Add Mipmaps test
parent
9cead194d9
commit
917cba04e8
|
@ -0,0 +1,17 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
|
||||
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net7.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<Platforms>x64</Platforms>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -0,0 +1,194 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class RenderTexture3DGame : Game
|
||||
{
|
||||
private GraphicsPipeline pipeline;
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Texture texture;
|
||||
|
||||
private Sampler[] samplers = new Sampler[5];
|
||||
|
||||
private float scale = 0.5f;
|
||||
private int currentSamplerIndex = 0;
|
||||
private Color[] colors = new Color[]
|
||||
{
|
||||
Color.Red,
|
||||
Color.Green,
|
||||
Color.Blue,
|
||||
Color.Yellow,
|
||||
};
|
||||
|
||||
private struct VertexUniforms
|
||||
{
|
||||
public Matrix4x4 TransformMatrix;
|
||||
|
||||
public VertexUniforms(Matrix4x4 transformMatrix)
|
||||
{
|
||||
TransformMatrix = transformMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
private string GetSamplerString(int index)
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
return "PointClamp";
|
||||
case 1:
|
||||
return "LinearClamp";
|
||||
case 2:
|
||||
return "PointClamp with Mip LOD Bias = 0.25";
|
||||
case 3:
|
||||
return "PointClamp with Min LOD = 1";
|
||||
case 4:
|
||||
return "PointClamp with Max LOD = 1";
|
||||
default:
|
||||
throw new System.Exception("Unknown sampler!");
|
||||
}
|
||||
}
|
||||
|
||||
public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
|
||||
Logger.LogInfo("Press Down to cycle through sampler states");
|
||||
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
vertShaderModule,
|
||||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<VertexUniforms>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create samplers
|
||||
SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.LinearClamp;
|
||||
samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplerCreateInfo.MipLodBias = 0.25f;
|
||||
samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplerCreateInfo.MinLod = 1;
|
||||
samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
samplerCreateInfo = SamplerCreateInfo.PointClamp;
|
||||
samplerCreateInfo.MaxLod = 1;
|
||||
samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
||||
texture = Texture.CreateTexture2D(
|
||||
GraphicsDevice,
|
||||
MainWindow.Width,
|
||||
MainWindow.Height,
|
||||
TextureFormat.R8G8B8A8,
|
||||
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
4
|
||||
);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionTextureVertex[]
|
||||
{
|
||||
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)),
|
||||
}
|
||||
);
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
}
|
||||
);
|
||||
|
||||
// Clear each mip level to a different color
|
||||
for (uint i = 0; i < texture.LevelCount; i += 1)
|
||||
{
|
||||
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
|
||||
{
|
||||
Texture = texture,
|
||||
ClearColor = colors[i],
|
||||
Depth = 0,
|
||||
Layer = 0,
|
||||
Level = i,
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store,
|
||||
SampleCount = SampleCount.One,
|
||||
};
|
||||
cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
|
||||
{
|
||||
scale = System.MathF.Max(0.01f, scale - 0.01f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
|
||||
{
|
||||
scale = System.MathF.Min(1f, scale + 0.01f);
|
||||
}
|
||||
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
currentSamplerIndex = (currentSamplerIndex + 1) % samplers.Length;
|
||||
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
VertexUniforms vertUniforms = new VertexUniforms(Matrix4x4.CreateScale(scale, scale, 1));
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(pipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, samplers[currentSamplerIndex]));
|
||||
uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
RenderTexture3DGame game = new RenderTexture3DGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -49,6 +49,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture3D", "RenderTe
|
|||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureCube", "RenderTextureCube\RenderTextureCube.csproj", "{D7A8452F-123F-4965-8716-9E39F677A831}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Mipmaps", "Mipmaps\Mipmaps.csproj", "{35DF0819-2373-4A8D-91E5-B143994FB63B}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
|
@ -147,6 +149,10 @@ Global
|
|||
{D7A8452F-123F-4965-8716-9E39F677A831}.Debug|x64.Build.0 = Debug|x64
|
||||
{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.Build.0 = Release|Any CPU
|
||||
{35DF0819-2373-4A8D-91E5-B143994FB63B}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{35DF0819-2373-4A8D-91E5-B143994FB63B}.Debug|x64.Build.0 = Debug|x64
|
||||
{35DF0819-2373-4A8D-91E5-B143994FB63B}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{35DF0819-2373-4A8D-91E5-B143994FB63B}.Release|x64.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
@ -83,3 +83,7 @@ Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D re
|
|||
**RenderTextureCube**
|
||||
|
||||
Displays a cubemap generated by rendering to a cube render target. Tests binding and sampling cube render textures.
|
||||
|
||||
**Mipmaps**
|
||||
|
||||
Displays a quad that can be scaled to reveal various mip levels. The mips are solid colors, generated by clearing various levels of the texture. Tests rendering to mipmap levels of a texture and rendering mipmaps.
|
||||
|
|
Loading…
Reference in New Issue