Added CompressedTextures test
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cc23f71c60
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0898284506
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@ -0,0 +1,17 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net7.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
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</Project>
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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using System.IO;
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namespace MoonWorks.Test
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{
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class CompressedTexturesGame : Game
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{
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private GraphicsPipeline pipeline;
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private Buffer vertexBuffer;
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private Buffer indexBuffer;
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private Sampler sampler;
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private Texture[] textures;
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private string[] textureNames = new string[]
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{
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"BC1",
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"BC2",
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"BC3",
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"BC7"
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};
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private int currentTextureIndex;
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public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Logger.LogInfo("Press Left and Right to cycle between textures");
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Logger.LogInfo("Setting texture to: " + textureNames[0]);
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create sampler
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
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// Create texture array
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textures = new Texture[textureNames.Length];
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// Create and populate the GPU resources
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vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionTextureVertex[]
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{
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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}
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);
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cmdbuf.SetBufferData(
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indexBuffer,
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new ushort[]
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{
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0, 1, 2,
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0, 2, 3,
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}
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);
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for (int i = 0; i < textureNames.Length; i += 1)
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{
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Logger.LogInfo(textureNames[i]);
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using (FileStream fs = new FileStream(TestUtils.GetTexturePath(textureNames[i] + ".dds"), FileMode.Open, FileAccess.Read))
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textures[i] = Texture.LoadDDS(GraphicsDevice, cmdbuf, fs);
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}
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Wait();
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}
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protected override void Update(System.TimeSpan delta)
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{
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int prevSamplerIndex = currentTextureIndex;
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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currentTextureIndex -= 1;
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if (currentTextureIndex < 0)
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{
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currentTextureIndex = textureNames.Length - 1;
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}
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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currentTextureIndex += 1;
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if (currentTextureIndex >= textureNames.Length)
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{
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currentTextureIndex = 0;
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}
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}
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if (prevSamplerIndex != currentTextureIndex)
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{
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Logger.LogInfo("Setting texture to: " + textureNames[currentTextureIndex]);
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}
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}
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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[currentTextureIndex], sampler));
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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CompressedTexturesGame game = new CompressedTexturesGame();
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game.Run();
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}
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}
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}
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@ -31,7 +31,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicCompute", "BasicComput
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ComputeUniforms", "ComputeUniforms\ComputeUniforms.csproj", "{5F8BBD49-6C39-4186-A4A3-91D6662D3ABD}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DrawIndirect", "DrawIndirect\DrawIndirect.csproj", "{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DrawIndirect", "DrawIndirect\DrawIndirect.csproj", "{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CompressedTextures", "CompressedTextures\CompressedTextures.csproj", "{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@ -99,6 +101,10 @@ Global
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{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}.Debug|x64.Build.0 = Debug|x64
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{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}.Release|x64.ActiveCfg = Release|Any CPU
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{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}.Release|x64.Build.0 = Release|Any CPU
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{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Debug|x64.ActiveCfg = Debug|x64
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{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Debug|x64.Build.0 = Debug|x64
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{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Release|x64.ActiveCfg = Release|Any CPU
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{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Release|x64.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -51,3 +51,7 @@ Uses a compute pipeline to fill a texture with a color gradient. Tests compute u
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**DrawIndirect**
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Draws two triangles via indirect commands. Tests DrawPrimitivesIndirect.
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**CompressedTextures**
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Loads a series of compressed textures, then displays them for viewing. Tests compressed texture loading.
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