MSAACubeExample
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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 System.Runtime.InteropServices;
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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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private GpuBuffer VertexBuffer;
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private GpuBuffer IndexBuffer;
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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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ShaderStage.Vertex,
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ShaderFormat.SPIRV
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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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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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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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ShaderStage.Vertex,
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ShaderFormat.SPIRV
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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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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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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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pipelineCreateInfo.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo
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{
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UniformBufferCount = 1
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};
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pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
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{
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SamplerCount = 1,
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};
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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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@ -1,222 +0,0 @@
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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 System.Runtime.InteropServices;
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namespace MoonWorks.Test
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{
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class MSAACubeGame : Game
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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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private GpuBuffer vertexBuffer;
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private GpuBuffer indexBuffer;
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private Sampler sampler;
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private Vector3 camPos = new Vector3(0, 0, 4f);
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private SampleCount currentSampleCount = SampleCount.Four;
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public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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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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// Create the MSAA pipelines
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ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
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ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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TextureFormat.R8G8B8A8,
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triangleVertShaderModule,
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triangleFragShaderModule
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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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ShaderModule cubemapVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
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ShaderModule cubemapFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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cubemapVertShaderModule,
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cubemapFragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
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pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint)Marshal.SizeOf<TransformVertexUniform>();
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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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>(
|
|
||||||
[
|
|
||||||
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)
|
|
||||||
{
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void Draw(double alpha)
|
|
||||||
{
|
|
||||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
|
||||||
MathHelper.ToRadians(75f),
|
|
||||||
(float)MainWindow.Width / MainWindow.Height,
|
|
||||||
0.01f,
|
|
||||||
100f
|
|
||||||
);
|
|
||||||
Matrix4x4 view = Matrix4x4.CreateLookAt(
|
|
||||||
camPos,
|
|
||||||
Vector3.Zero,
|
|
||||||
Vector3.Up
|
|
||||||
);
|
|
||||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
|
|
||||||
|
|
||||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
|
||||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
|
||||||
if (backbuffer != 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,
|
|
||||||
WriteOptions.Cycle,
|
|
||||||
Color.Black
|
|
||||||
);
|
|
||||||
|
|
||||||
// Render a triangle to each slice of the cubemap
|
|
||||||
for (uint i = 0; i < 6; i += 1)
|
|
||||||
{
|
|
||||||
rtAttachmentInfo.TextureSlice.Layer = i;
|
|
||||||
|
|
||||||
cmdbuf.BeginRenderPass(rtAttachmentInfo);
|
|
||||||
cmdbuf.BindGraphicsPipeline(msaaPipelines[rtIndex]);
|
|
||||||
cmdbuf.DrawPrimitives(0, 1);
|
|
||||||
cmdbuf.EndRenderPass();
|
|
||||||
}
|
|
||||||
|
|
||||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
|
|
||||||
cmdbuf.BindGraphicsPipeline(cubemapPipeline);
|
|
||||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
|
||||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
|
||||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
|
|
||||||
cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
|
||||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12);
|
|
||||||
cmdbuf.EndRenderPass();
|
|
||||||
}
|
|
||||||
GraphicsDevice.Submit(cmdbuf);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void Main(string[] args)
|
|
||||||
{
|
|
||||||
MSAACubeGame game = new MSAACubeGame();
|
|
||||||
game.Run();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -38,6 +38,7 @@
|
||||||
<Compile Include="Examples\DrawIndirectExample.cs" />
|
<Compile Include="Examples\DrawIndirectExample.cs" />
|
||||||
<Compile Include="Examples\GetBufferDataExample.cs" />
|
<Compile Include="Examples\GetBufferDataExample.cs" />
|
||||||
<Compile Include="Examples\InstancingAndOffsetsExample.cs" />
|
<Compile Include="Examples\InstancingAndOffsetsExample.cs" />
|
||||||
|
<Compile Include="Examples\MSAACubeExample.cs" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<Import Project=".\CopyMoonlibs.targets" />
|
<Import Project=".\CopyMoonlibs.targets" />
|
||||||
|
|
|
@ -21,7 +21,8 @@ class Program : Game
|
||||||
new DepthMSAAExample(),
|
new DepthMSAAExample(),
|
||||||
new DrawIndirectExample(),
|
new DrawIndirectExample(),
|
||||||
new GetBufferDataExample(),
|
new GetBufferDataExample(),
|
||||||
new InstancingAndOffsetsExample()
|
new InstancingAndOffsetsExample(),
|
||||||
|
new MSAACubeExample()
|
||||||
];
|
];
|
||||||
|
|
||||||
int ExampleIndex = 0;
|
int ExampleIndex = 0;
|
||||||
|
|
Loading…
Reference in New Issue