using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; using RefreshCS; namespace MoonWorks.Test { class RenderTexture3DGame : Game { private GraphicsPipeline pipeline; private Buffer vertexBuffer; private Buffer 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 RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag")); // 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.LinearWrap); // Create and populate the GPU resources vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4); indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6); rt = Texture.CreateTexture3D( GraphicsDevice, 16, 16, (uint) colors.Length, TextureFormat.R8G8B8A8, TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler ); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); cmdbuf.SetBufferData( vertexBuffer, new PositionTextureVertex[] { 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)), } ); cmdbuf.SetBufferData( indexBuffer, new ushort[] { 0, 1, 2, 0, 2, 3, } ); // Clear each depth slice of the RT to a different color for (uint i = 0; i < colors.Length; i += 1) { ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo { Texture = rt, ClearColor = colors[i], Depth = i, Layer = 0, Level = 0, LoadOp = LoadOp.Clear, StoreOp = StoreOp.Store, SampleCount = SampleCount.One, }; cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } protected override void Update(System.TimeSpan delta) { } protected override void Draw(double alpha) { t += 0.01f; FragUniform fragUniform = new FragUniform(t); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler)); uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform); cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { RenderTexture3DGame game = new RenderTexture3DGame(); game.Run(); } } }