MoonWorksGraphicsTests/Examples/RenderTextureMipmapsExample.cs

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2024-06-06 22:11:11 +00:00
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class RenderTextureMipmapsExample : Example
{
private GraphicsPipeline Pipeline;
private GpuBuffer VertexBuffer;
private GpuBuffer IndexBuffer;
private Texture Texture;
private Sampler[] Samplers = new Sampler[5];
private float scale = 0.5f;
private int currentSamplerIndex = 0;
private Color[] colors =
[
Color.Red,
Color.Green,
Color.Blue,
Color.Yellow,
];
private string GetSamplerString(int index)
{
switch (index)
{
case 0:
return "PointClamp";
case 1:
return "LinearClamp";
case 2:
return "PointClamp with Mip LOD Bias = 0.25";
case 3:
return "PointClamp with Min LOD = 1";
case 4:
return "PointClamp with Max LOD = 1";
default:
throw new System.Exception("Unknown sampler!");
}
}
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("RenderTextureMipmaps");
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
Logger.LogInfo("Press Down to cycle through sampler states");
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
// Load the shaders
Shader vertShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader fragShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo
{
UniformBufferCount = 1
};
pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 1
};
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers
SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
Samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo);
samplerCreateInfo = SamplerCreateInfo.LinearClamp;
Samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo);
samplerCreateInfo = SamplerCreateInfo.PointClamp;
samplerCreateInfo.MipLodBias = 0.25f;
Samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo);
samplerCreateInfo = SamplerCreateInfo.PointClamp;
samplerCreateInfo.MinLod = 1;
Samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo);
samplerCreateInfo = SamplerCreateInfo.PointClamp;
samplerCreateInfo.MaxLod = 1;
Samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo);
// 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();
Texture = Texture.CreateTexture2D(
GraphicsDevice,
Window.Width,
Window.Height,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
4
);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
// Clear each mip level to a different color
for (uint i = 0; i < Texture.LevelCount; i += 1)
{
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{
TextureSlice = new TextureSlice
{
Texture = Texture,
Layer = 0,
MipLevel = i
},
ClearColor = colors[i],
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store,
Cycle = false
};
var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Update(System.TimeSpan delta)
{
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
{
scale = System.MathF.Max(0.01f, scale - 0.01f);
}
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
{
scale = System.MathF.Min(1f, scale + 0.01f);
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
{
currentSamplerIndex = (currentSamplerIndex + 1) % Samplers.Length;
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
}
}
public override void Draw(double alpha)
{
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
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(Texture, Samplers[currentSamplerIndex]));
renderPass.PushVertexUniformData(vertUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
Texture.Dispose();
for (var i = 0; i < 5; i += 1)
{
Samplers[i].Dispose();
}
}
}