RenderTexture2DExample

refresh2
cosmonaut 2024-06-06 14:58:30 -07:00
parent 1568924f55
commit d538c2c935
5 changed files with 123 additions and 130 deletions

View File

@ -22,6 +22,8 @@ class RenderTexture2DArrayExample : Example
Window = window; Window = window;
GraphicsDevice = graphicsDevice; GraphicsDevice = graphicsDevice;
Window.SetTitle("RenderTexture2DArray");
RenderTarget = Texture.CreateTexture2DArray( RenderTarget = Texture.CreateTexture2DArray(
GraphicsDevice, GraphicsDevice,
16, 16,

View File

@ -0,0 +1,118 @@
using System;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class RenderTexture2DExample : Example
{
private Texture[] textures = new Texture[4];
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("RenderTexture2D");
for (int i = 0; i < textures.Length; i += 1)
{
textures[i] = Texture.CreateTexture2D(
GraphicsDevice,
Window.Width / 4,
Window.Height / 4,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
}
}
public override void Update(System.TimeSpan delta) { }
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[0], false, Color.Red));
cmdbuf.EndRenderPass(renderPass);
renderPass = cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[1], false, Color.Blue));
cmdbuf.EndRenderPass(renderPass);
renderPass = cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[2], false, Color.Green));
cmdbuf.EndRenderPass(renderPass);
renderPass = cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[3], false, Color.Yellow));
cmdbuf.EndRenderPass(renderPass);
cmdbuf.Blit(
textures[0],
new TextureRegion
{
TextureSlice = swapchainTexture,
Width = swapchainTexture.Width / 2,
Height = swapchainTexture.Height / 2,
Depth = 1
},
Filter.Nearest,
false
);
cmdbuf.Blit(
textures[1],
new TextureRegion
{
TextureSlice = swapchainTexture,
X = swapchainTexture.Width / 2,
Width = swapchainTexture.Width / 2,
Height = swapchainTexture.Height / 2,
Depth = 1
},
Filter.Nearest,
false
);
cmdbuf.Blit(
textures[2],
new TextureRegion
{
TextureSlice = swapchainTexture,
Y = swapchainTexture.Height / 2,
Width = swapchainTexture.Width / 2,
Height = swapchainTexture.Height / 2,
Depth = 1
},
Filter.Nearest,
false
);
cmdbuf.Blit(
textures[3],
new TextureRegion
{
TextureSlice = swapchainTexture,
X = swapchainTexture.Width / 2,
Y = swapchainTexture.Height / 2,
Width = swapchainTexture.Width / 2,
Height = swapchainTexture.Height / 2,
Depth = 1
},
Filter.Nearest,
false
);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
for (var i = 0; i < 4; i += 1)
{
textures[i].Dispose();
}
}
}

View File

@ -1,129 +0,0 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class RenderTexture2DGame : Game
{
private GraphicsPipeline pipeline;
private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
private Texture[] textures = new Texture[4];
private Sampler sampler;
public RenderTexture2DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0);
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create sampler
SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
sampler = new Sampler(GraphicsDevice, samplerCreateInfo);
// Create and populate the GPU resources
var resourceUploader = new ResourceUploader(GraphicsDevice);
vertexBuffer = resourceUploader.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 1)),
new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 1)),
new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(0, 1)),
],
BufferUsageFlags.Vertex
);
indexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
resourceUploader.Upload();
resourceUploader.Dispose();
for (int i = 0; i < textures.Length; i += 1)
{
textures[i] = Texture.CreateTexture2D(
GraphicsDevice,
MainWindow.Width / 4,
MainWindow.Height / 4,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
}
}
protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[0], WriteOptions.Cycle, Color.Red));
cmdbuf.EndRenderPass();
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[1], WriteOptions.Cycle, Color.Blue));
cmdbuf.EndRenderPass();
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[2], WriteOptions.Cycle, Color.Green));
cmdbuf.EndRenderPass();
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[3], WriteOptions.Cycle, Color.Yellow));
cmdbuf.EndRenderPass();
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
for (uint i = 0; i < textures.Length; i += 1)
{
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[i], sampler));
cmdbuf.DrawIndexedPrimitives(4 * i, 0, 2);
}
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
RenderTexture2DGame game = new RenderTexture2DGame();
game.Run();
}
}
}

View File

@ -41,6 +41,7 @@
<Compile Include="Examples\MSAACubeExample.cs" /> <Compile Include="Examples\MSAACubeExample.cs" />
<Compile Include="Examples\MSAAExample.cs" /> <Compile Include="Examples\MSAAExample.cs" />
<Compile Include="Examples\RenderTexture2DArrayExample.cs" /> <Compile Include="Examples\RenderTexture2DArrayExample.cs" />
<Compile Include="Examples\RenderTexture2DExample.cs" />
</ItemGroup> </ItemGroup>
<Import Project=".\CopyMoonlibs.targets" /> <Import Project=".\CopyMoonlibs.targets" />

View File

@ -24,7 +24,8 @@ class Program : Game
new InstancingAndOffsetsExample(), new InstancingAndOffsetsExample(),
new MSAACubeExample(), new MSAACubeExample(),
new MSAAExample(), new MSAAExample(),
new RenderTexture2DArrayExample() new RenderTexture2DArrayExample(),
new RenderTexture2DExample()
]; ];
int ExampleIndex = 0; int ExampleIndex = 0;