diff --git a/MoonWorksGraphicsTests.sln b/MoonWorksGraphicsTests.sln
index f8d2716..917fe76 100644
--- a/MoonWorksGraphicsTests.sln
+++ b/MoonWorksGraphicsTests.sln
@@ -45,7 +45,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "InstancingAndOffsets", "Ins
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "VertexSampler", "VertexSampler\VertexSampler.csproj", "{C525B6DE-3003-45D5-BB83-89679B108C08}"
EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTexture3D", "RenderTexture3D\RenderTexture3D.csproj", "{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}"
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture3D", "RenderTexture3D\RenderTexture3D.csproj", "{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}"
+EndProject
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureCube", "RenderTextureCube\RenderTextureCube.csproj", "{D7A8452F-123F-4965-8716-9E39F677A831}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@@ -141,6 +143,10 @@ Global
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Debug|x64.Build.0 = Debug|x64
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|x64.ActiveCfg = Release|Any CPU
{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|x64.Build.0 = Release|Any CPU
+ {D7A8452F-123F-4965-8716-9E39F677A831}.Debug|x64.ActiveCfg = Debug|x64
+ {D7A8452F-123F-4965-8716-9E39F677A831}.Debug|x64.Build.0 = Debug|x64
+ {D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.ActiveCfg = Release|Any CPU
+ {D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
diff --git a/README.md b/README.md
index c94d015..395ab35 100644
--- a/README.md
+++ b/README.md
@@ -72,10 +72,14 @@ Plays a sample Ogg Theora video file. Tests YUV textures and video rendering.
Displays 2D slices of a 3D texture. Tests creating and drawing 3D textures.
+**VertexSampler**
+
+Displays a triangle whose colors are driven by sampling a texture in the vertex shader.
+
**RenderTexture3D**
Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures.
-**VertexSampler**
+**RenderTextureCube**
-Displays a triangle whose colors are driven by sampling a texture in the vertex shader.
+Displays a cubemap generated by rendering to a cube render target. Tests binding and sampling cube render textures.
diff --git a/RenderTexture3D/RenderTexture3DGame.cs b/RenderTexture3D/RenderTexture3DGame.cs
index d8f03fc..abc6b2a 100644
--- a/RenderTexture3D/RenderTexture3DGame.cs
+++ b/RenderTexture3D/RenderTexture3DGame.cs
@@ -68,9 +68,9 @@ namespace MoonWorks.Test
new PositionTextureVertex[]
{
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
- new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(4, 0)),
- new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(4, 4)),
- new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 4)),
+ 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(
diff --git a/RenderTextureCube/RenderTextureCube.csproj b/RenderTextureCube/RenderTextureCube.csproj
new file mode 100644
index 0000000..2868e63
--- /dev/null
+++ b/RenderTextureCube/RenderTextureCube.csproj
@@ -0,0 +1,17 @@
+
+
+
+
+
+
+
+
+ Exe
+ net7.0
+ enable
+ x64
+
+
+
+
+
diff --git a/RenderTextureCube/RenderTextureCubeGame.cs b/RenderTextureCube/RenderTextureCubeGame.cs
new file mode 100644
index 0000000..9137ed0
--- /dev/null
+++ b/RenderTextureCube/RenderTextureCubeGame.cs
@@ -0,0 +1,187 @@
+using MoonWorks;
+using MoonWorks.Graphics;
+using MoonWorks.Math.Float;
+using MoonWorks.Math;
+using System.Runtime.InteropServices;
+
+namespace MoonWorks.Test
+{
+ class RenderTextureCubeGame : Game
+ {
+ private GraphicsPipeline pipeline;
+ private Buffer vertexBuffer;
+ private Buffer indexBuffer;
+ private Texture cubemap;
+ private Sampler sampler;
+
+ private Vector3 camPos = new Vector3(0, 0, 4f);
+
+ private Color[] colors = new Color[]
+ {
+ Color.Red,
+ Color.Green,
+ Color.Blue,
+ Color.Orange,
+ Color.Yellow,
+ Color.Purple,
+ };
+
+ struct ViewProjectionUniforms
+ {
+ public Matrix4x4 ViewProjection;
+
+ public ViewProjectionUniforms(Matrix4x4 viewProjection)
+ {
+ ViewProjection = viewProjection;
+ }
+ }
+
+ public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
+ {
+ Logger.LogInfo("Press Down to view the other side of the cubemap");
+
+ // Load the shaders
+ ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SkyboxVert"));
+ ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SkyboxFrag"));
+
+ // Create the graphics pipeline
+ GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
+ MainWindow.SwapchainFormat,
+ vertShaderModule,
+ fragShaderModule
+ );
+ pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding();
+ pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint) Marshal.SizeOf();
+ pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
+ pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
+
+ // Create samplers
+ sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
+
+ // Create and populate the GPU resources
+ vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 24);
+ indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 36);
+ cubemap = Texture.CreateTextureCube(
+ GraphicsDevice,
+ 16,
+ TextureFormat.R8G8B8A8,
+ TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
+ );
+
+ CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
+ cmdbuf.SetBufferData(
+ vertexBuffer,
+ new PositionVertex[]
+ {
+ new PositionVertex(new Vector3(-10, -10, -10)),
+ new PositionVertex(new Vector3(10, -10, -10)),
+ new PositionVertex(new Vector3(10, 10, -10)),
+ new PositionVertex(new Vector3(-10, 10, -10)),
+
+ new PositionVertex(new Vector3(-10, -10, 10)),
+ new PositionVertex(new Vector3(10, -10, 10)),
+ new PositionVertex(new Vector3(10, 10, 10)),
+ new PositionVertex(new Vector3(-10, 10, 10)),
+
+ new PositionVertex(new Vector3(-10, -10, -10)),
+ new PositionVertex(new Vector3(-10, 10, -10)),
+ new PositionVertex(new Vector3(-10, 10, 10)),
+ new PositionVertex(new Vector3(-10, -10, 10)),
+
+ new PositionVertex(new Vector3(10, -10, -10)),
+ new PositionVertex(new Vector3(10, 10, -10)),
+ new PositionVertex(new Vector3(10, 10, 10)),
+ new PositionVertex(new Vector3(10, -10, 10)),
+
+ new PositionVertex(new Vector3(-10, -10, -10)),
+ new PositionVertex(new Vector3(-10, -10, 10)),
+ new PositionVertex(new Vector3(10, -10, 10)),
+ new PositionVertex(new Vector3(10, -10, -10)),
+
+ new PositionVertex(new Vector3(-10, 10, -10)),
+ new PositionVertex(new Vector3(-10, 10, 10)),
+ new PositionVertex(new Vector3(10, 10, 10)),
+ new PositionVertex(new Vector3(10, 10, -10))
+ }
+ );
+
+ cmdbuf.SetBufferData(
+ indexBuffer,
+ new ushort[]
+ {
+ 0, 1, 2, 0, 2, 3,
+ 6, 5, 4, 7, 6, 4,
+ 8, 9, 10, 8, 10, 11,
+ 14, 13, 12, 15, 14, 12,
+ 16, 17, 18, 16, 18, 19,
+ 22, 21, 20, 23, 22, 20
+ }
+ );
+
+ // Clear each slice of the cubemap to a different color
+ for (uint i = 0; i < 6; i += 1)
+ {
+ ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
+ {
+ Texture = cubemap,
+ ClearColor = colors[i],
+ Depth = 0,
+ Layer = i,
+ Level = 0,
+ LoadOp = LoadOp.Clear,
+ StoreOp = StoreOp.Store,
+ SampleCount = SampleCount.One,
+ };
+ cmdbuf.BeginRenderPass(attachmentInfo);
+ cmdbuf.EndRenderPass();
+ }
+
+ GraphicsDevice.Submit(cmdbuf);
+ }
+
+ protected override void Update(System.TimeSpan delta)
+ {
+ if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
+ {
+ camPos.Z *= -1;
+ }
+ }
+
+ protected override void Draw(double alpha)
+ {
+ Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
+ MathHelper.ToRadians(75f),
+ (float) MainWindow.Width / MainWindow.Height,
+ 0.01f,
+ 100f
+ );
+ Matrix4x4 view = Matrix4x4.CreateLookAt(
+ camPos,
+ Vector3.Zero,
+ Vector3.Up
+ );
+ ViewProjectionUniforms vertUniforms = new ViewProjectionUniforms(view * proj);
+
+ 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(cubemap, sampler));
+ uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
+ cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0);
+ cmdbuf.EndRenderPass();
+ }
+ GraphicsDevice.Submit(cmdbuf);
+ }
+
+ public static void Main(string[] args)
+ {
+ RenderTextureCubeGame game = new RenderTextureCubeGame();
+ game.Run();
+ }
+ }
+}
diff --git a/Texture3D/Texture3DGame.cs b/Texture3D/Texture3DGame.cs
index b955629..0a60b50 100644
--- a/Texture3D/Texture3DGame.cs
+++ b/Texture3D/Texture3DGame.cs
@@ -57,9 +57,9 @@ namespace MoonWorks.Test
new PositionTextureVertex[]
{
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
- new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(4, 0)),
- new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(4, 4)),
- new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 4)),
+ 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(