update RenderTexture3D
parent
d3ae483074
commit
ffd7f76843
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@ -1,15 +1,13 @@
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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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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namespace MoonWorks.Test
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{
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{
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class RenderTexture3DGame : Game
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class RenderTexture3DGame : Game
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{
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{
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private GraphicsPipeline pipeline;
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private GraphicsPipeline pipeline;
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private Buffer vertexBuffer;
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private GpuBuffer vertexBuffer;
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private Buffer indexBuffer;
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private GpuBuffer indexBuffer;
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private Texture rt;
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private Texture rt;
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private Sampler sampler;
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private Sampler sampler;
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@ -51,8 +49,29 @@ namespace MoonWorks.Test
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
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// Create and populate the GPU resources
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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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var resourceInitializer = new ResourceInitializer(GraphicsDevice);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
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vertexBuffer = resourceInitializer.CreateBuffer(
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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(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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BufferUsageFlags.Vertex
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);
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indexBuffer = resourceInitializer.CreateBuffer<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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BufferUsageFlags.Index
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);
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resourceInitializer.Upload();
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resourceInitializer.Dispose();
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rt = Texture.CreateTexture3D(
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rt = Texture.CreateTexture3D(
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GraphicsDevice,
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GraphicsDevice,
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16,
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16,
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@ -63,24 +82,6 @@ namespace MoonWorks.Test
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);
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);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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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(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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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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// Clear each depth slice of the RT to a different color
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// Clear each depth slice of the RT to a different color
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for (uint i = 0; i < colors.Length; i += 1)
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for (uint i = 0; i < colors.Length; i += 1)
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@ -118,8 +119,8 @@ namespace MoonWorks.Test
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
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uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform);
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cmdbuf.PushFragmentShaderUniforms(fragUniform);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2);
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cmdbuf.EndRenderPass();
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cmdbuf.EndRenderPass();
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}
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}
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Submit(cmdbuf);
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