Texture3DExample

refresh2
cosmonaut 2024-06-06 15:34:15 -07:00
parent 071ff5788c
commit dd8a416052
4 changed files with 197 additions and 161 deletions

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@ -0,0 +1,194 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class Texture3DExample : Example
{
private GraphicsPipeline Pipeline;
private GpuBuffer VertexBuffer;
private GpuBuffer IndexBuffer;
private Texture Texture;
private Sampler Sampler;
private int currentDepth = 0;
struct FragUniform
{
public float Depth;
public FragUniform(float depth)
{
Depth = depth;
}
}
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("Texture3D");
Logger.LogInfo("Press Left and Right to cycle between depth slices");
// Load the shaders
Shader vertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader fragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad3D.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 1,
UniformBufferCount = 1
};
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// 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(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))
],
BufferUsageFlags.Vertex
);
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
Texture = Texture.CreateTexture3D(
GraphicsDevice,
16,
16,
7,
TextureFormat.R8G8B8A8,
TextureUsageFlags.Sampler
);
// Load each depth subimage of the 3D texture
for (uint i = 0; i < Texture.Depth; i += 1)
{
var region = new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = Texture,
MipLevel = 0,
Layer = 0
},
X = 0,
Y = 0,
Z = i,
Width = Texture.Width,
Height = Texture.Height,
Depth = 1
};
resourceUploader.SetTextureDataFromCompressed(
region,
TestUtils.GetTexturePath($"tex3d_{i}.png")
);
}
resourceUploader.Upload();
resourceUploader.Dispose();
}
public override void Update(System.TimeSpan delta)
{
int prevDepth = currentDepth;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
currentDepth -= 1;
if (currentDepth < 0)
{
currentDepth = (int) Texture.Depth - 1;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
currentDepth += 1;
if (currentDepth >= Texture.Depth)
{
currentDepth = 0;
}
}
if (prevDepth != currentDepth)
{
Logger.LogInfo("Setting depth to: " + currentDepth);
}
}
public override void Draw(double alpha)
{
FragUniform fragUniform = new FragUniform((float)currentDepth / Texture.Depth + 0.01f);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
swapchainTexture,
false,
Color.Black
)
);
renderPass.BindGraphicsPipeline(Pipeline);
renderPass.BindVertexBuffer(VertexBuffer);
renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
renderPass.BindFragmentSampler(new TextureSamplerBinding(Texture, Sampler));
renderPass.PushFragmentUniformData(fragUniform);
renderPass.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
Texture.Dispose();
Sampler.Dispose();
}
}

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@ -1,160 +0,0 @@
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class Texture3DGame : Game
{
private GraphicsPipeline pipeline;
private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
private Texture texture;
private Sampler sampler;
private int currentDepth = 0;
struct FragUniform
{
public float Depth;
public FragUniform(float depth)
{
Depth = depth;
}
}
public Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between depth slices");
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// 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(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))
],
BufferUsageFlags.Vertex
);
indexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
texture = Texture.CreateTexture3D(
GraphicsDevice,
16,
16,
7,
TextureFormat.R8G8B8A8,
TextureUsageFlags.Sampler
);
// Load each depth subimage of the 3D texture
for (uint i = 0; i < texture.Depth; i += 1)
{
var region = new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = texture,
MipLevel = 0,
Layer = 0
},
X = 0,
Y = 0,
Z = i,
Width = texture.Width,
Height = texture.Height,
Depth = 1
};
resourceUploader.SetTextureDataFromCompressed(
region,
TestUtils.GetTexturePath($"tex3d_{i}.png")
);
}
resourceUploader.Upload();
resourceUploader.Dispose();
}
protected override void Update(System.TimeSpan delta)
{
int prevDepth = currentDepth;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
currentDepth -= 1;
if (currentDepth < 0)
{
currentDepth = (int) texture.Depth - 1;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
currentDepth += 1;
if (currentDepth >= texture.Depth)
{
currentDepth = 0;
}
}
if (prevDepth != currentDepth)
{
Logger.LogInfo("Setting depth to: " + currentDepth);
}
}
protected override void Draw(double alpha)
{
FragUniform fragUniform = new FragUniform((float)currentDepth / texture.Depth + 0.01f);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
cmdbuf.PushFragmentShaderUniforms(fragUniform);
cmdbuf.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
Texture3DGame game = new Texture3DGame();
game.Run();
}
}
}

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@ -46,6 +46,7 @@
<Compile Include="Examples\RenderTextureMipmapsExample.cs" /> <Compile Include="Examples\RenderTextureMipmapsExample.cs" />
<Compile Include="Examples\StoreLoadExample.cs" /> <Compile Include="Examples\StoreLoadExample.cs" />
<Compile Include="Examples\Texture3DCopyExample.cs" /> <Compile Include="Examples\Texture3DCopyExample.cs" />
<Compile Include="Examples\Texture3DExample.cs" />
</ItemGroup> </ItemGroup>
<Import Project=".\CopyMoonlibs.targets" /> <Import Project=".\CopyMoonlibs.targets" />

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@ -29,7 +29,8 @@ class Program : Game
new RenderTextureCubeExample(), new RenderTextureCubeExample(),
new RenderTextureMipmapsExample(), new RenderTextureMipmapsExample(),
new StoreLoadExample(), new StoreLoadExample(),
new Texture3DCopyExample() new Texture3DCopyExample(),
new Texture3DExample()
]; ];
int ExampleIndex = 0; int ExampleIndex = 0;