MoonWorksGraphicsTests/Examples/TextureMipmapsExample.cs

175 lines
4.2 KiB
C#

using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class TextureMipmapsExample : Example
{
private GraphicsPipeline Pipeline;
private Buffer VertexBuffer;
private Buffer IndexBuffer;
private Texture Texture;
private Sampler Sampler;
private float scale = 0.5f;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("TextureMipmaps");
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
// Load the shaders
Shader vertShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV,
UniformBufferCount = 1
}
);
Shader fragShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.frag"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Fragment,
ShaderFormat = ShaderFormat.SPIRV,
SamplerCount = 1
}
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the GPU resources
Texture = Texture.CreateTexture2D(
GraphicsDevice,
256,
256,
TextureFormat.R8G8B8A8,
TextureUsageFlags.Sampler,
4
);
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<ushort>(
[
0, 1, 2,
0, 2, 3
],
BufferUsageFlags.Index
);
// Set the various mip levels
for (uint i = 0; i < Texture.LevelCount; i += 1)
{
var w = Texture.Width >> (int) i;
var h = Texture.Height >> (int) i;
var region = new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = Texture,
Layer = 0,
MipLevel = i
},
X = 0,
Y = 0,
Z = 0,
Width = w,
Height = h,
Depth = 1
};
resourceUploader.SetTextureDataFromCompressed(
region,
TestUtils.GetTexturePath($"mip{i}.png")
);
}
resourceUploader.Upload();
resourceUploader.Dispose();
}
public 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);
}
}
public override void Draw(double alpha)
{
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
swapchainTexture,
false,
Color.Black
)
);
renderPass.BindGraphicsPipeline(Pipeline);
renderPass.BindVertexBuffer(VertexBuffer);
renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
renderPass.BindFragmentSampler(new TextureSamplerBinding(Texture, Sampler));
renderPass.PushVertexUniformData(vertUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
Texture.Dispose();
Sampler.Dispose();
}
}