using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Math.Float; namespace MoonWorksGraphicsTests; class TextureMipmapsExample : Example { private GraphicsPipeline Pipeline; private GpuBuffer VertexBuffer; private GpuBuffer IndexBuffer; private Texture Texture; private Sampler Sampler; private float scale = 0.5f; public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Inputs = inputs; Window.SetTitle("TextureMipmaps"); Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad"); // 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); 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(); } 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); } } 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, Sampler)); 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(); Sampler.Dispose(); } }