228 lines
5.2 KiB
C#
228 lines
5.2 KiB
C#
using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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using MoonWorks.Math.Float;
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namespace MoonWorksGraphicsTests;
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class Texture3DCopyExample : Example
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{
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private GraphicsPipeline Pipeline;
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private Buffer VertexBuffer;
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private Buffer IndexBuffer;
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private Texture RenderTexture;
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private Texture Texture3D;
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private Sampler Sampler;
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private float t;
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private Color[] colors =
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[
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Color.Red,
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Color.Green,
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Color.Blue,
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];
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struct FragUniform
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{
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public float Depth;
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public FragUniform(float depth)
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{
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Depth = depth;
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}
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}
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public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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{
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Window = window;
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GraphicsDevice = graphicsDevice;
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Window.SetTitle("Texture3DCopy");
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// Load the shaders
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Shader vertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuad.vert"),
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Vertex,
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ShaderFormat = ShaderFormat.SPIRV
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}
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);
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Shader fragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuad3D.frag"),
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Fragment,
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ShaderFormat = ShaderFormat.SPIRV,
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SamplerCount = 1,
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UniformBufferCount = 1
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}
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);
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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Window.SwapchainFormat,
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vertShader,
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fragShader
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create samplers
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Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
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// Create and populate the GPU resources
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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VertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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],
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BufferUsageFlags.Vertex
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);
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IndexBuffer = resourceUploader.CreateBuffer<ushort>(
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[
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0, 1, 2,
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0, 2, 3,
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],
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BufferUsageFlags.Index
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);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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RenderTexture = Texture.CreateTexture2DArray(
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GraphicsDevice,
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16,
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16,
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(uint) colors.Length,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
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);
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Texture3D = new Texture(GraphicsDevice, new TextureCreateInfo
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{
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Width = 16,
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Height = 16,
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Depth = 3,
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IsCube = false,
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LayerCount = 1,
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LevelCount = 1,
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SampleCount = SampleCount.One,
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Format = TextureFormat.R8G8B8A8,
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UsageFlags = TextureUsageFlags.Sampler
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});
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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// Clear each layer slice of the RT to a different color
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for (uint i = 0; i < colors.Length; i += 1)
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{
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ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
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{
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TextureSlice = new TextureSlice
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{
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Texture = RenderTexture,
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Layer = i,
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MipLevel = 0
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},
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ClearColor = colors[i],
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.Store
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};
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var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
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cmdbuf.EndRenderPass(renderPass);
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}
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// Copy each layer slice to a different 3D depth
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var copyPass = cmdbuf.BeginCopyPass();
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for (var i = 0; i < 3; i += 1)
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{
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copyPass.CopyTextureToTexture(
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new TextureRegion
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{
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TextureSlice = new TextureSlice
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{
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Texture = RenderTexture,
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Layer = (uint) i,
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MipLevel = 0
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},
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X = 0,
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Y = 0,
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Z = 0,
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Width = 16,
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Height = 16,
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Depth = 1
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},
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new TextureRegion
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{
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TextureSlice = new TextureSlice
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{
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Texture = Texture3D,
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Layer = 0,
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MipLevel = 0
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},
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X = 0,
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Y = 0,
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Z = (uint) i,
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Width = 16,
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Height = 16,
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Depth = 1
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},
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false
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);
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}
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cmdbuf.EndCopyPass(copyPass);
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Update(System.TimeSpan delta) { }
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public override void Draw(double alpha)
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{
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t += 0.01f;
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FragUniform fragUniform = new FragUniform(t);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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if (swapchainTexture != null)
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{
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var renderPass = cmdbuf.BeginRenderPass(
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new ColorAttachmentInfo(
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swapchainTexture,
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false,
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Color.Black
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)
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);
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renderPass.BindGraphicsPipeline(Pipeline);
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renderPass.BindVertexBuffer(VertexBuffer);
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renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
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renderPass.BindFragmentSampler(new TextureSamplerBinding(Texture3D, Sampler));
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renderPass.PushFragmentUniformData(fragUniform);
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renderPass.DrawIndexedPrimitives(0, 0, 2);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Destroy()
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{
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Pipeline.Dispose();
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VertexBuffer.Dispose();
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IndexBuffer.Dispose();
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RenderTexture.Dispose();
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Texture3D.Dispose();
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Sampler.Dispose();
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}
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}
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