DepthMSAAExample
parent
7b58a1ac06
commit
17aac39403
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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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private GpuBuffer CubeVertexBuffer1;
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private GpuBuffer CubeVertexBuffer2;
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private GpuBuffer CubeIndexBuffer;
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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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ShaderStage.Vertex,
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ShaderFormat.SPIRV
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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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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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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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VertexShaderResourceInfo = new GraphicsPipelineResourceInfo
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{
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UniformBufferCount = 1
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},
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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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@ -1,250 +0,0 @@
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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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namespace MoonWorks.Test
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{
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class DepthMSAAGame : Game
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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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private GpuBuffer cubeVertexBuffer1;
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private GpuBuffer cubeVertexBuffer2;
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private GpuBuffer cubeIndexBuffer;
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private float cubeTimer = 0f;
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private Quaternion cubeRotation = Quaternion.Identity;
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private Quaternion previousCubeRotation = Quaternion.Identity;
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private Vector3 camPos = new Vector3(0, 1.5f, 4f);
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private SampleCount currentSampleCount = SampleCount.Four;
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public DepthMSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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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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ShaderModule cubeVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
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);
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ShaderModule cubeFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.frag")
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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,
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new ColorAttachmentDescription(
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MainWindow.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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VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0),
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VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
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RasterizerState = RasterizerState.CW_CullBack,
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MultisampleState = MultisampleState.None
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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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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.R8G8B8A8,
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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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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.D32,
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TextureUsageFlags.DepthStencilTarget,
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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)),
|
|
||||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
|
|
||||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
|
|
||||||
|
|
||||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
|
|
||||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
|
|
||||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
|
|
||||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
|
|
||||||
|
|
||||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
|
|
||||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
|
|
||||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
|
|
||||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
|
|
||||||
|
|
||||||
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
|
|
||||||
new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
|
|
||||||
new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
|
|
||||||
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
|
|
||||||
|
|
||||||
new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
|
|
||||||
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
|
|
||||||
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
|
|
||||||
new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
|
|
||||||
]);
|
|
||||||
|
|
||||||
cubeVertexBuffer1 = resourceUploader.CreateBuffer(
|
|
||||||
cubeVertexData,
|
|
||||||
BufferUsageFlags.Vertex
|
|
||||||
);
|
|
||||||
|
|
||||||
// Scoot all the verts slightly for the second cube...
|
|
||||||
for (int i = 0; i < cubeVertexData.Length; i += 1)
|
|
||||||
{
|
|
||||||
cubeVertexData[i].Position.Z += 3;
|
|
||||||
}
|
|
||||||
|
|
||||||
cubeVertexBuffer2 = resourceUploader.CreateBuffer(
|
|
||||||
cubeVertexData,
|
|
||||||
BufferUsageFlags.Vertex
|
|
||||||
);
|
|
||||||
|
|
||||||
cubeIndexBuffer = resourceUploader.CreateBuffer<uint>(
|
|
||||||
[
|
|
||||||
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();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Rotate the cube
|
|
||||||
cubeTimer += (float) delta.TotalSeconds;
|
|
||||||
previousCubeRotation = cubeRotation;
|
|
||||||
cubeRotation = Quaternion.CreateFromYawPitchRoll(cubeTimer * 2f, 0, cubeTimer * 2f);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void Draw(double alpha)
|
|
||||||
{
|
|
||||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
|
||||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
|
||||||
if (backbuffer != null)
|
|
||||||
{
|
|
||||||
// Set up cube model-view-projection matrix
|
|
||||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
|
||||||
MathHelper.ToRadians(75f),
|
|
||||||
(float) MainWindow.Width / MainWindow.Height,
|
|
||||||
0.01f,
|
|
||||||
100f
|
|
||||||
);
|
|
||||||
Matrix4x4 view = Matrix4x4.CreateLookAt(camPos, Vector3.Zero, Vector3.Up);
|
|
||||||
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
|
|
||||||
Quaternion.Slerp(
|
|
||||||
previousCubeRotation,
|
|
||||||
cubeRotation,
|
|
||||||
(float) alpha
|
|
||||||
)
|
|
||||||
);
|
|
||||||
TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
|
|
||||||
|
|
||||||
// Begin the MSAA RT pass
|
|
||||||
int index = (int) currentSampleCount;
|
|
||||||
cmdbuf.BeginRenderPass(
|
|
||||||
new DepthStencilAttachmentInfo(depthRTs[index], WriteOptions.Cycle, new DepthStencilValue(1, 0)),
|
|
||||||
new ColorAttachmentInfo(renderTargets[index], WriteOptions.Cycle, Color.Black)
|
|
||||||
);
|
|
||||||
cmdbuf.BindGraphicsPipeline(cubePipelines[index]);
|
|
||||||
|
|
||||||
// Draw the first cube
|
|
||||||
cmdbuf.BindVertexBuffers(cubeVertexBuffer1);
|
|
||||||
cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
|
|
||||||
cmdbuf.PushVertexShaderUniforms(cubeUniforms);
|
|
||||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12);
|
|
||||||
|
|
||||||
// Draw the second cube
|
|
||||||
cmdbuf.BindVertexBuffers(cubeVertexBuffer2);
|
|
||||||
cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
|
|
||||||
cmdbuf.PushVertexShaderUniforms(cubeUniforms);
|
|
||||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12);
|
|
||||||
|
|
||||||
cmdbuf.EndRenderPass();
|
|
||||||
|
|
||||||
// Blit the MSAA RT to the backbuffer
|
|
||||||
// A copy would work fine here as well
|
|
||||||
cmdbuf.Blit(
|
|
||||||
renderTargets[index],
|
|
||||||
backbuffer,
|
|
||||||
Filter.Nearest,
|
|
||||||
WriteOptions.Safe
|
|
||||||
);
|
|
||||||
}
|
|
||||||
GraphicsDevice.Submit(cmdbuf);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void Main(string[] args)
|
|
||||||
{
|
|
||||||
DepthMSAAGame game = new DepthMSAAGame();
|
|
||||||
game.Run();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -34,6 +34,7 @@
|
||||||
<Compile Include="Examples\CopyTextureExample.cs" />
|
<Compile Include="Examples\CopyTextureExample.cs" />
|
||||||
<Compile Include="Examples\CubeExample.cs" />
|
<Compile Include="Examples\CubeExample.cs" />
|
||||||
<Compile Include="Examples\CullFaceExample.cs" />
|
<Compile Include="Examples\CullFaceExample.cs" />
|
||||||
|
<Compile Include="Examples\DepthMSAAExample.cs" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<Import Project=".\CopyMoonlibs.targets" />
|
<Import Project=".\CopyMoonlibs.targets" />
|
||||||
|
|
|
@ -17,7 +17,8 @@ class Program : Game
|
||||||
new ComputeUniformsExample(),
|
new ComputeUniformsExample(),
|
||||||
new CopyTextureExample(),
|
new CopyTextureExample(),
|
||||||
new CubeExample(),
|
new CubeExample(),
|
||||||
new CullFaceExample()
|
new CullFaceExample(),
|
||||||
|
new DepthMSAAExample()
|
||||||
];
|
];
|
||||||
|
|
||||||
int ExampleIndex = 0;
|
int ExampleIndex = 0;
|
||||||
|
|
Loading…
Reference in New Issue