. var commandBuffer = GraphicsDevice.AcquireCommandBuffer(); commandBuffer.BeginRenderPass( GraphicsObjects.RenderPasses.ExampleRenderPass, GraphicsObjects.Framebuffers.ExampleFramebuffer, new Rect { X = 0, Y = 0, W = RenderWidth, H = RenderHeight }, Color.CornflowerBlue.ToVector4() ); commandBuffer.QueuePresent( GraphicsObjects.RenderTargets.ExampleRenderTarget.TextureSlice, Filter.Nearest ); GraphicsDevice.Submit(commandBuffer); } } }