using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Math.Float; namespace MoonWorksGraphicsTests; class Texture3DCopyExample : Example { private GraphicsPipeline Pipeline; private Buffer VertexBuffer; private Buffer IndexBuffer; private Texture RenderTexture; private Texture Texture3D; private Sampler Sampler; private float t; private Color[] colors = [ Color.Red, Color.Green, Color.Blue, ]; 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; Window.SetTitle("Texture3DCopy"); // Load the shaders Shader vertShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Vertex, ShaderFormat = ShaderFormat.SPIRV } ); Shader fragShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Fragment, ShaderFormat = ShaderFormat.SPIRV, SamplerCount = 1, UniformBufferCount = 1 } ); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( Window.SwapchainFormat, vertShader, fragShader ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create samplers Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap); // 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( [ 0, 1, 2, 0, 2, 3, ], BufferUsageFlags.Index ); resourceUploader.Upload(); resourceUploader.Dispose(); RenderTexture = Texture.CreateTexture2DArray( GraphicsDevice, 16, 16, (uint) colors.Length, TextureFormat.R8G8B8A8, TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler ); Texture3D = new Texture(GraphicsDevice, new TextureCreateInfo { Width = 16, Height = 16, Depth = 3, IsCube = false, LayerCount = 1, LevelCount = 1, SampleCount = SampleCount.One, Format = TextureFormat.R8G8B8A8, UsageFlags = TextureUsageFlags.Sampler }); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); // Clear each layer slice of the RT to a different color for (uint i = 0; i < colors.Length; i += 1) { ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo { TextureSlice = new TextureSlice { Texture = RenderTexture, Layer = i, MipLevel = 0 }, ClearColor = colors[i], LoadOp = LoadOp.Clear, StoreOp = StoreOp.Store }; var renderPass = cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.EndRenderPass(renderPass); } // Copy each layer slice to a different 3D depth var copyPass = cmdbuf.BeginCopyPass(); for (var i = 0; i < 3; i += 1) { copyPass.CopyTextureToTexture( new TextureRegion { TextureSlice = new TextureSlice { Texture = RenderTexture, Layer = (uint) i, MipLevel = 0 }, X = 0, Y = 0, Z = 0, Width = 16, Height = 16, Depth = 1 }, new TextureRegion { TextureSlice = new TextureSlice { Texture = Texture3D, Layer = 0, MipLevel = 0 }, X = 0, Y = 0, Z = (uint) i, Width = 16, Height = 16, Depth = 1 }, false ); } cmdbuf.EndCopyPass(copyPass); GraphicsDevice.Submit(cmdbuf); } public override void Update(System.TimeSpan delta) { } public override void Draw(double alpha) { t += 0.01f; FragUniform fragUniform = new FragUniform(t); 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(Texture3D, 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(); RenderTexture.Dispose(); Texture3D.Dispose(); Sampler.Dispose(); } }