MoonWorksGraphicsTests/Examples/CompressedTexturesExample.cs

167 lines
4.2 KiB
C#

using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class CompressedTexturesExample : Example
{
private GraphicsPipeline Pipeline;
private GpuBuffer VertexBuffer;
private GpuBuffer IndexBuffer;
private Sampler Sampler;
private Texture[] Textures;
private string[] TextureNames =
[
"BC1",
"BC2",
"BC3",
"BC7"
];
private int CurrentTextureIndex;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("CompressedTextures");
Logger.LogInfo("Press Left and Right to cycle between textures");
Logger.LogInfo("Setting texture to: " + TextureNames[0]);
// Load the shaders
Shader vertShaderModule = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV
}
);
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);
// Create sampler
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
// Create texture array
Textures = new Texture[TextureNames.Length];
// 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<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
for (int i = 0; i < TextureNames.Length; i += 1)
{
Logger.LogInfo(TextureNames[i]);
Textures[i] = resourceUploader.CreateTextureFromDDS(TestUtils.GetTexturePath(TextureNames[i] + ".dds"));
}
resourceUploader.Upload();
resourceUploader.Dispose();
}
public override void Update(System.TimeSpan delta)
{
int prevSamplerIndex = CurrentTextureIndex;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
CurrentTextureIndex -= 1;
if (CurrentTextureIndex < 0)
{
CurrentTextureIndex = TextureNames.Length - 1;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
CurrentTextureIndex += 1;
if (CurrentTextureIndex >= TextureNames.Length)
{
CurrentTextureIndex = 0;
}
}
if (prevSamplerIndex != CurrentTextureIndex)
{
Logger.LogInfo("Setting texture to: " + TextureNames[CurrentTextureIndex]);
}
}
public override void Draw(double alpha)
{
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(Textures[CurrentTextureIndex], Sampler));
renderPass.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
Sampler.Dispose();
for (int i = 0; i < TextureNames.Length; i += 1)
{
Textures[i].Dispose();
}
}
}