using MoonWorks.Graphics; using MoonWorks.Math.Float; using System.IO; namespace MoonWorks.Test { class CompressedTexturesGame : Game { private GraphicsPipeline pipeline; private GpuBuffer vertexBuffer; private GpuBuffer indexBuffer; private Sampler sampler; private Texture[] textures; private string[] textureNames = new string[] { "BC1", "BC2", "BC3", "BC7" }; private int currentTextureIndex; public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true) { Logger.LogInfo("Press Left and Right to cycle between textures"); Logger.LogInfo("Setting texture to: " + textureNames[0]); // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.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.FragmentShaderInfo.SamplerBindingCount = 1; pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create sampler sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap); // Create texture array textures = new Texture[textureNames.Length]; // 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 ); for (int i = 0; i < textureNames.Length; i += 1) { Logger.LogInfo(textureNames[i]); textures[i] = resourceUploader.CreateTextureFromDDS(TestUtils.GetTexturePath(textureNames[i] + ".dds")); } resourceUploader.Upload(); resourceUploader.Dispose(); } protected override void Update(System.TimeSpan delta) { int prevSamplerIndex = currentTextureIndex; if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) { currentTextureIndex -= 1; if (currentTextureIndex < 0) { currentTextureIndex = textureNames.Length - 1; } } if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) { currentTextureIndex += 1; if (currentTextureIndex >= textureNames.Length) { currentTextureIndex = 0; } } if (prevSamplerIndex != currentTextureIndex) { Logger.LogInfo("Setting texture to: " + textureNames[currentTextureIndex]); } } protected override void Draw(double alpha) { 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(textures[currentTextureIndex], sampler)); cmdbuf.DrawIndexedPrimitives(0, 0, 2); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { CompressedTexturesGame game = new CompressedTexturesGame(); game.Run(); } } }