using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class RenderTextureMipmapsGame : Game { private GraphicsPipeline pipeline; private Buffer vertexBuffer; private Buffer indexBuffer; private Texture texture; private Sampler[] samplers = new Sampler[5]; private float scale = 0.5f; private int currentSamplerIndex = 0; private Color[] colors = new Color[] { Color.Red, Color.Green, Color.Blue, Color.Yellow, }; private string GetSamplerString(int index) { switch (index) { case 0: return "PointClamp"; case 1: return "LinearClamp"; case 2: return "PointClamp with Mip LOD Bias = 0.25"; case 3: return "PointClamp with Min LOD = 1"; case 4: return "PointClamp with Max LOD = 1"; default: throw new System.Exception("Unknown sampler!"); } } public RenderTextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad"); Logger.LogInfo("Press Down to cycle through sampler states"); Logger.LogInfo(GetSamplerString(currentSamplerIndex)); // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag")); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0); pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create samplers SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp; samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo); samplerCreateInfo = SamplerCreateInfo.LinearClamp; samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo); samplerCreateInfo = SamplerCreateInfo.PointClamp; samplerCreateInfo.MipLodBias = 0.25f; samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo); samplerCreateInfo = SamplerCreateInfo.PointClamp; samplerCreateInfo.MinLod = 1; samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo); samplerCreateInfo = SamplerCreateInfo.PointClamp; samplerCreateInfo.MaxLod = 1; samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo); // Create and populate the GPU resources vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4); indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6); texture = Texture.CreateTexture2D( GraphicsDevice, MainWindow.Width, MainWindow.Height, TextureFormat.R8G8B8A8, TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler, 4 ); 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 mip level to a different color for (uint i = 0; i < texture.LevelCount; i += 1) { ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo { Texture = texture, ClearColor = colors[i], Depth = 0, Layer = 0, Level = i, LoadOp = LoadOp.Clear, StoreOp = StoreOp.Store }; cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } protected 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); } if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom)) { currentSamplerIndex = (currentSamplerIndex + 1) % samplers.Length; Logger.LogInfo(GetSamplerString(currentSamplerIndex)); } } protected override void Draw(double alpha) { TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1)); 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, samplers[currentSamplerIndex])); uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { RenderTextureMipmapsGame game = new RenderTextureMipmapsGame(); game.Run(); } } }