2024-06-06 21:19:46 +00:00
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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using MoonWorks.Math;
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using MoonWorks.Input;
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namespace MoonWorksGraphicsTests;
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class MSAACubeExample : Example
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{
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private GraphicsPipeline[] MsaaPipelines = new GraphicsPipeline[4];
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private GraphicsPipeline CubemapPipeline;
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private Texture[] RenderTargets = new Texture[4];
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2024-06-11 17:08:37 +00:00
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private Buffer VertexBuffer;
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private Buffer IndexBuffer;
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2024-06-06 21:19:46 +00:00
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private Sampler Sampler;
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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("MSAACube");
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Logger.LogInfo("Press Down to view the other side of the cubemap");
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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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camPos = new Vector3(0, 0, 4);
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currentSampleCount = SampleCount.Four;
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// Create the MSAA pipelines
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Shader triangleVertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("RawTriangle.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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}
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);
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Shader triangleFragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.frag"),
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"main",
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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 21:19:46 +00:00
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);
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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TextureFormat.R8G8B8A8,
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triangleVertShader,
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triangleFragShader
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);
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for (int i = 0; i < MsaaPipelines.Length; i += 1)
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{
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pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount)i;
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MsaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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}
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// Create the cubemap pipeline
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Shader cubemapVertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("Skybox.vert"),
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"main",
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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 21:19:46 +00:00
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);
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Shader cubemapFragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("Skybox.frag"),
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"main",
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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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SamplerCount = 1
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}
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2024-06-06 21:19:46 +00:00
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);
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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Window.SwapchainFormat,
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cubemapVertShader,
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cubemapFragShader
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
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CubemapPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create the MSAA render targets
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for (int i = 0; i < RenderTargets.Length; i++)
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{
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TextureCreateInfo cubeCreateInfo = new TextureCreateInfo
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{
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Width = 16,
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Height = 16,
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Format = TextureFormat.R8G8B8A8,
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Depth = 1,
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LevelCount = 1,
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SampleCount = (SampleCount)i,
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UsageFlags = TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
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IsCube = true,
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LayerCount = 6
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};
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RenderTargets[i] = new Texture(GraphicsDevice, cubeCreateInfo);
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}
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// Create samplers
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Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create and populate the GPU resources
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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VertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(10, 10, -10)),
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new PositionVertex(new Vector3(-10, 10, -10)),
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new PositionVertex(new Vector3(-10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, 10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(-10, 10, -10)),
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(-10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(10, 10, -10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(10, -10, 10)),
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(-10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(-10, 10, -10)),
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(10, 10, -10))
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],
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BufferUsageFlags.Vertex
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);
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IndexBuffer = resourceUploader.CreateBuffer<ushort>(
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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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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
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{
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camPos.Z *= -1;
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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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}
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public override void Draw(double alpha)
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{
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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(
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camPos,
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Vector3.Zero,
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Vector3.Up
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);
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TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
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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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// Get a reference to the RT for the given sample count
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int rtIndex = (int) currentSampleCount;
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Texture rt = RenderTargets[rtIndex];
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ColorAttachmentInfo rtAttachmentInfo = new ColorAttachmentInfo(
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rt,
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true,
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Color.Black
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);
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RenderPass renderPass;
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// Render a triangle to each slice of the cubemap
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for (uint i = 0; i < 6; i += 1)
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{
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rtAttachmentInfo.TextureSlice.Layer = i;
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renderPass = cmdbuf.BeginRenderPass(rtAttachmentInfo);
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renderPass.BindGraphicsPipeline(MsaaPipelines[rtIndex]);
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renderPass.DrawPrimitives(0, 1);
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cmdbuf.EndRenderPass(renderPass);
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}
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renderPass = cmdbuf.BeginRenderPass(
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new ColorAttachmentInfo(
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swapchainTexture,
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false,
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Color.Black
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)
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);
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renderPass.BindGraphicsPipeline(CubemapPipeline);
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renderPass.BindVertexBuffer(VertexBuffer);
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renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
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renderPass.BindFragmentSampler(new TextureSamplerBinding(rt, Sampler));
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renderPass.PushVertexUniformData(vertUniforms);
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renderPass.DrawIndexedPrimitives(0, 0, 12);
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cmdbuf.EndRenderPass(renderPass);
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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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MsaaPipelines[i].Dispose();
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RenderTargets[i].Dispose();
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}
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CubemapPipeline.Dispose();
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VertexBuffer.Dispose();
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IndexBuffer.Dispose();
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Sampler.Dispose();
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}
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}
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