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",
|
2024-06-10 23:54:27 +00:00
|
|
|
|
new ShaderCreateInfo
|
|
|
|
|
{
|
|
|
|
|
ShaderStage = ShaderStage.Vertex,
|
|
|
|
|
ShaderFormat = ShaderFormat.SPIRV
|
|
|
|
|
}
|
2024-06-06 21:19:46 +00:00
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
Shader triangleFragShader = new Shader(
|
|
|
|
|
GraphicsDevice,
|
|
|
|
|
TestUtils.GetShaderPath("SolidColor.frag"),
|
|
|
|
|
"main",
|
2024-06-10 23:54:27 +00:00
|
|
|
|
new ShaderCreateInfo
|
|
|
|
|
{
|
|
|
|
|
ShaderStage = ShaderStage.Fragment,
|
|
|
|
|
ShaderFormat = ShaderFormat.SPIRV
|
|
|
|
|
}
|
2024-06-06 21:19:46 +00:00
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
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",
|
2024-06-10 23:54:27 +00:00
|
|
|
|
new ShaderCreateInfo
|
|
|
|
|
{
|
|
|
|
|
ShaderStage = ShaderStage.Vertex,
|
|
|
|
|
ShaderFormat = ShaderFormat.SPIRV,
|
|
|
|
|
UniformBufferCount = 1
|
|
|
|
|
}
|
2024-06-06 21:19:46 +00:00
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
Shader cubemapFragShader = new Shader(
|
|
|
|
|
GraphicsDevice,
|
|
|
|
|
TestUtils.GetShaderPath("Skybox.frag"),
|
|
|
|
|
"main",
|
2024-06-10 23:54:27 +00:00
|
|
|
|
new ShaderCreateInfo
|
|
|
|
|
{
|
|
|
|
|
ShaderStage = ShaderStage.Fragment,
|
|
|
|
|
ShaderFormat = ShaderFormat.SPIRV,
|
|
|
|
|
SamplerCount = 1
|
|
|
|
|
}
|
2024-06-06 21:19:46 +00:00
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
|
|
|
|
Window.SwapchainFormat,
|
|
|
|
|
cubemapVertShader,
|
|
|
|
|
cubemapFragShader
|
|
|
|
|
);
|
|
|
|
|
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
|
2024-06-10 23:54:27 +00:00
|
|
|
|
|
2024-06-06 21:19:46 +00:00
|
|
|
|
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();
|
|
|
|
|
}
|
|
|
|
|
}
|