RenderTextureCubeExample
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commit
6d0add6230
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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 MoonWorks;
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using MoonWorks.Input;
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namespace MoonWorksGraphicsTests;
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class RenderTextureCubeExample : Example
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{
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private GraphicsPipeline pipeline;
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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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private Vector3 camPos = new Vector3(0, 0, 4f);
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private Color[] colors = new Color[]
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{
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Color.Red,
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Color.Green,
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Color.Blue,
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Color.Orange,
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Color.Yellow,
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Color.Purple,
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};
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public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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{
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Window = window;
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GraphicsDevice = graphicsDevice;
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Inputs = inputs;
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Window.SetTitle("RenderTextureCube");
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Logger.LogInfo("Press Down to view the other side of the cubemap");
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// Load the shaders
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Shader vertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("Skybox.vert"),
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"main",
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ShaderStage.Vertex,
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ShaderFormat.SPIRV
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);
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Shader fragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("Skybox.frag"),
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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);
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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Window.SwapchainFormat,
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vertShader,
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fragShader
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
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pipelineCreateInfo.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo
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{
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UniformBufferCount = 1
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};
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pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
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{
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SamplerCount = 1
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};
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create samplers
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create and populate the GPU resources
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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)),
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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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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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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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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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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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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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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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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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BufferUsageFlags.Vertex
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);
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indexBuffer = resourceUploader.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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BufferUsageFlags.Index
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);
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resourceUploader.Upload();
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resourceUploader.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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ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
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{
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TextureSlice = new TextureSlice
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{
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Texture = cubemap,
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Layer = i,
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MipLevel = 0
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},
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ClearColor = colors[i],
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.Store
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};
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var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Update(System.TimeSpan delta)
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{
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
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{
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camPos.Z *= -1;
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}
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}
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public override void Draw(double alpha)
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{
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Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathHelper.ToRadians(75f),
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(float) Window.Width / Window.Height,
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0.01f,
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100f
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);
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Matrix4x4 view = Matrix4x4.CreateLookAt(
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camPos,
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Vector3.Zero,
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Vector3.Up
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);
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TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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if (swapchainTexture != null)
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{
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var renderPass = cmdbuf.BeginRenderPass(
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new ColorAttachmentInfo(
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swapchainTexture,
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false,
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Color.Black
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)
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);
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renderPass.BindGraphicsPipeline(pipeline);
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renderPass.BindVertexBuffer(vertexBuffer);
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renderPass.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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renderPass.BindFragmentSampler(new TextureSamplerBinding(cubemap, sampler));
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renderPass.PushVertexUniformData(vertUniforms);
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renderPass.DrawIndexedPrimitives(0, 0, 12);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Destroy()
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{
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}
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}
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@ -1,179 +0,0 @@
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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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namespace MoonWorks.Test
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{
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class RenderTextureCubeGame : Game
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{
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private GraphicsPipeline pipeline;
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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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private Vector3 camPos = new Vector3(0, 0, 4f);
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private Color[] colors = new Color[]
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{
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Color.Red,
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Color.Green,
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Color.Blue,
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Color.Orange,
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Color.Yellow,
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Color.Purple,
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};
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public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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Logger.LogInfo("Press Down to view the other side of the cubemap");
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
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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<PositionVertex>();
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pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint) Marshal.SizeOf<TransformVertexUniform>();
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create samplers
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create and populate the GPU resources
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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)),
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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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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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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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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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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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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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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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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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BufferUsageFlags.Vertex
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);
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indexBuffer = resourceUploader.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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BufferUsageFlags.Index
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);
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resourceUploader.Upload();
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resourceUploader.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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ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
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{
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TextureSlice = new TextureSlice
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{
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Texture = cubemap,
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Layer = i,
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MipLevel = 0
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},
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ClearColor = colors[i],
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.Store
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};
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cmdbuf.BeginRenderPass(attachmentInfo);
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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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protected override void Update(System.TimeSpan delta)
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{
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
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{
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camPos.Z *= -1;
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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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Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathHelper.ToRadians(75f),
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(float) MainWindow.Width / MainWindow.Height,
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0.01f,
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100f
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);
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Matrix4x4 view = Matrix4x4.CreateLookAt(
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camPos,
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Vector3.Zero,
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Vector3.Up
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);
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TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
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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, WriteOptions.Cycle, 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(cubemap, sampler));
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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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}
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public static void Main(string[] args)
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{
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RenderTextureCubeGame game = new RenderTextureCubeGame();
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game.Run();
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}
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}
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}
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@ -42,6 +42,7 @@
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<Compile Include="Examples\MSAAExample.cs" />
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<Compile Include="Examples\MSAAExample.cs" />
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<Compile Include="Examples\RenderTexture2DArrayExample.cs" />
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<Compile Include="Examples\RenderTexture2DArrayExample.cs" />
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<Compile Include="Examples\RenderTexture2DExample.cs" />
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<Compile Include="Examples\RenderTexture2DExample.cs" />
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<Compile Include="Examples\RenderTextureCubeExample.cs" />
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</ItemGroup>
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</ItemGroup>
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<Import Project=".\CopyMoonlibs.targets" />
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<Import Project=".\CopyMoonlibs.targets" />
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|
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@ -25,7 +25,8 @@ class Program : Game
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new MSAACubeExample(),
|
new MSAACubeExample(),
|
||||||
new MSAAExample(),
|
new MSAAExample(),
|
||||||
new RenderTexture2DArrayExample(),
|
new RenderTexture2DArrayExample(),
|
||||||
new RenderTexture2DExample()
|
new RenderTexture2DExample(),
|
||||||
|
new RenderTextureCubeExample()
|
||||||
];
|
];
|
||||||
|
|
||||||
int ExampleIndex = 0;
|
int ExampleIndex = 0;
|
||||||
|
|
Loading…
Reference in New Issue