| 82 | } |
| 83 | |
| 84 | void CubeMapArrayApp::Init() |
| 85 | { |
| 86 | UserInterfaceApp::Init(); |
| 87 | |
| 88 | const rhi::CommandQueue render_cmd_queue = GetRenderContext().GetRenderCommandKit().GetQueue(); |
| 89 | m_camera.Resize(GetRenderContext().GetSettings().frame_size); |
| 90 | |
| 91 | // Create cube mesh |
| 92 | gfx::CubeMesh<CubeVertex> cube_mesh(CubeVertex::layout); |
| 93 | |
| 94 | // Create render state with program |
| 95 | rhi::RenderState::Settings render_state_settings |
| 96 | { |
| 97 | .program = GetRenderContext().CreateProgram( |
| 98 | rhi::Program::Settings |
| 99 | { |
| 100 | .shader_set = rhi::Program::ShaderSet |
| 101 | { |
| 102 | { rhi::ShaderType::Vertex, { Data::ShaderProvider::Get(), { "CubeMapArray", "CubeVS" } } }, |
| 103 | { rhi::ShaderType::Pixel, { Data::ShaderProvider::Get(), { "CubeMapArray", "CubePS" } } }, |
| 104 | }, |
| 105 | .input_buffer_layouts = rhi::ProgramInputBufferLayouts |
| 106 | { |
| 107 | rhi::IProgram::InputBufferLayout |
| 108 | { |
| 109 | rhi::IProgram::InputBufferLayout::ArgumentSemantics { cube_mesh.GetVertexLayout().GetSemantics() } |
| 110 | } |
| 111 | }, |
| 112 | .argument_accessors = rhi::ProgramArgumentAccessors |
| 113 | { |
| 114 | META_PROGRAM_ARG_ROOT_BUFFER_FRAME_CONSTANT(rhi::ShaderType::Vertex, "g_uniforms") |
| 115 | }, |
| 116 | .attachment_formats = GetScreenRenderPattern().GetAttachmentFormats() |
| 117 | }), |
| 118 | .render_pattern = GetScreenRenderPattern() |
| 119 | }; |
| 120 | render_state_settings.program.SetName("Render Pipeline State"); |
| 121 | render_state_settings.depth.enabled = true; |
| 122 | render_state_settings.depth.compare = gfx::Compare::GreaterEqual; // Reversed depth rendering |
| 123 | m_render_state = GetRenderContext().CreateRenderState( render_state_settings); |
| 124 | |
| 125 | // Create cube mesh buffer resources |
| 126 | m_cube_buffers_ptr = std::make_unique<TexturedMeshBuffers>(render_cmd_queue, std::move(cube_mesh), "Cube"); |
| 127 | |
| 128 | // Create cube-map render target texture |
| 129 | m_cube_buffers_ptr->SetTexture( |
| 130 | rhi::Texture( |
| 131 | GetRenderContext(), |
| 132 | rhi::ITexture::Settings::ForCubeImage( |
| 133 | g_cube_texture_size, CUBE_MAP_ARRAY_SIZE, gfx::PixelFormat::RGBA8Unorm, false, |
| 134 | rhi::ResourceUsageMask({ rhi::ResourceUsage::RenderTarget, rhi::ResourceUsage::ShaderRead }) |
| 135 | ))); |
| 136 | |
| 137 | // Create sampler for image texture |
| 138 | m_texture_sampler = GetRenderContext().CreateSampler( |
| 139 | rhi::Sampler::Settings |
| 140 | { |
| 141 | .filter = rhi::Sampler::Filter { rhi::Sampler::Filter::MinMag::Linear }, |
nothing calls this directly
no test coverage detected