MoonWorksGraphicsTests/Examples/MSAAExample.cs

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2024-06-06 21:38:53 +00:00
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class MSAAExample : Example
{
private GraphicsPipeline[] MsaaPipelines = new GraphicsPipeline[4];
private Texture[] RenderTargets = new Texture[4];
private Sampler RTSampler;
private SampleCount currentSampleCount;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("MSAA");
currentSampleCount = SampleCount.Four;
Logger.LogInfo("Press Left and Right to cycle between sample counts");
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
// Create the MSAA pipelines
Shader triangleVertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("RawTriangle.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV
}
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);
Shader triangleFragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor.frag"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Fragment,
ShaderFormat = ShaderFormat.SPIRV
}
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);
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
TextureFormat.R8G8B8A8,
triangleVertShader,
triangleFragShader
);
for (int i = 0; i < MsaaPipelines.Length; i += 1)
{
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
MsaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
}
// Create the blit pipeline
/*
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
blitVertShaderModule,
blitFragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
*/
// Create the MSAA render textures
for (int i = 0; i < RenderTargets.Length; i += 1)
{
RenderTargets[i] = Texture.CreateTexture2D(
GraphicsDevice,
Window.Width,
Window.Height,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
1,
(SampleCount) i
);
}
// Create the sampler
RTSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
}
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);
}
}
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
Texture rt = RenderTargets[(int) currentSampleCount];
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
rt,
true,
Color.Black
)
);
renderPass.BindGraphicsPipeline(MsaaPipelines[(int) currentSampleCount]);
renderPass.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass(renderPass);
cmdbuf.Blit(rt, swapchainTexture, Filter.Nearest, false);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
for (var i = 0; i < 4; i += 1)
{
MsaaPipelines[i].Dispose();
RenderTargets[i].Dispose();
}
RTSampler.Dispose();
}
}