Added Texture3D test
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@ -0,0 +1,17 @@
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#version 450
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layout (location = 0) in vec2 TexCoord;
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layout (location = 0) out vec4 FragColor;
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layout(binding = 0, set = 1) uniform sampler3D Sampler;
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layout (binding = 0, set = 3) uniform UniformBlock
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{
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float depth;
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};
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void main()
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{
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FragColor = texture(Sampler, vec3(TexCoord, depth));
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}
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After Width: | Height: | Size: 94 B |
After Width: | Height: | Size: 94 B |
After Width: | Height: | Size: 94 B |
After Width: | Height: | Size: 92 B |
After Width: | Height: | Size: 94 B |
After Width: | Height: | Size: 94 B |
After Width: | Height: | Size: 94 B |
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@ -41,6 +41,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "VideoPlayer", "VideoPlayer\
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EndProject
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "InstancingAndOffsets", "Instancing\InstancingAndOffsets.csproj", "{01427BDA-45E2-46C0-B116-024EBE541D45}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "InstancingAndOffsets", "Instancing\InstancingAndOffsets.csproj", "{01427BDA-45E2-46C0-B116-024EBE541D45}"
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EndProject
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Texture3D", "Texture3D\Texture3D.csproj", "{9D0F0573-7FD4-4480-8F9B-CDD52120A170}"
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EndProject
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Global
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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Debug|x64 = Debug|x64
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@ -123,6 +125,10 @@ Global
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{01427BDA-45E2-46C0-B116-024EBE541D45}.Debug|x64.Build.0 = Debug|x64
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{01427BDA-45E2-46C0-B116-024EBE541D45}.Debug|x64.Build.0 = Debug|x64
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{01427BDA-45E2-46C0-B116-024EBE541D45}.Release|x64.ActiveCfg = Release|x64
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{01427BDA-45E2-46C0-B116-024EBE541D45}.Release|x64.ActiveCfg = Release|x64
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{01427BDA-45E2-46C0-B116-024EBE541D45}.Release|x64.Build.0 = Release|x64
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{01427BDA-45E2-46C0-B116-024EBE541D45}.Release|x64.Build.0 = Release|x64
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||||||
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{9D0F0573-7FD4-4480-8F9B-CDD52120A170}.Debug|x64.ActiveCfg = Debug|x64
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{9D0F0573-7FD4-4480-8F9B-CDD52120A170}.Debug|x64.Build.0 = Debug|x64
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{9D0F0573-7FD4-4480-8F9B-CDD52120A170}.Release|x64.ActiveCfg = Release|Any CPU
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{9D0F0573-7FD4-4480-8F9B-CDD52120A170}.Release|x64.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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HideSolutionNode = FALSE
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@ -67,3 +67,7 @@ Loads an image, then makes three copies of the image. One is a 1:1 scale image,
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**VideoPlayer**
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**VideoPlayer**
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Plays a sample Ogg Theora video file. Tests YUV textures and video rendering.
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Plays a sample Ogg Theora video file. Tests YUV textures and video rendering.
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**Texture3D**
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Displays 2D slices of a 3D texture. Tests creating and drawing 3D textures.
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@ -0,0 +1,17 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net7.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
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</Project>
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@ -0,0 +1,162 @@
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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using RefreshCS;
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namespace MoonWorks.Test
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{
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class Texture3DGame : 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 Texture texture;
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private Sampler sampler;
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private int currentDepth = 0;
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struct FragUniform
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{
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public float Depth;
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public FragUniform(float depth)
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{
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Depth = depth;
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}
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}
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public Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Logger.LogInfo("Press Left and Right to cycle between depth slices");
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag"));
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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<PositionTextureVertex>();
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pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 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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vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
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texture = new Texture(GraphicsDevice, new TextureCreateInfo
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{
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Width = 16,
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Height = 16,
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Depth = 7,
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Format = TextureFormat.R8G8B8A8,
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IsCube = false,
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LevelCount = 1,
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UsageFlags = TextureUsageFlags.Sampler
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});
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionTextureVertex[]
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{
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(4, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(4, 4)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 4)),
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}
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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,
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0, 2, 3,
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}
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);
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// Load each depth subimage of the 3D texture
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for (uint i = 0; i < texture.Depth; i += 1)
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{
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TextureSlice slice = new TextureSlice(
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texture,
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new Rect(0, 0, (int) texture.Width, (int) texture.Height),
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i
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);
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var pixels = Refresh.Refresh_Image_Load(
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TestUtils.GetTexturePath($"tex3d_{i}.png"),
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out var width,
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out var height,
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out var channels
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);
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var byteCount = (uint) (width * height * channels);
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cmdbuf.SetTextureData(slice, pixels, byteCount);
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Refresh.Refresh_Image_Free(pixels);
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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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{
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int prevDepth = currentDepth;
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|
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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currentDepth -= 1;
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if (currentDepth < 0)
|
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{
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currentDepth = (int) texture.Depth - 1;
|
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}
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}
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|
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
|
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{
|
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currentDepth += 1;
|
||||||
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if (currentDepth >= texture.Depth)
|
||||||
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{
|
||||||
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currentDepth = 0;
|
||||||
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}
|
||||||
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}
|
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|
||||||
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if (prevDepth != currentDepth)
|
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{
|
||||||
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Logger.LogInfo("Setting depth to: " + currentDepth);
|
||||||
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}
|
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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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FragUniform fragUniform = new FragUniform((float) currentDepth / texture.Depth);
|
||||||
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|
||||||
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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, 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(texture, sampler));
|
||||||
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uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform);
|
||||||
|
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset);
|
||||||
|
cmdbuf.EndRenderPass();
|
||||||
|
}
|
||||||
|
GraphicsDevice.Submit(cmdbuf);
|
||||||
|
}
|
||||||
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|
||||||
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public static void Main(string[] args)
|
||||||
|
{
|
||||||
|
Texture3DGame game = new Texture3DGame();
|
||||||
|
game.Run();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|