MoonWorksGraphicsTests/Examples/MSAACubeExample.cs

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2024-06-06 21:19:46 +00:00
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
using MoonWorks.Math;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class MSAACubeExample : Example
{
private GraphicsPipeline[] MsaaPipelines = new GraphicsPipeline[4];
private GraphicsPipeline CubemapPipeline;
private Texture[] RenderTargets = new Texture[4];
private GpuBuffer VertexBuffer;
private GpuBuffer IndexBuffer;
private Sampler Sampler;
private Vector3 camPos;
private SampleCount currentSampleCount;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("MSAACube");
Logger.LogInfo("Press Down to view the other side of the cubemap");
Logger.LogInfo("Press Left and Right to cycle between sample counts");
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
camPos = new Vector3(0, 0, 4);
currentSampleCount = SampleCount.Four;
// 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 cubemap pipeline
Shader cubemapVertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("Skybox.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV,
UniformBufferCount = 1
}
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);
Shader cubemapFragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("Skybox.frag"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Fragment,
ShaderFormat = ShaderFormat.SPIRV,
SamplerCount = 1
}
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);
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
cubemapVertShader,
cubemapFragShader
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
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CubemapPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create the MSAA render targets
for (int i = 0; i < RenderTargets.Length; i++)
{
TextureCreateInfo cubeCreateInfo = new TextureCreateInfo
{
Width = 16,
Height = 16,
Format = TextureFormat.R8G8B8A8,
Depth = 1,
LevelCount = 1,
SampleCount = (SampleCount)i,
UsageFlags = TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
IsCube = true,
LayerCount = 6
};
RenderTargets[i] = new Texture(GraphicsDevice, cubeCreateInfo);
}
// Create samplers
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the GPU resources
var resourceUploader = new ResourceUploader(GraphicsDevice);
VertexBuffer = resourceUploader.CreateBuffer(
[
new PositionVertex(new Vector3(-10, -10, -10)),
new PositionVertex(new Vector3(10, -10, -10)),
new PositionVertex(new Vector3(10, 10, -10)),
new PositionVertex(new Vector3(-10, 10, -10)),
new PositionVertex(new Vector3(-10, -10, 10)),
new PositionVertex(new Vector3(10, -10, 10)),
new PositionVertex(new Vector3(10, 10, 10)),
new PositionVertex(new Vector3(-10, 10, 10)),
new PositionVertex(new Vector3(-10, -10, -10)),
new PositionVertex(new Vector3(-10, 10, -10)),
new PositionVertex(new Vector3(-10, 10, 10)),
new PositionVertex(new Vector3(-10, -10, 10)),
new PositionVertex(new Vector3(10, -10, -10)),
new PositionVertex(new Vector3(10, 10, -10)),
new PositionVertex(new Vector3(10, 10, 10)),
new PositionVertex(new Vector3(10, -10, 10)),
new PositionVertex(new Vector3(-10, -10, -10)),
new PositionVertex(new Vector3(-10, -10, 10)),
new PositionVertex(new Vector3(10, -10, 10)),
new PositionVertex(new Vector3(10, -10, -10)),
new PositionVertex(new Vector3(-10, 10, -10)),
new PositionVertex(new Vector3(-10, 10, 10)),
new PositionVertex(new Vector3(10, 10, 10)),
new PositionVertex(new Vector3(10, 10, -10))
],
BufferUsageFlags.Vertex
);
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
[
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)
{
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
{
camPos.Z *= -1;
}
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)
{
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(75f),
(float)Window.Width / Window.Height,
0.01f,
100f
);
Matrix4x4 view = Matrix4x4.CreateLookAt(
camPos,
Vector3.Zero,
Vector3.Up
);
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
// Get a reference to the RT for the given sample count
int rtIndex = (int) currentSampleCount;
Texture rt = RenderTargets[rtIndex];
ColorAttachmentInfo rtAttachmentInfo = new ColorAttachmentInfo(
rt,
true,
Color.Black
);
RenderPass renderPass;
// Render a triangle to each slice of the cubemap
for (uint i = 0; i < 6; i += 1)
{
rtAttachmentInfo.TextureSlice.Layer = i;
renderPass = cmdbuf.BeginRenderPass(rtAttachmentInfo);
renderPass.BindGraphicsPipeline(MsaaPipelines[rtIndex]);
renderPass.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass(renderPass);
}
renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
swapchainTexture,
false,
Color.Black
)
);
renderPass.BindGraphicsPipeline(CubemapPipeline);
renderPass.BindVertexBuffer(VertexBuffer);
renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
renderPass.BindFragmentSampler(new TextureSamplerBinding(rt, Sampler));
renderPass.PushVertexUniformData(vertUniforms);
renderPass.DrawIndexedPrimitives(0, 0, 12);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
for (var i = 0; i < 4; i += 1)
{
MsaaPipelines[i].Dispose();
RenderTargets[i].Dispose();
}
CubemapPipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
Sampler.Dispose();
}
}