Added MSAACube test + minor cleanup
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
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</Project>
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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 Buffer vertexBuffer;
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private Buffer 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(), 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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};
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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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vertexBuffer = Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 36);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionVertex[]
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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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);
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cmdbuf.SetBufferData(
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indexBuffer,
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new 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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);
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GraphicsDevice.Submit(cmdbuf);
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}
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protected 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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protected 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)MainWindow.Width / MainWindow.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? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != 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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Color.Black
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);
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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.Layer = i;
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cmdbuf.BeginRenderPass(rtAttachmentInfo);
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cmdbuf.BindGraphicsPipeline(msaaPipelines[rtIndex]);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.EndRenderPass();
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}
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
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cmdbuf.BindGraphicsPipeline(cubemapPipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
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uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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MSAACubeGame game = new MSAACubeGame();
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game.Run();
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}
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}
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}
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@ -61,7 +61,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "WindowResizing", "WindowRes
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTexture2D", "RenderTexture2D\RenderTexture2D.csproj", "{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture2D", "RenderTexture2D\RenderTexture2D.csproj", "{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MSAACube", "MSAACube\MSAACube.csproj", "{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@ -189,6 +191,10 @@ Global
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{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.Build.0 = Release|Any CPU
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{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -108,6 +108,10 @@ Demonstrates stencil masking using two triangles. Tests stencil buffers and basi
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Displays two cubes floating around each other on a multisampled surface. Tests multisampled depth buffers.
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**MSAACube**
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Same as RenderTextureCube, but with MSAA cube RTs. Draws triangles to each cubemap face so there's something to see. Tests cube render target MSAA.
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**WindowResizing**
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Tests resizing the window to various resolutions.
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