added a depth-only visualization mode to the Cube test
parent
5c95f23c63
commit
a9f53af62c
202
Cube/CubeGame.cs
202
Cube/CubeGame.cs
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@ -9,29 +9,51 @@ namespace MoonWorks.Test
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class CubeGame : Game
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{
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private GraphicsPipeline cubePipeline;
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private GraphicsPipeline cubePipelineDepthOnly;
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private GraphicsPipeline skyboxPipeline;
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private GraphicsPipeline skyboxPipelineDepthOnly;
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private GraphicsPipeline blitPipeline;
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private Texture depthTexture;
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private Sampler depthSampler;
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private DepthUniforms depthUniforms;
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private Buffer cubeVertexBuffer;
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private Buffer skyboxVertexBuffer;
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private Buffer blitVertexBuffer;
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private Buffer indexBuffer;
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private Texture skyboxTexture;
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private Sampler skyboxSampler;
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private bool finishedLoading;
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private bool finishedLoading = false;
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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 bool depthOnlyEnabled = false;
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struct Uniforms
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struct ViewProjectionUniforms
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{
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public Matrix4x4 ViewProjection;
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public Uniforms(Matrix4x4 viewProjection)
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public ViewProjectionUniforms(Matrix4x4 viewProjection)
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{
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ViewProjection = viewProjection;
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}
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}
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struct DepthUniforms
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{
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public float ZNear;
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public float ZFar;
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public DepthUniforms(float zNear, float zFar)
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{
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ZNear = zNear;
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ZFar = zFar;
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}
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}
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void LoadCubemap(CommandBuffer cmdbuf, string[] imagePaths)
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{
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System.IntPtr textureData;
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@ -79,13 +101,24 @@ namespace MoonWorks.Test
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TestUtils.GetShaderPath("SkyboxFrag.spv")
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);
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ShaderModule blitVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadVert.spv")
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);
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ShaderModule blitFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedDepthQuadFrag.spv")
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);
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depthTexture = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.D16,
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TextureUsageFlags.DepthStencilTarget
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TextureUsageFlags.DepthStencilTarget | TextureUsageFlags.Sampler
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);
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depthSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
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depthUniforms = new DepthUniforms(0.01f, 100f);
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skyboxTexture = Texture.CreateTextureCube(
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GraphicsDevice,
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@ -111,56 +144,82 @@ namespace MoonWorks.Test
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36
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); // Using uint here just to test IndexElementSize=32
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blitVertexBuffer = Buffer.Create<PositionTextureVertex>(
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GraphicsDevice,
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BufferUsageFlags.Vertex,
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6
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);
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Task loadingTask = Task.Run(() => UploadGPUAssets());
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cubePipeline = new GraphicsPipeline(
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GraphicsDevice,
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new GraphicsPipelineCreateInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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// Create the cube pipelines
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GraphicsPipelineCreateInfo cubePipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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TextureFormat.D16,
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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<Uniforms>(cubeVertShaderModule, "main", 0),
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VertexInputState = new VertexInputState(
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DepthStencilState = DepthStencilState.DepthReadWrite,
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VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionUniforms>(cubeVertShaderModule, "main", 0),
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VertexInputState = new VertexInputState(
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VertexBinding.Create<PositionColorVertex>(),
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VertexAttribute.Create<PositionColorVertex>("Position", 0),
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VertexAttribute.Create<PositionColorVertex>("Color", 1)
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),
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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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);
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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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cubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
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skyboxPipeline = new GraphicsPipeline(
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GraphicsDevice,
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new GraphicsPipelineCreateInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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TextureFormat.D16,
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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<Uniforms>(skyboxVertShaderModule, "main", 0),
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VertexInputState = new VertexInputState(
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VertexBinding.Create<PositionVertex>(),
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VertexAttribute.Create<PositionVertex>("Position", 0)
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),
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
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RasterizerState = RasterizerState.CW_CullNone,
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MultisampleState = MultisampleState.None,
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}
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cubePipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
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cubePipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
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// Create the skybox pipelines
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GraphicsPipelineCreateInfo skyboxPipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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TextureFormat.D16,
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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<ViewProjectionUniforms>(skyboxVertShaderModule, "main", 0),
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VertexInputState = new VertexInputState(
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VertexBinding.Create<PositionVertex>(),
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VertexAttribute.Create<PositionVertex>("Position", 0)
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),
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
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RasterizerState = RasterizerState.CW_CullNone,
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MultisampleState = MultisampleState.None,
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};
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skyboxPipeline = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
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skyboxPipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
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skyboxPipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
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// Create the blit pipeline
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GraphicsPipelineCreateInfo blitPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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blitVertShaderModule,
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blitFragShaderModule
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);
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blitPipelineCreateInfo.VertexInputState = new VertexInputState(
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
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);
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blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<DepthUniforms>(blitFragShaderModule, "main", 1);
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blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo);
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}
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private void UploadGPUAssets()
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@ -254,6 +313,19 @@ namespace MoonWorks.Test
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}
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);
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cmdbuf.SetBufferData(
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blitVertexBuffer,
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new PositionTextureVertex[]
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{
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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}
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);
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LoadCubemap(cmdbuf, new string[]
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{
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TestUtils.GetTexturePath("right.png"),
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@ -268,6 +340,7 @@ namespace MoonWorks.Test
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finishedLoading = true;
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Logger.LogInfo("Finished loading!");
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Logger.LogInfo("Press A to toggle Depth-Only Mode");
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}
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protected override void Update(System.TimeSpan delta)
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@ -281,6 +354,12 @@ namespace MoonWorks.Test
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0,
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cubeTimer * 2f
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);
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if (Inputs.Keyboard.IsPressed(Input.KeyCode.A))
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{
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depthOnlyEnabled = !depthOnlyEnabled;
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Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled);
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}
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}
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protected override void Draw(double alpha)
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@ -288,15 +367,15 @@ namespace MoonWorks.Test
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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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depthUniforms.ZNear,
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depthUniforms.ZFar
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);
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Matrix4x4 view = Matrix4x4.CreateLookAt(
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new Vector3(0, 1.5f, 4f),
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Vector3.Zero,
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Vector3.Up
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);
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Uniforms skyboxUniforms = new Uniforms(view * proj);
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ViewProjectionUniforms skyboxUniforms = new ViewProjectionUniforms(view * proj);
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Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
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Quaternion.Slerp(
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@ -305,7 +384,7 @@ namespace MoonWorks.Test
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(float) alpha
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)
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);
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Uniforms cubeUniforms = new Uniforms(model * view * proj);
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ViewProjectionUniforms cubeUniforms = new ViewProjectionUniforms(model * view * proj);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow);
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@ -322,20 +401,29 @@ namespace MoonWorks.Test
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}
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else
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{
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cmdbuf.BeginRenderPass(
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new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)),
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new ColorAttachmentInfo(swapchainTexture, Color.CornflowerBlue)
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);
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if (!depthOnlyEnabled)
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{
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cmdbuf.BeginRenderPass(
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new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)),
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new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare)
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);
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}
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else
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{
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cmdbuf.BeginRenderPass(
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new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0))
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);
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}
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// Draw cube
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cmdbuf.BindGraphicsPipeline(cubePipeline);
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cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? cubePipelineDepthOnly : cubePipeline);
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cmdbuf.BindVertexBuffers(cubeVertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
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uint vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
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// Draw skybox
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cmdbuf.BindGraphicsPipeline(skyboxPipeline);
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cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? skyboxPipelineDepthOnly : skyboxPipeline);
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cmdbuf.BindVertexBuffers(skyboxVertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(skyboxTexture, skyboxSampler));
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@ -343,6 +431,20 @@ namespace MoonWorks.Test
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cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
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cmdbuf.EndRenderPass();
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if (depthOnlyEnabled)
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{
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// Draw the depth buffer as a grayscale image
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare));
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cmdbuf.BindGraphicsPipeline(blitPipeline);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(depthTexture, depthSampler));
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cmdbuf.BindVertexBuffers(blitVertexBuffer);
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uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(depthUniforms);
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cmdbuf.DrawPrimitives(0, 2, vertexParamOffset, fragParamOffset);
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cmdbuf.EndRenderPass();
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}
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}
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}
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Binary file not shown.
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@ -0,0 +1,26 @@
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#version 450
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layout (location = 0) in vec2 TexCoord;
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layout (location = 0) out vec4 FragColor;
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layout(binding = 0, set = 1) uniform sampler2D Sampler;
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layout (binding = 0, set = 3) uniform UniformBlock
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{
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float zNear;
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float zFar;
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};
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// Calculation taken from http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
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float linearizeDepth(float originalDepth)
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{
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return (2.0 * zNear) / (zFar + zNear - originalDepth * (zFar - zNear));
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}
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void main()
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{
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float d = texture(Sampler, TexCoord).r;
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d = linearizeDepth(d);
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FragColor = vec4(d, d, d, 1.0);
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}
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@ -38,4 +38,4 @@ Sets buffer data, gets the data back from the GPU, and prints the results to the
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**Cube**
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Renders a cubemap skybox and a spinning cube. Tests depth texture, cube texture, and 32-bit index buffers.
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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.
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