Add Mipmaps test

pull/2/head
Caleb Cornett 2023-01-22 21:25:01 -05:00
parent 9cead194d9
commit 917cba04e8
4 changed files with 221 additions and 0 deletions

17
Mipmaps/Mipmaps.csproj Normal file
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@ -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>

194
Mipmaps/MipmapsGame.cs Normal file
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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();
}
}
}

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@ -49,6 +49,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture3D", "RenderTe
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureCube", "RenderTextureCube\RenderTextureCube.csproj", "{D7A8452F-123F-4965-8716-9E39F677A831}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureCube", "RenderTextureCube\RenderTextureCube.csproj", "{D7A8452F-123F-4965-8716-9E39F677A831}"
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Mipmaps", "Mipmaps\Mipmaps.csproj", "{35DF0819-2373-4A8D-91E5-B143994FB63B}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64 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}.Debug|x64.Build.0 = Debug|x64
{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.ActiveCfg = Release|Any CPU {D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.ActiveCfg = Release|Any CPU
{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.Build.0 = 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 EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

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@ -83,3 +83,7 @@ Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D re
**RenderTextureCube** **RenderTextureCube**
Displays a cubemap generated by rendering to a cube render target. Tests binding and sampling cube render textures. 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.