MoonWorksGraphicsTests/Examples/DepthMSAAExample.cs

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using MoonWorks;
using MoonWorks.Math.Float;
using MoonWorks.Math;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class DepthMSAAExample : Example
{
private GraphicsPipeline[] CubePipelines = new GraphicsPipeline[4];
private Texture[] RenderTargets = new Texture[4];
private Texture[] DepthRTs = new Texture[4];
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private Buffer CubeVertexBuffer1;
private Buffer CubeVertexBuffer2;
private Buffer CubeIndexBuffer;
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private float cubeTimer;
private Quaternion cubeRotation;
private Quaternion previousCubeRotation;
private Vector3 camPos;
private SampleCount currentSampleCount;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("DepthMSAA");
cubeTimer = 0;
cubeRotation = Quaternion.Identity;
previousCubeRotation = Quaternion.Identity;
camPos = new Vector3(0, 1.5f, 4);
currentSampleCount = SampleCount.Four;
Logger.LogInfo("Press Left and Right to cycle between sample counts");
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
// Create the cube pipelines
Shader cubeVertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("PositionColorWithMatrix.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV,
UniformBufferCount = 1
}
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);
Shader cubeFragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor.frag"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Fragment,
ShaderFormat = ShaderFormat.SPIRV
}
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);
GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D32_SFLOAT,
new ColorAttachmentDescription(
Window.SwapchainFormat,
ColorAttachmentBlendState.Opaque
)
),
DepthStencilState = DepthStencilState.DepthReadWrite,
VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
PrimitiveType = PrimitiveType.TriangleList,
RasterizerState = RasterizerState.CW_CullBack,
MultisampleState = MultisampleState.None,
VertexShader = cubeVertShader,
FragmentShader = cubeFragShader
};
for (int i = 0; i < CubePipelines.Length; i += 1)
{
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
CubePipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
}
// Create the MSAA render textures and depth textures
for (int i = 0; i < RenderTargets.Length; i += 1)
{
RenderTargets[i] = Texture.CreateTexture2D(
GraphicsDevice,
Window.Width,
Window.Height,
Window.SwapchainFormat,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
1,
(SampleCount) i
);
DepthRTs[i] = Texture.CreateTexture2D(
GraphicsDevice,
Window.Width,
Window.Height,
TextureFormat.D32_SFLOAT,
TextureUsageFlags.DepthStencil,
1,
(SampleCount) i
);
}
// Create the buffers
var resourceUploader = new ResourceUploader(GraphicsDevice);
var cubeVertexData = new System.Span<PositionColorVertex>(
[
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)),
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)),
new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)),
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
]);
CubeVertexBuffer1 = resourceUploader.CreateBuffer(
cubeVertexData,
BufferUsageFlags.Vertex
);
// Scoot all the verts slightly for the second cube...
for (int i = 0; i < cubeVertexData.Length; i += 1)
{
cubeVertexData[i].Position.Z += 3;
}
CubeVertexBuffer2 = resourceUploader.CreateBuffer(
cubeVertexData,
BufferUsageFlags.Vertex
);
CubeIndexBuffer = resourceUploader.CreateBuffer<uint>(
[
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
],
BufferUsageFlags.Index
);
resourceUploader.Upload();
resourceUploader.Dispose();
}
public override void Update(System.TimeSpan delta)
{
SampleCount prevSampleCount = currentSampleCount;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
currentSampleCount -= 1;
if (currentSampleCount < 0)
{
currentSampleCount = SampleCount.Eight;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
currentSampleCount += 1;
if (currentSampleCount > SampleCount.Eight)
{
currentSampleCount = SampleCount.One;
}
}
if (prevSampleCount != currentSampleCount)
{
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
}
// Rotate the cube
cubeTimer += (float) delta.TotalSeconds;
previousCubeRotation = cubeRotation;
cubeRotation = Quaternion.CreateFromYawPitchRoll(cubeTimer * 2f, 0, cubeTimer * 2f);
}
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
// Set up cube model-view-projection matrix
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(75f),
(float) Window.Width / Window.Height,
0.01f,
100f
);
Matrix4x4 view = Matrix4x4.CreateLookAt(camPos, Vector3.Zero, Vector3.Up);
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
Quaternion.Slerp(
previousCubeRotation,
cubeRotation,
(float) alpha
)
);
TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
// Begin the MSAA RT pass
int index = (int) currentSampleCount;
var renderPass = cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(DepthRTs[index], true, new DepthStencilValue(1, 0)),
new ColorAttachmentInfo(RenderTargets[index], true, Color.Black)
);
renderPass.BindGraphicsPipeline(CubePipelines[index]);
// Draw the first cube
renderPass.BindVertexBuffer(CubeVertexBuffer1);
renderPass.BindIndexBuffer(CubeIndexBuffer, IndexElementSize.ThirtyTwo);
renderPass.PushVertexUniformData(cubeUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 12);
// Draw the second cube
renderPass.BindVertexBuffer(CubeVertexBuffer2);
renderPass.BindIndexBuffer(CubeIndexBuffer, IndexElementSize.ThirtyTwo);
renderPass.PushVertexUniformData(cubeUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 12);
cmdbuf.EndRenderPass(renderPass);
// Blit the MSAA RT to the backbuffer
cmdbuf.Blit(
RenderTargets[index],
swapchainTexture,
Filter.Nearest,
false
);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
for (var i = 0; i < 4; i += 1)
{
CubePipelines[i].Dispose();
RenderTargets[i].Dispose();
DepthRTs[i].Dispose();
}
CubeVertexBuffer1.Dispose();
CubeVertexBuffer2.Dispose();
CubeIndexBuffer.Dispose();
}
}