161 lines
4.1 KiB
C#
161 lines
4.1 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 CompressedTexturesExample : Example
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{
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private GraphicsPipeline Pipeline;
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private GpuBuffer VertexBuffer;
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private GpuBuffer IndexBuffer;
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private Sampler Sampler;
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private Texture[] Textures;
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private string[] TextureNames =
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[
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"BC1",
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"BC2",
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"BC3",
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"BC7"
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];
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private int CurrentTextureIndex;
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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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Logger.LogInfo("Press Left and Right to cycle between textures");
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Logger.LogInfo("Setting texture to: " + TextureNames[0]);
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// Load the shaders
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Shader vertShaderModule = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuad.vert"),
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"main",
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ShaderStage.Vertex,
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ShaderFormat.SPIRV
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);
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Shader fragShaderModule = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuad.frag"),
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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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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vertShaderModule,
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fragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
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{
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SamplerCount = 1
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};
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Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create sampler
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Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
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// Create texture array
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Textures = new Texture[TextureNames.Length];
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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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for (int i = 0; i < TextureNames.Length; i += 1)
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{
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Logger.LogInfo(TextureNames[i]);
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Textures[i] = resourceUploader.CreateTextureFromDDS(TestUtils.GetTexturePath(TextureNames[i] + ".dds"));
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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 prevSamplerIndex = CurrentTextureIndex;
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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CurrentTextureIndex -= 1;
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if (CurrentTextureIndex < 0)
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{
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CurrentTextureIndex = TextureNames.Length - 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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CurrentTextureIndex += 1;
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if (CurrentTextureIndex >= TextureNames.Length)
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{
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CurrentTextureIndex = 0;
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}
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}
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if (prevSamplerIndex != CurrentTextureIndex)
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{
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Logger.LogInfo("Setting texture to: " + TextureNames[CurrentTextureIndex]);
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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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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(swapchainTexture, false, Color.Black)
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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(Textures[CurrentTextureIndex], Sampler));
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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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Sampler.Dispose();
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for (int i = 0; i < TextureNames.Length; i += 1)
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{
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Textures[i].Dispose();
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}
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}
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}
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