using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; using MoonWorks.Math; using System.Runtime.InteropServices; namespace MoonWorks.Test { class MSAACubeGame : Game { private GraphicsPipeline[] msaaPipelines = new GraphicsPipeline[4]; private GraphicsPipeline cubemapPipeline; private Texture[] renderTargets = new Texture[4]; private Buffer vertexBuffer; private Buffer indexBuffer; private Sampler sampler; private Vector3 camPos = new Vector3(0, 0, 4f); private SampleCount currentSampleCount = SampleCount.Four; public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { 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); // Create the MSAA pipelines ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert")); ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( TextureFormat.R8G8B8A8, triangleVertShaderModule, triangleFragShaderModule ); for (int i = 0; i < msaaPipelines.Length; i += 1) { pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount)i; msaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); } // Create the cubemap pipeline ShaderModule cubemapVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert")); ShaderModule cubemapFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag")); pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, cubemapVertShaderModule, cubemapFragShaderModule ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint)Marshal.SizeOf(); pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 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 }; renderTargets[i] = new Texture(GraphicsDevice, cubeCreateInfo); } // Create samplers sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); // Create and populate the GPU resources vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 24); indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 36); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); cmdbuf.SetBufferData( vertexBuffer, 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 ushort[] { 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 } ); GraphicsDevice.Submit(cmdbuf); } protected 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); } } protected override void Draw(double alpha) { Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView( MathHelper.ToRadians(75f), (float)MainWindow.Width / MainWindow.Height, 0.01f, 100f ); Matrix4x4 view = Matrix4x4.CreateLookAt( camPos, Vector3.Zero, Vector3.Up ); TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != 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, Color.Black ); // Render a triangle to each slice of the cubemap for (uint i = 0; i < 6; i += 1) { rtAttachmentInfo.Layer = i; cmdbuf.BeginRenderPass(rtAttachmentInfo); cmdbuf.BindGraphicsPipeline(msaaPipelines[rtIndex]); cmdbuf.DrawPrimitives(0, 1, 0, 0); cmdbuf.EndRenderPass(); } cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black)); cmdbuf.BindGraphicsPipeline(cubemapPipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler)); uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms); cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { MSAACubeGame game = new MSAACubeGame(); game.Run(); } } }