2024-06-06 20:00:14 +00:00
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using MoonWorks;
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using MoonWorks.Math.Float;
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using MoonWorks.Math;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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namespace MoonWorksGraphicsTests;
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class DepthMSAAExample : Example
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{
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private GraphicsPipeline[] CubePipelines = new GraphicsPipeline[4];
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private Texture[] RenderTargets = new Texture[4];
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private Texture[] DepthRTs = new Texture[4];
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2024-06-11 17:08:37 +00:00
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private Buffer CubeVertexBuffer1;
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private Buffer CubeVertexBuffer2;
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private Buffer CubeIndexBuffer;
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2024-06-06 20:00:14 +00:00
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private float cubeTimer;
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private Quaternion cubeRotation;
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private Quaternion previousCubeRotation;
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private Vector3 camPos;
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private SampleCount currentSampleCount;
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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("DepthMSAA");
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cubeTimer = 0;
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cubeRotation = Quaternion.Identity;
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previousCubeRotation = Quaternion.Identity;
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camPos = new Vector3(0, 1.5f, 4);
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currentSampleCount = SampleCount.Four;
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Logger.LogInfo("Press Left and Right to cycle between sample counts");
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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// Create the cube pipelines
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Shader cubeVertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorWithMatrix.vert"),
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"main",
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2024-06-10 23:54:27 +00:00
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Vertex,
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ShaderFormat = ShaderFormat.SPIRV,
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UniformBufferCount = 1
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}
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2024-06-06 20:00:14 +00:00
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);
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Shader cubeFragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.frag"),
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"main",
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2024-06-10 23:54:27 +00:00
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Fragment,
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ShaderFormat = ShaderFormat.SPIRV
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}
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2024-06-06 20:00:14 +00:00
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);
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GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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TextureFormat.D32_SFLOAT,
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new ColorAttachmentDescription(
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Window.SwapchainFormat,
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ColorAttachmentBlendState.Opaque
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)
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),
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DepthStencilState = DepthStencilState.DepthReadWrite,
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VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
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PrimitiveType = PrimitiveType.TriangleList,
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RasterizerState = RasterizerState.CW_CullBack,
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MultisampleState = MultisampleState.None,
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VertexShader = cubeVertShader,
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FragmentShader = cubeFragShader
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};
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for (int i = 0; i < CubePipelines.Length; i += 1)
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{
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pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
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CubePipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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}
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// Create the MSAA render textures and depth textures
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for (int i = 0; i < RenderTargets.Length; i += 1)
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{
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RenderTargets[i] = Texture.CreateTexture2D(
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GraphicsDevice,
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Window.Width,
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Window.Height,
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Window.SwapchainFormat,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
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1,
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(SampleCount) i
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);
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DepthRTs[i] = Texture.CreateTexture2D(
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GraphicsDevice,
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Window.Width,
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Window.Height,
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TextureFormat.D32_SFLOAT,
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TextureUsageFlags.DepthStencil,
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1,
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(SampleCount) i
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);
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}
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// Create the buffers
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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var cubeVertexData = new System.Span<PositionColorVertex>(
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[
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
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]);
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CubeVertexBuffer1 = resourceUploader.CreateBuffer(
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cubeVertexData,
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BufferUsageFlags.Vertex
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);
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// Scoot all the verts slightly for the second cube...
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for (int i = 0; i < cubeVertexData.Length; i += 1)
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{
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cubeVertexData[i].Position.Z += 3;
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}
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CubeVertexBuffer2 = resourceUploader.CreateBuffer(
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cubeVertexData,
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BufferUsageFlags.Vertex
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);
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CubeIndexBuffer = resourceUploader.CreateBuffer<uint>(
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[
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0, 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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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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}
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public override void Update(System.TimeSpan delta)
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{
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SampleCount prevSampleCount = currentSampleCount;
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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currentSampleCount -= 1;
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if (currentSampleCount < 0)
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{
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currentSampleCount = SampleCount.Eight;
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}
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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currentSampleCount += 1;
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if (currentSampleCount > SampleCount.Eight)
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{
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currentSampleCount = SampleCount.One;
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}
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}
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if (prevSampleCount != currentSampleCount)
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{
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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}
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// Rotate the cube
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cubeTimer += (float) delta.TotalSeconds;
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previousCubeRotation = cubeRotation;
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cubeRotation = Quaternion.CreateFromYawPitchRoll(cubeTimer * 2f, 0, cubeTimer * 2f);
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}
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public override void Draw(double alpha)
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{
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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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// Set up cube model-view-projection matrix
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Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathHelper.ToRadians(75f),
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(float) Window.Width / Window.Height,
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0.01f,
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100f
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);
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Matrix4x4 view = Matrix4x4.CreateLookAt(camPos, Vector3.Zero, Vector3.Up);
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Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
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Quaternion.Slerp(
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previousCubeRotation,
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cubeRotation,
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(float) alpha
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)
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);
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TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
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// Begin the MSAA RT pass
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int index = (int) currentSampleCount;
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var renderPass = cmdbuf.BeginRenderPass(
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new DepthStencilAttachmentInfo(DepthRTs[index], true, new DepthStencilValue(1, 0)),
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new ColorAttachmentInfo(RenderTargets[index], true, Color.Black)
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);
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renderPass.BindGraphicsPipeline(CubePipelines[index]);
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// Draw the first cube
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renderPass.BindVertexBuffer(CubeVertexBuffer1);
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renderPass.BindIndexBuffer(CubeIndexBuffer, IndexElementSize.ThirtyTwo);
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renderPass.PushVertexUniformData(cubeUniforms);
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renderPass.DrawIndexedPrimitives(0, 0, 12);
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// Draw the second cube
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renderPass.BindVertexBuffer(CubeVertexBuffer2);
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renderPass.BindIndexBuffer(CubeIndexBuffer, IndexElementSize.ThirtyTwo);
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renderPass.PushVertexUniformData(cubeUniforms);
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renderPass.DrawIndexedPrimitives(0, 0, 12);
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cmdbuf.EndRenderPass(renderPass);
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// Blit the MSAA RT to the backbuffer
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cmdbuf.Blit(
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RenderTargets[index],
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swapchainTexture,
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Filter.Nearest,
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false
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);
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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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for (var i = 0; i < 4; i += 1)
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{
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CubePipelines[i].Dispose();
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RenderTargets[i].Dispose();
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DepthRTs[i].Dispose();
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}
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CubeVertexBuffer1.Dispose();
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CubeVertexBuffer2.Dispose();
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CubeIndexBuffer.Dispose();
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}
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}
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