using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Math.Float; namespace MoonWorksGraphicsTests; class Texture3DExample : Example { private GraphicsPipeline Pipeline; private Buffer VertexBuffer; private Buffer 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", 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.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( [ 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(); } }