using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math; using MoonWorks.Math.Float; using System.Threading.Tasks; 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 = false; private float cubeTimer = 0f; private Quaternion cubeRotation = Quaternion.Identity; private Quaternion previousCubeRotation = Quaternion.Identity; private bool depthOnlyEnabled = false; private Vector3 camPos = new Vector3(0, 1.5f, 4f); struct ViewProjectionUniforms { public 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; int w, h, numChannels; for (uint i = 0; i < imagePaths.Length; i++) { textureData = RefreshCS.Refresh.Refresh_Image_Load( imagePaths[i], out w, out h, out numChannels ); cmdbuf.SetTextureData( new TextureSlice( skyboxTexture, new Rect(0, 0, w, h), 0, i ), textureData, (uint) (w * h * 4) // w * h * numChannels does not work ); RefreshCS.Refresh.Refresh_Image_Free(textureData); } } public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { ShaderModule cubeVertShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("PositionColorVertWithMatrix.spv") ); ShaderModule cubeFragShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv") ); ShaderModule skyboxVertShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("SkyboxVert.spv") ); ShaderModule skyboxFragShaderModule = new ShaderModule( GraphicsDevice, 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.Sampler ); depthSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo()); depthUniforms = new DepthUniforms(0.01f, 100f); skyboxTexture = Texture.CreateTextureCube( GraphicsDevice, 2048, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler ); skyboxSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo()); cubeVertexBuffer = Buffer.Create( GraphicsDevice, BufferUsageFlags.Vertex, 24 ); skyboxVertexBuffer = Buffer.Create( GraphicsDevice, BufferUsageFlags.Vertex, 24 ); indexBuffer = Buffer.Create( GraphicsDevice, BufferUsageFlags.Index, 36 ); // Using uint here just to test IndexElementSize=32 blitVertexBuffer = Buffer.Create( GraphicsDevice, BufferUsageFlags.Vertex, 6 ); Task loadingTask = Task.Run(() => UploadGPUAssets()); // 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(cubeVertShaderModule, "main", 0), VertexInputState = VertexInputState.CreateSingleBinding(), PrimitiveType = PrimitiveType.TriangleList, FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0), RasterizerState = RasterizerState.CW_CullBack, MultisampleState = MultisampleState.None }; cubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo); 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(skyboxVertShaderModule, "main", 0), VertexInputState = VertexInputState.CreateSingleBinding(), 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( MainWindow.SwapchainFormat, blitVertShaderModule, blitFragShaderModule ); blitPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create(blitFragShaderModule, "main", 1); blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo); } private void UploadGPUAssets() { Logger.LogInfo("Loading..."); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); cmdbuf.SetBufferData( cubeVertexBuffer, new PositionColorVertex[] { new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)), new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)), new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)), new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)), new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)), new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)), new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)), new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)), new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)), new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)), new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)), new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)), new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)), new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)), new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)), new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)), new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)), new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)), new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)), new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)), new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)), new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)), new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)), new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f)) } ); cmdbuf.SetBufferData( skyboxVertexBuffer, new PositionVertex[] { 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)) } ); cmdbuf.SetBufferData( indexBuffer, new uint[] { 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 } ); 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"), TestUtils.GetTexturePath("left.png"), TestUtils.GetTexturePath("top.png"), TestUtils.GetTexturePath("bottom.png"), TestUtils.GetTexturePath("front.png"), TestUtils.GetTexturePath("back.png") }); GraphicsDevice.Submit(cmdbuf); finishedLoading = true; Logger.LogInfo("Finished loading!"); Logger.LogInfo("Press Left to toggle Depth-Only Mode"); Logger.LogInfo("Press Down to move the camera upwards"); } protected override void Update(System.TimeSpan delta) { cubeTimer += (float) delta.TotalSeconds; previousCubeRotation = cubeRotation; cubeRotation = Quaternion.CreateFromYawPitchRoll( cubeTimer * 2f, 0, cubeTimer * 2f ); if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Bottom)) { camPos.Y = System.MathF.Min(camPos.Y + 0.2f, 15f); } else { camPos.Y = System.MathF.Max(camPos.Y - 0.4f, 1.5f); } if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) { depthOnlyEnabled = !depthOnlyEnabled; Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled); } } protected override void Draw(double alpha) { Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView( MathHelper.ToRadians(75f), (float) MainWindow.Width / MainWindow.Height, depthUniforms.ZNear, depthUniforms.ZFar ); Matrix4x4 view = Matrix4x4.CreateLookAt( camPos, Vector3.Zero, Vector3.Up ); ViewProjectionUniforms skyboxUniforms = new ViewProjectionUniforms(view * proj); Matrix4x4 model = Matrix4x4.CreateFromQuaternion( Quaternion.Slerp( previousCubeRotation, cubeRotation, (float) alpha ) ); ViewProjectionUniforms cubeUniforms = new ViewProjectionUniforms(model * view * proj); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow); if (swapchainTexture != null) { if (!finishedLoading) { float sine = System.MathF.Abs(System.MathF.Sin(cubeTimer)); Color clearColor = new Color(sine, sine, sine); // Just show a clear screen. cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, clearColor)); cmdbuf.EndRenderPass(); } else { 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(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(depthOnlyEnabled ? skyboxPipelineDepthOnly : skyboxPipeline); cmdbuf.BindVertexBuffers(skyboxVertexBuffer); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.ThirtyTwo); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(skyboxTexture, skyboxSampler)); vertexParamOffset = cmdbuf.PushVertexShaderUniforms(skyboxUniforms); 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(); } } } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { CubeGame game = new CubeGame(); game.Run(); } } }