MoonWorksGraphicsTests/Texture3D/Texture3DGame.cs

148 lines
5.3 KiB
C#

using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
using RefreshCS;
namespace MoonWorks.Test
{
class Texture3DGame : Game
{
private GraphicsPipeline pipeline;
private Buffer vertexBuffer;
private Buffer indexBuffer;
private Texture texture;
private Sampler sampler;
private int currentDepth = 0;
struct FragUniform
{
public float Depth;
public FragUniform(float depth)
{
Depth = depth;
}
}
public Texture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between depth slices");
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
texture = Texture.CreateTexture3D(GraphicsDevice, 16, 16, 7, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(
vertexBuffer,
new PositionTextureVertex[]
{
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)),
}
);
cmdbuf.SetBufferData(
indexBuffer,
new ushort[]
{
0, 1, 2,
0, 2, 3,
}
);
// Load each depth subimage of the 3D texture
for (uint i = 0; i < texture.Depth; i += 1)
{
TextureSlice slice = new TextureSlice(
texture,
new Rect(0, 0, (int) texture.Width, (int) texture.Height),
i
);
Texture.SetDataFromImageFile(
cmdbuf,
slice,
TestUtils.GetTexturePath($"tex3d_{i}.png")
);
}
GraphicsDevice.Submit(cmdbuf);
}
protected override void Update(System.TimeSpan delta)
{
int prevDepth = currentDepth;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
currentDepth -= 1;
if (currentDepth < 0)
{
currentDepth = (int) texture.Depth - 1;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
currentDepth += 1;
if (currentDepth >= texture.Depth)
{
currentDepth = 0;
}
}
if (prevDepth != currentDepth)
{
Logger.LogInfo("Setting depth to: " + currentDepth);
}
}
protected override void Draw(double alpha)
{
FragUniform fragUniform = new FragUniform((float) currentDepth / texture.Depth);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform);
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
Texture3DGame game = new Texture3DGame();
game.Run();
}
}
}