using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Math.Float; namespace MoonWorksGraphicsTests; class RenderTextureMipmapsExample : Example { private GraphicsPipeline Pipeline; private GpuBuffer VertexBuffer; private GpuBuffer IndexBuffer; private Texture Texture; private Sampler[] Samplers = new Sampler[5]; private float scale = 0.5f; private int currentSamplerIndex = 0; private Color[] colors = [ Color.Red, Color.Green, Color.Blue, Color.Yellow, ]; private string GetSamplerString(int index) { switch (index) { case 0: return "PointClamp"; case 1: return "LinearClamp"; case 2: return "PointClamp with Mip LOD Bias = 0.25"; case 3: return "PointClamp with Min LOD = 1"; case 4: return "PointClamp with Max LOD = 1"; default: throw new System.Exception("Unknown sampler!"); } } public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Inputs = inputs; Window.SetTitle("RenderTextureMipmaps"); Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad"); Logger.LogInfo("Press Down to cycle through sampler states"); Logger.LogInfo(GetSamplerString(currentSamplerIndex)); // Load the shaders Shader vertShaderModule = new Shader( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Vertex, ShaderFormat = ShaderFormat.SPIRV, UniformBufferCount = 1 } ); Shader fragShaderModule = new Shader( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Fragment, ShaderFormat = ShaderFormat.SPIRV, SamplerCount = 1 } ); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( Window.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create samplers SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp; Samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo); samplerCreateInfo = SamplerCreateInfo.LinearClamp; Samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo); samplerCreateInfo = SamplerCreateInfo.PointClamp; samplerCreateInfo.MipLodBias = 0.25f; Samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo); samplerCreateInfo = SamplerCreateInfo.PointClamp; samplerCreateInfo.MinLod = 1; Samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo); samplerCreateInfo = SamplerCreateInfo.PointClamp; samplerCreateInfo.MaxLod = 1; Samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo); // 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(); Texture = Texture.CreateTexture2D( GraphicsDevice, Window.Width, Window.Height, TextureFormat.R8G8B8A8, TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler, 4 ); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); // Clear each mip level to a different color for (uint i = 0; i < Texture.LevelCount; i += 1) { ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo { TextureSlice = new TextureSlice { Texture = Texture, Layer = 0, MipLevel = i }, ClearColor = colors[i], LoadOp = LoadOp.Clear, StoreOp = StoreOp.Store, Cycle = false }; var renderPass = cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public 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); } if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom)) { currentSamplerIndex = (currentSamplerIndex + 1) % Samplers.Length; Logger.LogInfo(GetSamplerString(currentSamplerIndex)); } } public override void Draw(double alpha) { TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1)); 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, Samplers[currentSamplerIndex])); renderPass.PushVertexUniformData(vertUniforms); renderPass.DrawIndexedPrimitives(0, 0, 2); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public override void Destroy() { Pipeline.Dispose(); VertexBuffer.Dispose(); IndexBuffer.Dispose(); Texture.Dispose(); for (var i = 0; i < 5; i += 1) { Samplers[i].Dispose(); } } }