Add RenderTexture3D test

pull/2/head
Caleb Cornett 2023-01-22 19:51:09 -05:00
parent db814ec092
commit eeb76ff9d5
4 changed files with 165 additions and 1 deletions

View File

@ -43,7 +43,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Texture3D", "Texture3D\Text
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "InstancingAndOffsets", "InstancingAndOffsets\InstancingAndOffsets.csproj", "{5CDA8D41-F96C-4DE7-AD53-5A76C4C0CC31}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VertexSampler", "VertexSampler\VertexSampler.csproj", "{C525B6DE-3003-45D5-BB83-89679B108C08}"
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "VertexSampler", "VertexSampler\VertexSampler.csproj", "{C525B6DE-3003-45D5-BB83-89679B108C08}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTexture3D", "RenderTexture3D\RenderTexture3D.csproj", "{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -135,6 +137,10 @@ Global
{C525B6DE-3003-45D5-BB83-89679B108C08}.Debug|x64.Build.0 = Debug|x64
{C525B6DE-3003-45D5-BB83-89679B108C08}.Release|x64.ActiveCfg = Release|Any CPU
{C525B6DE-3003-45D5-BB83-89679B108C08}.Release|x64.Build.0 = Release|Any CPU
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Debug|x64.ActiveCfg = Debug|x64
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Debug|x64.Build.0 = Debug|x64
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|x64.ActiveCfg = Release|Any CPU
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|x64.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -72,6 +72,10 @@ Plays a sample Ogg Theora video file. Tests YUV textures and video rendering.
Displays 2D slices of a 3D texture. Tests creating and drawing 3D textures.
**RenderTexture3D**
Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures.
**VertexSampler**
Displays a triangle whose colors are driven by sampling a texture in the vertex shader.

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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>

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@ -0,0 +1,137 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
using RefreshCS;
namespace MoonWorks.Test
{
class RenderTexture3DGame : Game
{
private GraphicsPipeline pipeline;
private Buffer vertexBuffer;
private Buffer indexBuffer;
private Texture rt;
private Sampler sampler;
private float t;
private Color[] colors = new Color[]
{
Color.Red,
Color.Green,
Color.Blue,
};
struct FragUniform
{
public float Depth;
public FragUniform(float depth)
{
Depth = depth;
}
}
public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag"));
// 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.LinearWrap);
// Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
rt = new Texture(GraphicsDevice, new TextureCreateInfo
{
Width = 16,
Height = 16,
Depth = (uint) colors.Length,
Format = TextureFormat.R8G8B8A8,
IsCube = false,
LevelCount = 1,
UsageFlags = TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
});
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(4, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(4, 4)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 4)),
}
);
cmdbuf.SetBufferData(
indexBuffer,
new ushort[]
{
0, 1, 2,
0, 2, 3,
}
);
// Clear each depth slice of the RT to a different color
for (uint i = 0; i < colors.Length; i += 1)
{
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{
Texture = rt,
ClearColor = colors[i],
Depth = i,
Layer = 0,
Level = 0,
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store,
SampleCount = SampleCount.One,
};
cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha)
{
t += 0.01f;
FragUniform fragUniform = new FragUniform(t);
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(rt, sampler));
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform);
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
RenderTexture3DGame game = new RenderTexture3DGame();
game.Run();
}
}
}