228 lines
6.0 KiB
C#
228 lines
6.0 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 RenderTextureMipmapsExample : 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 Texture Texture;
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private Sampler[] Samplers = new Sampler[5];
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private float scale = 0.5f;
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private int currentSamplerIndex = 0;
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private Color[] colors =
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[
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Color.Red,
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Color.Green,
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Color.Blue,
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Color.Yellow,
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];
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private string GetSamplerString(int index)
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{
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switch (index)
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{
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case 0:
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return "PointClamp";
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case 1:
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return "LinearClamp";
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case 2:
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return "PointClamp with Mip LOD Bias = 0.25";
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case 3:
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return "PointClamp with Min LOD = 1";
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case 4:
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return "PointClamp with Max LOD = 1";
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default:
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throw new System.Exception("Unknown sampler!");
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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("RenderTextureMipmaps");
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Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
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Logger.LogInfo("Press Down to cycle through sampler states");
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Logger.LogInfo(GetSamplerString(currentSamplerIndex));
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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("TexturedQuadWithMatrix.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.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo
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{
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UniformBufferCount = 1
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};
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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 samplers
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SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
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Samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo);
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samplerCreateInfo = SamplerCreateInfo.LinearClamp;
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Samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo);
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samplerCreateInfo = SamplerCreateInfo.PointClamp;
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samplerCreateInfo.MipLodBias = 0.25f;
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Samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo);
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samplerCreateInfo = SamplerCreateInfo.PointClamp;
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samplerCreateInfo.MinLod = 1;
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Samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo);
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samplerCreateInfo = SamplerCreateInfo.PointClamp;
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samplerCreateInfo.MaxLod = 1;
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Samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo);
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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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resourceUploader.Upload();
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resourceUploader.Dispose();
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Texture = Texture.CreateTexture2D(
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GraphicsDevice,
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Window.Width,
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Window.Height,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
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4
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);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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// Clear each mip level to a different color
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for (uint i = 0; i < Texture.LevelCount; i += 1)
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{
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ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
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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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Layer = 0,
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MipLevel = i
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},
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ClearColor = colors[i],
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.Store,
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Cycle = false
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};
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var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
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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 Update(System.TimeSpan delta)
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{
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if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
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{
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scale = System.MathF.Max(0.01f, scale - 0.01f);
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}
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if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
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{
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scale = System.MathF.Min(1f, scale + 0.01f);
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
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{
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currentSamplerIndex = (currentSamplerIndex + 1) % Samplers.Length;
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Logger.LogInfo(GetSamplerString(currentSamplerIndex));
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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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TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
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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, Samplers[currentSamplerIndex]));
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renderPass.PushVertexUniformData(vertUniforms);
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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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for (var i = 0; i < 5; i += 1)
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{
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Samplers[i].Dispose();
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}
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}
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}
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