MoonWorksGraphicsTests/Examples/RenderTexture2DArrayExample.cs

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using System;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class RenderTexture2DArrayExample : Example
{
private Texture RenderTarget;
private float t;
private Color[] colors =
[
Color.Red,
Color.Green,
Color.Blue,
];
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
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Window.SetTitle("RenderTexture2DArray");
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RenderTarget = Texture.CreateTexture2DArray(
GraphicsDevice,
16,
16,
(uint) colors.Length,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
// Clear each depth slice of the RT to a different color
for (uint i = 0; i < colors.Length; i += 1)
{
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{
TextureSlice = new TextureSlice
{
Texture = RenderTarget,
Layer = i,
MipLevel = 0
},
ClearColor = colors[i],
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store
};
var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Update(System.TimeSpan delta) { }
public override void Draw(double alpha)
{
t += 0.01f;
t %= 3;
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
cmdbuf.Blit(
new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = RenderTarget,
Layer = (uint) MathF.Floor(t)
},
Depth = 1
},
swapchainTexture,
Filter.Nearest,
false
);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
RenderTarget.Dispose();
}
}