MoonWorksGraphicsTests/Examples/RenderTextureCubeGame.cs

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using MoonWorks.Graphics;
using MoonWorks.Math.Float;
using MoonWorks.Math;
using System.Runtime.InteropServices;
namespace MoonWorks.Test
{
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class RenderTextureCubeGame : Game
{
private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
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private Texture cubemap;
private Sampler sampler;
private Vector3 camPos = new Vector3(0, 0, 4f);
private Color[] colors = new Color[]
{
Color.Red,
Color.Green,
Color.Blue,
Color.Orange,
Color.Yellow,
Color.Purple,
};
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public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
Logger.LogInfo("Press Down to view the other side of the cubemap");
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint) Marshal.SizeOf<TransformVertexUniform>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the GPU resources
var resourceUploader = new ResourceUploader(GraphicsDevice);
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vertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionVertex(new Vector3(-10, -10, -10)),
new PositionVertex(new Vector3(10, -10, -10)),
new PositionVertex(new Vector3(10, 10, -10)),
new PositionVertex(new Vector3(-10, 10, -10)),
new PositionVertex(new Vector3(-10, -10, 10)),
new PositionVertex(new Vector3(10, -10, 10)),
new PositionVertex(new Vector3(10, 10, 10)),
new PositionVertex(new Vector3(-10, 10, 10)),
new PositionVertex(new Vector3(-10, -10, -10)),
new PositionVertex(new Vector3(-10, 10, -10)),
new PositionVertex(new Vector3(-10, 10, 10)),
new PositionVertex(new Vector3(-10, -10, 10)),
new PositionVertex(new Vector3(10, -10, -10)),
new PositionVertex(new Vector3(10, 10, -10)),
new PositionVertex(new Vector3(10, 10, 10)),
new PositionVertex(new Vector3(10, -10, 10)),
new PositionVertex(new Vector3(-10, -10, -10)),
new PositionVertex(new Vector3(-10, -10, 10)),
new PositionVertex(new Vector3(10, -10, 10)),
new PositionVertex(new Vector3(10, -10, -10)),
new PositionVertex(new Vector3(-10, 10, -10)),
new PositionVertex(new Vector3(-10, 10, 10)),
new PositionVertex(new Vector3(10, 10, 10)),
new PositionVertex(new Vector3(10, 10, -10))
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],
BufferUsageFlags.Vertex
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);
indexBuffer = resourceUploader.CreateBuffer<ushort>(
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[
0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
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],
BufferUsageFlags.Index
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);
resourceUploader.Upload();
resourceUploader.Dispose();
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cubemap = Texture.CreateTextureCube(
GraphicsDevice,
16,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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// Clear each slice of the cubemap to a different color
for (uint i = 0; i < 6; i += 1)
{
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{
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TextureSlice = new TextureSlice
{
Texture = cubemap,
Layer = i,
MipLevel = 0
},
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ClearColor = colors[i],
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store
};
cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
protected override void Update(System.TimeSpan delta)
{
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
{
camPos.Z *= -1;
}
}
protected override void Draw(double alpha)
{
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(75f),
(float) MainWindow.Width / MainWindow.Height,
0.01f,
100f
);
Matrix4x4 view = Matrix4x4.CreateLookAt(
camPos,
Vector3.Zero,
Vector3.Up
);
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(cubemap, sampler));
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cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12);
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cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
RenderTextureCubeGame game = new RenderTextureCubeGame();
game.Run();
}
}
}