using MoonWorks.Graphics; using MoonWorks.Math.Float; using MoonWorks.Math; using MoonWorks; using MoonWorks.Input; namespace MoonWorksGraphicsTests; class RenderTextureCubeExample : Example { private GraphicsPipeline pipeline; private GpuBuffer vertexBuffer; private GpuBuffer indexBuffer; private Texture cubemap; private Sampler sampler; private Vector3 camPos = new Vector3(0, 0, 4f); private Color[] colors = new Color[] { Color.Red, Color.Green, Color.Blue, Color.Orange, Color.Yellow, Color.Purple, }; public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Inputs = inputs; Window.SetTitle("RenderTextureCube"); Logger.LogInfo("Press Down to view the other side of the cubemap"); // Load the shaders Shader vertShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"), "main", ShaderStage.Vertex, ShaderFormat.SPIRV ); Shader fragShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"), "main", ShaderStage.Fragment, ShaderFormat.SPIRV ); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( Window.SwapchainFormat, vertShader, fragShader ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo { UniformBufferCount = 1 }; pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo { SamplerCount = 1 }; pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create samplers sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); // Create and populate the GPU resources var resourceUploader = new ResourceUploader(GraphicsDevice); vertexBuffer = resourceUploader.CreateBuffer( [ new PositionVertex(new Vector3(-10, -10, -10)), new PositionVertex(new Vector3(10, -10, -10)), new PositionVertex(new Vector3(10, 10, -10)), new PositionVertex(new Vector3(-10, 10, -10)), new PositionVertex(new Vector3(-10, -10, 10)), new PositionVertex(new Vector3(10, -10, 10)), new PositionVertex(new Vector3(10, 10, 10)), new PositionVertex(new Vector3(-10, 10, 10)), new PositionVertex(new Vector3(-10, -10, -10)), new PositionVertex(new Vector3(-10, 10, -10)), new PositionVertex(new Vector3(-10, 10, 10)), new PositionVertex(new Vector3(-10, -10, 10)), new PositionVertex(new Vector3(10, -10, -10)), new PositionVertex(new Vector3(10, 10, -10)), new PositionVertex(new Vector3(10, 10, 10)), new PositionVertex(new Vector3(10, -10, 10)), new PositionVertex(new Vector3(-10, -10, -10)), new PositionVertex(new Vector3(-10, -10, 10)), new PositionVertex(new Vector3(10, -10, 10)), new PositionVertex(new Vector3(10, -10, -10)), new PositionVertex(new Vector3(-10, 10, -10)), new PositionVertex(new Vector3(-10, 10, 10)), new PositionVertex(new Vector3(10, 10, 10)), new PositionVertex(new Vector3(10, 10, -10)) ], BufferUsageFlags.Vertex ); indexBuffer = resourceUploader.CreateBuffer( [ 0, 1, 2, 0, 2, 3, 6, 5, 4, 7, 6, 4, 8, 9, 10, 8, 10, 11, 14, 13, 12, 15, 14, 12, 16, 17, 18, 16, 18, 19, 22, 21, 20, 23, 22, 20 ], BufferUsageFlags.Index ); resourceUploader.Upload(); resourceUploader.Dispose(); cubemap = Texture.CreateTextureCube( GraphicsDevice, 16, TextureFormat.R8G8B8A8, TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler ); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); // Clear each slice of the cubemap to a different color for (uint i = 0; i < 6; i += 1) { ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo { TextureSlice = new TextureSlice { Texture = cubemap, Layer = i, MipLevel = 0 }, ClearColor = colors[i], LoadOp = LoadOp.Clear, StoreOp = StoreOp.Store }; var renderPass = cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public override void Update(System.TimeSpan delta) { if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom)) { camPos.Z *= -1; } } public override void Draw(double alpha) { Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView( MathHelper.ToRadians(75f), (float) Window.Width / Window.Height, 0.01f, 100f ); Matrix4x4 view = Matrix4x4.CreateLookAt( camPos, Vector3.Zero, Vector3.Up ); TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj); 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(cubemap, sampler)); renderPass.PushVertexUniformData(vertUniforms); renderPass.DrawIndexedPrimitives(0, 0, 12); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public override void Destroy() { } }