added a depth-only visualization mode to the Cube test

pull/1/head
Caleb Cornett 2022-11-12 14:27:10 -05:00
parent 5c95f23c63
commit a9f53af62c
4 changed files with 179 additions and 51 deletions

View File

@ -9,29 +9,51 @@ namespace MoonWorks.Test
class CubeGame : Game
{
private GraphicsPipeline cubePipeline;
private GraphicsPipeline cubePipelineDepthOnly;
private GraphicsPipeline skyboxPipeline;
private GraphicsPipeline skyboxPipelineDepthOnly;
private GraphicsPipeline blitPipeline;
private Texture depthTexture;
private Sampler depthSampler;
private DepthUniforms depthUniforms;
private Buffer cubeVertexBuffer;
private Buffer skyboxVertexBuffer;
private Buffer blitVertexBuffer;
private Buffer indexBuffer;
private Texture skyboxTexture;
private Sampler skyboxSampler;
private bool finishedLoading;
private bool finishedLoading = false;
private float cubeTimer = 0f;
private Quaternion cubeRotation = Quaternion.Identity;
private Quaternion previousCubeRotation = Quaternion.Identity;
private bool depthOnlyEnabled = false;
struct Uniforms
struct ViewProjectionUniforms
{
public Matrix4x4 ViewProjection;
public Uniforms(Matrix4x4 viewProjection)
public ViewProjectionUniforms(Matrix4x4 viewProjection)
{
ViewProjection = viewProjection;
}
}
struct DepthUniforms
{
public float ZNear;
public float ZFar;
public DepthUniforms(float zNear, float zFar)
{
ZNear = zNear;
ZFar = zFar;
}
}
void LoadCubemap(CommandBuffer cmdbuf, string[] imagePaths)
{
System.IntPtr textureData;
@ -79,13 +101,24 @@ namespace MoonWorks.Test
TestUtils.GetShaderPath("SkyboxFrag.spv")
);
ShaderModule blitVertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadVert.spv")
);
ShaderModule blitFragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedDepthQuadFrag.spv")
);
depthTexture = Texture.CreateTexture2D(
GraphicsDevice,
MainWindow.Width,
MainWindow.Height,
TextureFormat.D16,
TextureUsageFlags.DepthStencilTarget
TextureUsageFlags.DepthStencilTarget | TextureUsageFlags.Sampler
);
depthSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
depthUniforms = new DepthUniforms(0.01f, 100f);
skyboxTexture = Texture.CreateTextureCube(
GraphicsDevice,
@ -111,56 +144,82 @@ namespace MoonWorks.Test
36
); // Using uint here just to test IndexElementSize=32
blitVertexBuffer = Buffer.Create<PositionTextureVertex>(
GraphicsDevice,
BufferUsageFlags.Vertex,
6
);
Task loadingTask = Task.Run(() => UploadGPUAssets());
cubePipeline = new GraphicsPipeline(
GraphicsDevice,
new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
// Create the cube pipelines
GraphicsPipelineCreateInfo cubePipelineCreateInfo = new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D16,
new ColorAttachmentDescription(
MainWindow.SwapchainFormat,
ColorAttachmentBlendState.Opaque
)
),
DepthStencilState = DepthStencilState.DepthReadWrite,
VertexShaderInfo = GraphicsShaderInfo.Create<Uniforms>(cubeVertShaderModule, "main", 0),
VertexInputState = new VertexInputState(
DepthStencilState = DepthStencilState.DepthReadWrite,
VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionUniforms>(cubeVertShaderModule, "main", 0),
VertexInputState = new VertexInputState(
VertexBinding.Create<PositionColorVertex>(),
VertexAttribute.Create<PositionColorVertex>("Position", 0),
VertexAttribute.Create<PositionColorVertex>("Color", 1)
),
PrimitiveType = PrimitiveType.TriangleList,
FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
RasterizerState = RasterizerState.CW_CullBack,
MultisampleState = MultisampleState.None
}
);
PrimitiveType = PrimitiveType.TriangleList,
FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
RasterizerState = RasterizerState.CW_CullBack,
MultisampleState = MultisampleState.None
};
cubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
skyboxPipeline = new GraphicsPipeline(
GraphicsDevice,
new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D16,
new ColorAttachmentDescription(
MainWindow.SwapchainFormat,
ColorAttachmentBlendState.Opaque
)
),
DepthStencilState = DepthStencilState.DepthReadWrite,
VertexShaderInfo = GraphicsShaderInfo.Create<Uniforms>(skyboxVertShaderModule, "main", 0),
VertexInputState = new VertexInputState(
VertexBinding.Create<PositionVertex>(),
VertexAttribute.Create<PositionVertex>("Position", 0)
),
PrimitiveType = PrimitiveType.TriangleList,
FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
RasterizerState = RasterizerState.CW_CullNone,
MultisampleState = MultisampleState.None,
}
cubePipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
cubePipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
// Create the skybox pipelines
GraphicsPipelineCreateInfo skyboxPipelineCreateInfo = new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D16,
new ColorAttachmentDescription(
MainWindow.SwapchainFormat,
ColorAttachmentBlendState.Opaque
)
),
DepthStencilState = DepthStencilState.DepthReadWrite,
VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionUniforms>(skyboxVertShaderModule, "main", 0),
VertexInputState = new VertexInputState(
VertexBinding.Create<PositionVertex>(),
VertexAttribute.Create<PositionVertex>("Position", 0)
),
PrimitiveType = PrimitiveType.TriangleList,
FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
RasterizerState = RasterizerState.CW_CullNone,
MultisampleState = MultisampleState.None,
};
skyboxPipeline = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
skyboxPipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
skyboxPipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
// Create the blit pipeline
GraphicsPipelineCreateInfo blitPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
blitVertShaderModule,
blitFragShaderModule
);
blitPipelineCreateInfo.VertexInputState = new VertexInputState(
VertexBinding.Create<PositionTextureVertex>(),
VertexAttribute.Create<PositionTextureVertex>("Position", 0),
VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
);
blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<DepthUniforms>(blitFragShaderModule, "main", 1);
blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo);
}
private void UploadGPUAssets()
@ -254,6 +313,19 @@ namespace MoonWorks.Test
}
);
cmdbuf.SetBufferData(
blitVertexBuffer,
new PositionTextureVertex[]
{
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
}
);
LoadCubemap(cmdbuf, new string[]
{
TestUtils.GetTexturePath("right.png"),
@ -268,6 +340,7 @@ namespace MoonWorks.Test
finishedLoading = true;
Logger.LogInfo("Finished loading!");
Logger.LogInfo("Press A to toggle Depth-Only Mode");
}
protected override void Update(System.TimeSpan delta)
@ -281,6 +354,12 @@ namespace MoonWorks.Test
0,
cubeTimer * 2f
);
if (Inputs.Keyboard.IsPressed(Input.KeyCode.A))
{
depthOnlyEnabled = !depthOnlyEnabled;
Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled);
}
}
protected override void Draw(double alpha)
@ -288,15 +367,15 @@ namespace MoonWorks.Test
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(75f),
(float) MainWindow.Width / MainWindow.Height,
0.01f,
100f
depthUniforms.ZNear,
depthUniforms.ZFar
);
Matrix4x4 view = Matrix4x4.CreateLookAt(
new Vector3(0, 1.5f, 4f),
Vector3.Zero,
Vector3.Up
);
Uniforms skyboxUniforms = new Uniforms(view * proj);
ViewProjectionUniforms skyboxUniforms = new ViewProjectionUniforms(view * proj);
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
Quaternion.Slerp(
@ -305,7 +384,7 @@ namespace MoonWorks.Test
(float) alpha
)
);
Uniforms cubeUniforms = new Uniforms(model * view * proj);
ViewProjectionUniforms cubeUniforms = new ViewProjectionUniforms(model * view * proj);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow);
@ -322,20 +401,29 @@ namespace MoonWorks.Test
}
else
{
cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)),
new ColorAttachmentInfo(swapchainTexture, Color.CornflowerBlue)
);
if (!depthOnlyEnabled)
{
cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)),
new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare)
);
}
else
{
cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0))
);
}
// Draw cube
cmdbuf.BindGraphicsPipeline(cubePipeline);
cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? cubePipelineDepthOnly : cubePipeline);
cmdbuf.BindVertexBuffers(cubeVertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
uint vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
// Draw skybox
cmdbuf.BindGraphicsPipeline(skyboxPipeline);
cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? skyboxPipelineDepthOnly : skyboxPipeline);
cmdbuf.BindVertexBuffers(skyboxVertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(skyboxTexture, skyboxSampler));
@ -343,6 +431,20 @@ namespace MoonWorks.Test
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
cmdbuf.EndRenderPass();
if (depthOnlyEnabled)
{
// Draw the depth buffer as a grayscale image
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare));
cmdbuf.BindGraphicsPipeline(blitPipeline);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(depthTexture, depthSampler));
cmdbuf.BindVertexBuffers(blitVertexBuffer);
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(depthUniforms);
cmdbuf.DrawPrimitives(0, 2, vertexParamOffset, fragParamOffset);
cmdbuf.EndRenderPass();
}
}
}

View File

@ -0,0 +1,26 @@
#version 450
layout (location = 0) in vec2 TexCoord;
layout (location = 0) out vec4 FragColor;
layout(binding = 0, set = 1) uniform sampler2D Sampler;
layout (binding = 0, set = 3) uniform UniformBlock
{
float zNear;
float zFar;
};
// Calculation taken from http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
float linearizeDepth(float originalDepth)
{
return (2.0 * zNear) / (zFar + zNear - originalDepth * (zFar - zNear));
}
void main()
{
float d = texture(Sampler, TexCoord).r;
d = linearizeDepth(d);
FragColor = vec4(d, d, d, 1.0);
}

View File

@ -38,4 +38,4 @@ Sets buffer data, gets the data back from the GPU, and prints the results to the
**Cube**
Renders a cubemap skybox and a spinning cube. Tests depth texture, cube texture, and 32-bit index buffers.
Renders a cubemap skybox and a spinning cube. Tests depth textures, sampling from depth textures, depth-only render passes, cube textures, and 32-bit index buffers.