MoonWorksGraphicsTests/TextureMipmaps/TextureMipmapsGame.cs

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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
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class TextureMipmapsGame : Game
{
private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
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private Texture texture;
private Sampler sampler;
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private float scale = 0.5f;
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public TextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.Backend, 60, true)
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{
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
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// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
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// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create and populate the GPU resources
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texture = Texture.CreateTexture2D(
GraphicsDevice,
256,
256,
TextureFormat.R8G8B8A8,
TextureUsageFlags.Sampler,
4
);
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var resourceUploader = new ResourceUploader(GraphicsDevice);
vertexBuffer = resourceUploader.CreateBuffer(
[
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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)),
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],
BufferUsageFlags.Vertex
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);
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indexBuffer = resourceUploader.CreateBuffer<ushort>(
[
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0, 1, 2,
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0, 2, 3
],
BufferUsageFlags.Index
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);
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// Set the various mip levels
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for (uint i = 0; i < texture.LevelCount; i += 1)
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{
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var w = texture.Width >> (int) i;
var h = texture.Height >> (int) i;
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var region = new TextureRegion
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{
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TextureSlice = new TextureSlice
{
Texture = texture,
Layer = 0,
MipLevel = i
},
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X = 0,
Y = 0,
Z = 0,
Width = w,
Height = h,
Depth = 1
};
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resourceUploader.SetTextureDataFromCompressed(
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region,
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TestUtils.GetTexturePath($"mip{i}.png")
);
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}
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resourceUploader.Upload();
resourceUploader.Dispose();
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}
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protected override void Update(System.TimeSpan delta)
{
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
{
scale = System.MathF.Max(0.01f, scale - 0.01f);
}
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if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
{
scale = System.MathF.Min(1f, scale + 0.01f);
}
}
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protected override void Draw(double alpha)
{
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.SafeDiscard, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
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cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 2);
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cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
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public static void Main(string[] args)
{
TextureMipmapsGame game = new TextureMipmapsGame();
game.Run();
}
}
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}