using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; using MoonWorks.Math; using MoonWorks.Input; namespace MoonWorksGraphicsTests; class MSAACubeExample : Example { private GraphicsPipeline[] MsaaPipelines = new GraphicsPipeline[4]; private GraphicsPipeline CubemapPipeline; private Texture[] RenderTargets = new Texture[4]; private GpuBuffer VertexBuffer; private GpuBuffer IndexBuffer; private Sampler Sampler; private Vector3 camPos; private SampleCount currentSampleCount; public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Inputs = inputs; Window.SetTitle("MSAACube"); Logger.LogInfo("Press Down to view the other side of the cubemap"); Logger.LogInfo("Press Left and Right to cycle between sample counts"); Logger.LogInfo("Setting sample count to: " + currentSampleCount); camPos = new Vector3(0, 0, 4); currentSampleCount = SampleCount.Four; // Create the MSAA pipelines Shader triangleVertShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"), "main", ShaderStage.Vertex, ShaderFormat.SPIRV ); Shader triangleFragShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"), "main", ShaderStage.Fragment, ShaderFormat.SPIRV ); GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( TextureFormat.R8G8B8A8, triangleVertShader, triangleFragShader ); for (int i = 0; i < MsaaPipelines.Length; i += 1) { pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount)i; MsaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); } // Create the cubemap pipeline Shader cubemapVertShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"), "main", ShaderStage.Vertex, ShaderFormat.SPIRV ); Shader cubemapFragShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"), "main", ShaderStage.Fragment, ShaderFormat.SPIRV ); pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( Window.SwapchainFormat, cubemapVertShader, cubemapFragShader ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo { UniformBufferCount = 1 }; pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo { SamplerCount = 1, }; CubemapPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create the MSAA render targets for (int i = 0; i < RenderTargets.Length; i++) { TextureCreateInfo cubeCreateInfo = new TextureCreateInfo { Width = 16, Height = 16, Format = TextureFormat.R8G8B8A8, Depth = 1, LevelCount = 1, SampleCount = (SampleCount)i, UsageFlags = TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler, IsCube = true, LayerCount = 6 }; RenderTargets[i] = new Texture(GraphicsDevice, cubeCreateInfo); } // Create samplers Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); // Create and populate the GPU resources var resourceUploader = new ResourceUploader(GraphicsDevice); VertexBuffer = resourceUploader.CreateBuffer( [ new PositionVertex(new Vector3(-10, -10, -10)), new PositionVertex(new Vector3(10, -10, -10)), new PositionVertex(new Vector3(10, 10, -10)), new PositionVertex(new Vector3(-10, 10, -10)), new PositionVertex(new Vector3(-10, -10, 10)), new PositionVertex(new Vector3(10, -10, 10)), new PositionVertex(new Vector3(10, 10, 10)), new PositionVertex(new Vector3(-10, 10, 10)), new PositionVertex(new Vector3(-10, -10, -10)), new PositionVertex(new Vector3(-10, 10, -10)), new PositionVertex(new Vector3(-10, 10, 10)), new PositionVertex(new Vector3(-10, -10, 10)), new PositionVertex(new Vector3(10, -10, -10)), new PositionVertex(new Vector3(10, 10, -10)), new PositionVertex(new Vector3(10, 10, 10)), new PositionVertex(new Vector3(10, -10, 10)), new PositionVertex(new Vector3(-10, -10, -10)), new PositionVertex(new Vector3(-10, -10, 10)), new PositionVertex(new Vector3(10, -10, 10)), new PositionVertex(new Vector3(10, -10, -10)), new PositionVertex(new Vector3(-10, 10, -10)), new PositionVertex(new Vector3(-10, 10, 10)), new PositionVertex(new Vector3(10, 10, 10)), new PositionVertex(new Vector3(10, 10, -10)) ], BufferUsageFlags.Vertex ); IndexBuffer = resourceUploader.CreateBuffer( [ 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(); } public 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); } } public override void Draw(double alpha) { Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView( MathHelper.ToRadians(75f), (float)Window.Width / Window.Height, 0.01f, 100f ); Matrix4x4 view = Matrix4x4.CreateLookAt( camPos, Vector3.Zero, Vector3.Up ); TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window); if (swapchainTexture != 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, true, Color.Black ); RenderPass renderPass; // Render a triangle to each slice of the cubemap for (uint i = 0; i < 6; i += 1) { rtAttachmentInfo.TextureSlice.Layer = i; renderPass = cmdbuf.BeginRenderPass(rtAttachmentInfo); renderPass.BindGraphicsPipeline(MsaaPipelines[rtIndex]); renderPass.DrawPrimitives(0, 1); cmdbuf.EndRenderPass(renderPass); } renderPass = cmdbuf.BeginRenderPass( new ColorAttachmentInfo( swapchainTexture, false, Color.Black ) ); renderPass.BindGraphicsPipeline(CubemapPipeline); renderPass.BindVertexBuffer(VertexBuffer); renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen); renderPass.BindFragmentSampler(new TextureSamplerBinding(rt, Sampler)); renderPass.PushVertexUniformData(vertUniforms); renderPass.DrawIndexedPrimitives(0, 0, 12); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public override void Destroy() { for (var i = 0; i < 4; i += 1) { MsaaPipelines[i].Dispose(); RenderTargets[i].Dispose(); } CubemapPipeline.Dispose(); VertexBuffer.Dispose(); IndexBuffer.Dispose(); Sampler.Dispose(); } }