199 lines
4.5 KiB
C#
199 lines
4.5 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 Texture3DExample : 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 Texture;
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private Sampler Sampler;
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private int currentDepth = 0;
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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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Inputs = inputs;
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Window.SetTitle("Texture3D");
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Logger.LogInfo("Press Left and Right to cycle between depth slices");
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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.PointClamp);
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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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Texture = Texture.CreateTexture3D(
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GraphicsDevice,
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16,
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16,
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7,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.Sampler
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);
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// Load each depth subimage of the 3D texture
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for (uint i = 0; i < Texture.Depth; i += 1)
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{
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var region = new TextureRegion
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{
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TextureSlice = new TextureSlice
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{
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Texture = Texture,
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MipLevel = 0,
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Layer = 0
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},
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X = 0,
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Y = 0,
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Z = i,
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Width = Texture.Width,
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Height = Texture.Height,
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Depth = 1
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};
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resourceUploader.SetTextureDataFromCompressed(
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region,
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TestUtils.GetTexturePath($"tex3d_{i}.png")
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);
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}
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resourceUploader.Upload();
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resourceUploader.Dispose();
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}
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public override void Update(System.TimeSpan delta)
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{
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int prevDepth = currentDepth;
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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currentDepth -= 1;
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if (currentDepth < 0)
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{
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currentDepth = (int) Texture.Depth - 1;
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}
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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currentDepth += 1;
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if (currentDepth >= Texture.Depth)
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{
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currentDepth = 0;
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}
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}
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if (prevDepth != currentDepth)
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{
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Logger.LogInfo("Setting depth to: " + currentDepth);
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}
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}
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public override void Draw(double alpha)
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{
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FragUniform fragUniform = new FragUniform((float)currentDepth / Texture.Depth + 0.01f);
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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(Texture, 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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Texture.Dispose();
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Sampler.Dispose();
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}
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}
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