161 lines
4.2 KiB
C#
161 lines
4.2 KiB
C#
using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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class Texture3DGame : Game
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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 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 Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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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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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.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.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
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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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protected 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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protected 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? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
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cmdbuf.PushFragmentShaderUniforms(fragUniform);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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Texture3DGame game = new Texture3DGame();
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game.Run();
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}
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}
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}
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