using MoonWorks.Graphics; using MoonWorks.Math.Float; using MoonWorks.Math; using System.Runtime.InteropServices; namespace MoonWorks.Test { class RenderTextureCubeGame : Game { 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 RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true) { Logger.LogInfo("Press Down to view the other side of the cubemap"); // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag")); // Create the graphics pipeline GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint) Marshal.SizeOf(); pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 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 }; cmdbuf.BeginRenderPass(attachmentInfo); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } protected override void Update(System.TimeSpan delta) { if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom)) { camPos.Z *= -1; } } protected override void Draw(double alpha) { Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView( MathHelper.ToRadians(75f), (float) MainWindow.Width / MainWindow.Height, 0.01f, 100f ); Matrix4x4 view = Matrix4x4.CreateLookAt( camPos, Vector3.Zero, Vector3.Up ); TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black)); cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(cubemap, sampler)); cmdbuf.PushVertexShaderUniforms(vertUniforms); cmdbuf.DrawIndexedPrimitives(0, 0, 12); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { RenderTextureCubeGame game = new RenderTextureCubeGame(); game.Run(); } } }