using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class TextureMipmapsGame : Game { private GraphicsPipeline pipeline; private GpuBuffer vertexBuffer; private GpuBuffer indexBuffer; private Texture texture; private Sampler sampler; private float scale = 0.5f; public TextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true) { Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad"); // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag")); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0); pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); // Create and populate the GPU resources texture = Texture.CreateTexture2D( GraphicsDevice, 256, 256, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler, 4 ); 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 ); // Set the various mip levels for (uint i = 0; i < texture.LevelCount; i += 1) { var w = texture.Width >> (int) i; var h = texture.Height >> (int) i; var region = new TextureRegion { TextureSlice = new TextureSlice { Texture = texture, Layer = 0, MipLevel = i }, X = 0, Y = 0, Z = 0, Width = w, Height = h, Depth = 1 }; resourceUploader.SetTextureDataFromCompressed( region, TestUtils.GetTexturePath($"mip{i}.png") ); } resourceUploader.Upload(); resourceUploader.Dispose(); } protected override void Update(System.TimeSpan delta) { if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left)) { scale = System.MathF.Max(0.01f, scale - 0.01f); } if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right)) { scale = System.MathF.Min(1f, scale + 0.01f); } } protected override void Draw(double alpha) { TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1)); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.SafeDiscard, Color.Black)); cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler)); cmdbuf.PushVertexShaderUniforms(vertUniforms); cmdbuf.DrawIndexedPrimitives(0, 0, 2); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { TextureMipmapsGame game = new TextureMipmapsGame(); game.Run(); } } }