using System; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class RenderTexture2DArrayGame : Game { private GraphicsPipeline pipeline; private GpuBuffer vertexBuffer; private GpuBuffer 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 RenderTexture2DArrayGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true) { // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad2DArray.frag")); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 1); pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create samplers sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointWrap); // 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(); rt = Texture.CreateTexture2DArray( GraphicsDevice, 16, 16, (uint) colors.Length, TextureFormat.R8G8B8A8, TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler ); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); // Clear each depth 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 = rt, Layer = i, MipLevel = 0 }, ClearColor = colors[i], LoadOp = LoadOp.Clear, StoreOp = StoreOp.Store }; cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } protected override void Update(System.TimeSpan delta) { } protected override void Draw(double alpha) { t += 0.01f; t %= 3; FragUniform fragUniform = new FragUniform(MathF.Floor(t)); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black)); cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler)); cmdbuf.PushFragmentShaderUniforms(fragUniform); cmdbuf.DrawIndexedPrimitives(0, 0, 2); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { RenderTexture2DArrayGame game = new RenderTexture2DArrayGame(); game.Run(); } } }