RenderTextureCubeExample

refresh2
cosmonaut 2024-06-06 15:03:43 -07:00
parent d538c2c935
commit 6d0add6230
4 changed files with 212 additions and 180 deletions

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@ -0,0 +1,209 @@
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
using MoonWorks.Math;
using MoonWorks;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class RenderTextureCubeExample : Example
{
private GraphicsPipeline pipeline;
private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
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,
};
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("RenderTextureCube");
Logger.LogInfo("Press Down to view the other side of the cubemap");
// Load the shaders
Shader vertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("Skybox.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader fragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("Skybox.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
pipelineCreateInfo.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo
{
UniformBufferCount = 1
};
pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 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);
vertexBuffer = resourceUploader.CreateBuffer(
[
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))
],
BufferUsageFlags.Vertex
);
indexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
],
BufferUsageFlags.Index
);
resourceUploader.Upload();
resourceUploader.Dispose();
cubemap = Texture.CreateTextureCube(
GraphicsDevice,
16,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
// Clear each slice of the cubemap to a different color
for (uint i = 0; i < 6; i += 1)
{
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{
TextureSlice = new TextureSlice
{
Texture = cubemap,
Layer = i,
MipLevel = 0
},
ClearColor = colors[i],
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store
};
var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Update(System.TimeSpan delta)
{
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
{
camPos.Z *= -1;
}
}
public override void Draw(double alpha)
{
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(75f),
(float) Window.Width / Window.Height,
0.01f,
100f
);
Matrix4x4 view = Matrix4x4.CreateLookAt(
camPos,
Vector3.Zero,
Vector3.Up
);
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
swapchainTexture,
false,
Color.Black
)
);
renderPass.BindGraphicsPipeline(pipeline);
renderPass.BindVertexBuffer(vertexBuffer);
renderPass.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
renderPass.BindFragmentSampler(new TextureSamplerBinding(cubemap, sampler));
renderPass.PushVertexUniformData(vertUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 12);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
}
}

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@ -1,179 +0,0 @@
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
using MoonWorks.Math;
using System.Runtime.InteropServices;
namespace MoonWorks.Test
{
class RenderTextureCubeGame : Game
{
private GraphicsPipeline pipeline;
private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
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,
};
public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
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);
vertexBuffer = resourceUploader.CreateBuffer(
[
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))
],
BufferUsageFlags.Vertex
);
indexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
],
BufferUsageFlags.Index
);
resourceUploader.Upload();
resourceUploader.Dispose();
cubemap = Texture.CreateTextureCube(
GraphicsDevice,
16,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
// Clear each slice of the cubemap to a different color
for (uint i = 0; i < 6; i += 1)
{
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{
TextureSlice = new TextureSlice
{
Texture = cubemap,
Layer = i,
MipLevel = 0
},
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)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(cubemap, sampler));
cmdbuf.PushVertexShaderUniforms(vertUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
RenderTextureCubeGame game = new RenderTextureCubeGame();
game.Run();
}
}
}

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@ -42,6 +42,7 @@
<Compile Include="Examples\MSAAExample.cs" />
<Compile Include="Examples\RenderTexture2DArrayExample.cs" />
<Compile Include="Examples\RenderTexture2DExample.cs" />
<Compile Include="Examples\RenderTextureCubeExample.cs" />
</ItemGroup>
<Import Project=".\CopyMoonlibs.targets" />

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@ -25,7 +25,8 @@ class Program : Game
new MSAACubeExample(),
new MSAAExample(),
new RenderTexture2DArrayExample(),
new RenderTexture2DExample()
new RenderTexture2DExample(),
new RenderTextureCubeExample()
];
int ExampleIndex = 0;