using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; using RefreshCS; namespace MoonWorks.Test { class TextureMipmapsGame : Game { private GraphicsPipeline pipeline; private Buffer vertexBuffer; private Buffer indexBuffer; private Texture texture; private Sampler sampler; private float scale = 0.5f; public TextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad"); // 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 and populate the GPU resources sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4); indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6); texture = Texture.CreateTexture2D( GraphicsDevice, 256, 256, TextureFormat.R8G8B8A8, 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, } ); // Set the various mip levels for (int i = 0; i < texture.LevelCount; i += 1) { int w = (int) texture.Width >> i; int h = (int) texture.Height >> i; TextureSlice slice = new TextureSlice( texture, new Rect(0, 0, w, h), 0, 0, (uint) i ); var pixels = Refresh.Refresh_Image_Load( TestUtils.GetTexturePath($"mip{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_Free(pixels); } 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); } } 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, sampler)); uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { TextureMipmapsGame game = new TextureMipmapsGame(); game.Run(); } } }