MoonWorksGraphicsTests/Examples/Texture3DExample.cs

199 lines
4.5 KiB
C#

using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class Texture3DExample : Example
{
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 override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("Texture3D");
Logger.LogInfo("Press Left and Right to cycle between depth slices");
// Load the shaders
Shader vertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV
}
);
Shader fragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad3D.frag"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Fragment,
ShaderFormat = ShaderFormat.SPIRV,
SamplerCount = 1,
UniformBufferCount = 1
}
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// 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
);
Texture = Texture.CreateTexture3D(
GraphicsDevice,
16,
16,
7,
TextureFormat.R8G8B8A8,
TextureUsageFlags.Sampler
);
// Load each depth subimage of the 3D texture
for (uint i = 0; i < Texture.Depth; i += 1)
{
var region = new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = Texture,
MipLevel = 0,
Layer = 0
},
X = 0,
Y = 0,
Z = i,
Width = Texture.Width,
Height = Texture.Height,
Depth = 1
};
resourceUploader.SetTextureDataFromCompressed(
region,
TestUtils.GetTexturePath($"tex3d_{i}.png")
);
}
resourceUploader.Upload();
resourceUploader.Dispose();
}
public 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);
}
}
public override void Draw(double alpha)
{
FragUniform fragUniform = new FragUniform((float)currentDepth / Texture.Depth + 0.01f);
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(Texture, Sampler));
renderPass.PushFragmentUniformData(fragUniform);
renderPass.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
Texture.Dispose();
Sampler.Dispose();
}
}