update RenderTextureCube
parent
ffd7f76843
commit
59d25a0ee7
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@ -1,5 +1,4 @@
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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using MoonWorks.Math;
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using System.Runtime.InteropServices;
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@ -9,8 +8,8 @@ namespace MoonWorks.Test
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class RenderTextureCubeGame : 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 GpuBuffer vertexBuffer;
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private GpuBuffer indexBuffer;
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private Texture cubemap;
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private Sampler sampler;
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@ -49,20 +48,10 @@ namespace MoonWorks.Test
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create and populate the GPU resources
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vertexBuffer = Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 36);
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cubemap = Texture.CreateTextureCube(
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GraphicsDevice,
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16,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
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);
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var resourceInitializer = new ResourceInitializer(GraphicsDevice);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionVertex[]
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{
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vertexBuffer = resourceInitializer.CreateBuffer(
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[
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(10, 10, -10)),
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@ -92,22 +81,34 @@ namespace MoonWorks.Test
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(10, 10, -10))
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}
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],
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BufferUsageFlags.Vertex
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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, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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indexBuffer = resourceInitializer.CreateBuffer<ushort>(
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[
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0, 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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}
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],
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BufferUsageFlags.Index
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);
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resourceInitializer.Upload();
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resourceInitializer.Dispose();
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cubemap = Texture.CreateTextureCube(
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GraphicsDevice,
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16,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
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);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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// Clear each slice of the cubemap to a different color
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for (uint i = 0; i < 6; i += 1)
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{
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@ -160,8 +161,8 @@ namespace MoonWorks.Test
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(cubemap, sampler));
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uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0);
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cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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