using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; using RefreshCS; namespace MoonWorks.Test { class Texture3DGame : Game { private GraphicsPipeline pipeline; private Buffer vertexBuffer; private Buffer indexBuffer; private Texture texture; private Sampler sampler; private int currentDepth = 0; struct FragUniform { public float Depth; public FragUniform(float depth) { Depth = depth; } } public Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { Logger.LogInfo("Press Left and Right to cycle between depth slices"); // 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.PointClamp); // Create and populate the GPU resources vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4); indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6); texture = Texture.CreateTexture3D(GraphicsDevice, 16, 16, 7, TextureFormat.R8G8B8A8, 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, } ); // Load each depth subimage of the 3D texture for (uint i = 0; i < texture.Depth; i += 1) { TextureSlice slice = new TextureSlice( texture, new Rect(0, 0, (int) texture.Width, (int) texture.Height), i ); var pixels = Refresh.Refresh_Image_LoadPNGFromFile( TestUtils.GetTexturePath($"tex3d_{i}.png"), out var width, out var height, out var channels ); var byteCount = (uint) (width * height * channels); cmdbuf.SetTextureData(slice, pixels, byteCount); Refresh.Refresh_Image_FreePNG(pixels); } GraphicsDevice.Submit(cmdbuf); } protected override void Update(System.TimeSpan delta) { int prevDepth = currentDepth; if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) { currentDepth -= 1; if (currentDepth < 0) { currentDepth = (int) texture.Depth - 1; } } if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) { currentDepth += 1; if (currentDepth >= texture.Depth) { currentDepth = 0; } } if (prevDepth != currentDepth) { Logger.LogInfo("Setting depth to: " + currentDepth); } } protected override void Draw(double alpha) { FragUniform fragUniform = new FragUniform((float) currentDepth / texture.Depth); 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(texture, sampler)); uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform); cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { Texture3DGame game = new Texture3DGame(); game.Run(); } } }