MoonWorksGraphicsTests/RenderTexture3D/RenderTexture3DGame.cs

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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
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class RenderTexture3DGame : Game
{
private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
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private Texture rt;
private Sampler sampler;
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private float t;
private Color[] colors = new Color[]
{
Color.Red,
Color.Green,
Color.Blue,
};
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struct FragUniform
{
public float Depth;
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public FragUniform(float depth)
{
Depth = depth;
}
}
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public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
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// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create samplers
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
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// Create and populate the GPU resources
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var resourceInitializer = new ResourceInitializer(GraphicsDevice);
vertexBuffer = resourceInitializer.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 = resourceInitializer.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
resourceInitializer.Upload();
resourceInitializer.Dispose();
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rt = Texture.CreateTexture3D(
GraphicsDevice,
16,
16,
(uint) colors.Length,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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// Clear each depth slice of the RT to a different color
for (uint i = 0; i < colors.Length; i += 1)
{
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{
Texture = rt,
ClearColor = colors[i],
Depth = i,
Layer = 0,
Level = 0,
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store
};
cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass();
}
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GraphicsDevice.Submit(cmdbuf);
}
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protected override void Update(System.TimeSpan delta) { }
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protected override void Draw(double alpha)
{
t += 0.01f;
FragUniform fragUniform = new FragUniform(t);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
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cmdbuf.PushFragmentShaderUniforms(fragUniform);
cmdbuf.DrawIndexedPrimitives(0, 0, 2);
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cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
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public static void Main(string[] args)
{
RenderTexture3DGame game = new RenderTexture3DGame();
game.Run();
}
}
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}