MoonWorksGraphicsTests/Examples/Texture3DCopyExample.cs

228 lines
5.2 KiB
C#
Raw Permalink Normal View History

2024-06-06 22:28:16 +00:00
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class Texture3DCopyExample : Example
{
private GraphicsPipeline Pipeline;
2024-06-11 17:08:37 +00:00
private Buffer VertexBuffer;
private Buffer IndexBuffer;
2024-06-06 22:28:16 +00:00
private Texture RenderTexture;
private Texture Texture3D;
private Sampler Sampler;
private float t;
private Color[] colors =
[
Color.Red,
Color.Green,
Color.Blue,
];
struct FragUniform
{
public float Depth;
public FragUniform(float depth)
{
Depth = depth;
}
}
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("Texture3DCopy");
// Load the shaders
Shader vertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV
}
2024-06-06 22:28:16 +00:00
);
Shader fragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad3D.frag"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Fragment,
ShaderFormat = ShaderFormat.SPIRV,
SamplerCount = 1,
UniformBufferCount = 1
}
2024-06-06 22:28:16 +00:00
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
2024-06-06 22:28:16 +00:00
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
// Create and populate the GPU resources
var resourceUploader = new ResourceUploader(GraphicsDevice);
VertexBuffer = resourceUploader.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
],
BufferUsageFlags.Vertex
);
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
resourceUploader.Upload();
resourceUploader.Dispose();
RenderTexture = Texture.CreateTexture2DArray(
GraphicsDevice,
16,
16,
(uint) colors.Length,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
Texture3D = new Texture(GraphicsDevice, new TextureCreateInfo
{
Width = 16,
Height = 16,
Depth = 3,
IsCube = false,
LayerCount = 1,
LevelCount = 1,
SampleCount = SampleCount.One,
Format = TextureFormat.R8G8B8A8,
UsageFlags = TextureUsageFlags.Sampler
});
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
// Clear each layer 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 = RenderTexture,
Layer = i,
MipLevel = 0
},
ClearColor = colors[i],
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store
};
var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass(renderPass);
}
// Copy each layer slice to a different 3D depth
var copyPass = cmdbuf.BeginCopyPass();
for (var i = 0; i < 3; i += 1)
{
copyPass.CopyTextureToTexture(
new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = RenderTexture,
Layer = (uint) i,
MipLevel = 0
},
X = 0,
Y = 0,
Z = 0,
Width = 16,
Height = 16,
Depth = 1
},
new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = Texture3D,
Layer = 0,
MipLevel = 0
},
X = 0,
Y = 0,
Z = (uint) i,
Width = 16,
Height = 16,
Depth = 1
},
false
);
}
cmdbuf.EndCopyPass(copyPass);
GraphicsDevice.Submit(cmdbuf);
}
public override void Update(System.TimeSpan delta) { }
public override void Draw(double alpha)
{
t += 0.01f;
FragUniform fragUniform = new FragUniform(t);
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.BindFragmentSampler(new TextureSamplerBinding(Texture3D, Sampler));
renderPass.PushFragmentUniformData(fragUniform);
renderPass.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
RenderTexture.Dispose();
Texture3D.Dispose();
Sampler.Dispose();
}
}