using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class Texture3DGame : Game { private GraphicsPipeline pipeline; private GpuBuffer vertexBuffer; private GpuBuffer 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(), TestUtils.DefaultBackend, 60, true) { Logger.LogInfo("Press Left and Right to cycle between depth slices"); // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag")); // 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 var resourceUploader = new ResourceUploader(GraphicsDevice); vertexBuffer = resourceUploader.CreateBuffer( [ 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)) ], BufferUsageFlags.Vertex ); indexBuffer = resourceUploader.CreateBuffer( [ 0, 1, 2, 0, 2, 3, ], BufferUsageFlags.Index ); texture = Texture.CreateTexture3D( GraphicsDevice, 16, 16, 7, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler ); // Load each depth subimage of the 3D texture for (uint i = 0; i < texture.Depth; i += 1) { var region = new TextureRegion { TextureSlice = new TextureSlice { Texture = texture, MipLevel = 0, Layer = 0 }, X = 0, Y = 0, Z = i, Width = texture.Width, Height = texture.Height, Depth = 1 }; resourceUploader.SetTextureDataFromCompressed( region, TestUtils.GetTexturePath($"tex3d_{i}.png") ); } resourceUploader.Upload(); resourceUploader.Dispose(); } 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 + 0.01f); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.SafeDiscard, Color.Black)); cmdbuf.BindGraphicsPipeline(pipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler)); cmdbuf.PushFragmentShaderUniforms(fragUniform); cmdbuf.DrawIndexedPrimitives(0, 0, 2); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { Texture3DGame game = new Texture3DGame(); game.Run(); } } }