Add RenderTextureCube test + clean up copy-paste msitakes from Texture3DGame tests
parent
1148a00f29
commit
9cead194d9
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@ -45,7 +45,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "InstancingAndOffsets", "Ins
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "VertexSampler", "VertexSampler\VertexSampler.csproj", "{C525B6DE-3003-45D5-BB83-89679B108C08}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTexture3D", "RenderTexture3D\RenderTexture3D.csproj", "{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture3D", "RenderTexture3D\RenderTexture3D.csproj", "{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureCube", "RenderTextureCube\RenderTextureCube.csproj", "{D7A8452F-123F-4965-8716-9E39F677A831}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@ -141,6 +143,10 @@ Global
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{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Debug|x64.Build.0 = Debug|x64
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{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|x64.ActiveCfg = Release|Any CPU
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{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|x64.Build.0 = Release|Any CPU
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{D7A8452F-123F-4965-8716-9E39F677A831}.Debug|x64.ActiveCfg = Debug|x64
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{D7A8452F-123F-4965-8716-9E39F677A831}.Debug|x64.Build.0 = Debug|x64
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{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.ActiveCfg = Release|Any CPU
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{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -72,10 +72,14 @@ Plays a sample Ogg Theora video file. Tests YUV textures and video rendering.
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Displays 2D slices of a 3D texture. Tests creating and drawing 3D textures.
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**VertexSampler**
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Displays a triangle whose colors are driven by sampling a texture in the vertex shader.
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**RenderTexture3D**
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Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures.
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**VertexSampler**
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**RenderTextureCube**
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Displays a triangle whose colors are driven by sampling a texture in the vertex shader.
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Displays a cubemap generated by rendering to a cube render target. Tests binding and sampling cube render textures.
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@ -68,9 +68,9 @@ namespace MoonWorks.Test
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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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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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}
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);
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cmdbuf.SetBufferData(
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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 +1,187 @@
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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 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 Buffer vertexBuffer;
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private Buffer 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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struct ViewProjectionUniforms
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{
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public Matrix4x4 ViewProjection;
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public ViewProjectionUniforms(Matrix4x4 viewProjection)
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{
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ViewProjection = viewProjection;
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}
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}
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public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 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("SkyboxVert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SkyboxFrag"));
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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<ViewProjectionUniforms>();
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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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vertexBuffer = Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 36);
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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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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionVertex[]
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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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);
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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, 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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);
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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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Texture = cubemap,
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ClearColor = colors[i],
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Depth = 0,
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Layer = i,
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Level = 0,
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.Store,
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SampleCount = SampleCount.One,
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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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ViewProjectionUniforms vertUniforms = new ViewProjectionUniforms(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, 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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uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0);
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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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@ -57,9 +57,9 @@ namespace MoonWorks.Test
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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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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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}
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);
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cmdbuf.SetBufferData(
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