MoonWorksGraphicsTests/Examples/ComputeSpriteBatchExample.cs

245 lines
6.4 KiB
C#

using System;
using System.Runtime.InteropServices;
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
using Buffer = MoonWorks.Graphics.Buffer;
namespace MoonWorksGraphicsTests;
class ComputeSpriteBatchExample : Example
{
ComputePipeline ComputePipeline;
GraphicsPipeline RenderPipeline;
Sampler Sampler;
Texture SpriteTexture;
TransferBuffer SpriteComputeTransferBuffer;
Buffer SpriteComputeBuffer;
Buffer SpriteVertexBuffer;
Buffer SpriteIndexBuffer;
const int MAX_SPRITE_COUNT = 8192;
Random Random = new Random();
[StructLayout(LayoutKind.Explicit, Size = 48)]
struct ComputeSpriteData
{
[FieldOffset(0)]
public Vector3 Position;
[FieldOffset(12)]
public float Rotation;
[FieldOffset(16)]
public Vector2 Size;
[FieldOffset(32)]
public Vector4 Color;
}
public override unsafe void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("ComputeSpriteBatch");
Shader vertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadColorWithMatrix.vert"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV,
UniformBufferCount = 1
}
);
Shader fragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadColor.frag"),
"main",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Fragment,
ShaderFormat = ShaderFormat.SPIRV,
SamplerCount = 1
}
);
GraphicsPipelineCreateInfo renderPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
);
renderPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureColorVertex>();
RenderPipeline = new GraphicsPipeline(GraphicsDevice, renderPipelineCreateInfo);
ComputePipeline = new ComputePipeline(
GraphicsDevice,
TestUtils.GetShaderPath("SpriteBatch.comp"),
"main",
new ComputePipelineCreateInfo
{
ShaderFormat = ShaderFormat.SPIRV,
ReadOnlyStorageBufferCount = 1,
ReadWriteStorageBufferCount = 1,
ThreadCountX = 64,
ThreadCountY = 1,
ThreadCountZ = 1
}
);
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the sprite texture
var resourceUploader = new ResourceUploader(GraphicsDevice);
SpriteTexture = resourceUploader.CreateTexture2DFromCompressed(TestUtils.GetTexturePath("ravioli.png"));
resourceUploader.Upload();
resourceUploader.Dispose();
SpriteComputeTransferBuffer = TransferBuffer.Create<ComputeSpriteData>(
GraphicsDevice,
TransferUsage.Buffer,
TransferBufferMapFlags.Write,
MAX_SPRITE_COUNT
);
SpriteComputeBuffer = Buffer.Create<ComputeSpriteData>(
GraphicsDevice,
BufferUsageFlags.ComputeStorageRead,
MAX_SPRITE_COUNT
);
SpriteVertexBuffer = Buffer.Create<PositionTextureColorVertex>(
GraphicsDevice,
BufferUsageFlags.ComputeStorageWrite | BufferUsageFlags.Vertex,
MAX_SPRITE_COUNT * 4
);
SpriteIndexBuffer = Buffer.Create<uint>(
GraphicsDevice,
BufferUsageFlags.Index,
MAX_SPRITE_COUNT * 6
);
TransferBuffer spriteIndexTransferBuffer = TransferBuffer.Create<uint>(
GraphicsDevice,
TransferUsage.Buffer,
TransferBufferMapFlags.Write,
MAX_SPRITE_COUNT * 6
);
spriteIndexTransferBuffer.Map(false, out byte* mapPointer);
uint *indexPointer = (uint*) mapPointer;
for (uint i = 0, j = 0; i < MAX_SPRITE_COUNT * 6; i += 6, j += 4)
{
indexPointer[i] = j;
indexPointer[i + 1] = j + 1;
indexPointer[i + 2] = j + 2;
indexPointer[i + 3] = j + 3;
indexPointer[i + 4] = j + 2;
indexPointer[i + 5] = j + 1;
}
spriteIndexTransferBuffer.Unmap();
var cmdbuf = GraphicsDevice.AcquireCommandBuffer();
var copyPass = cmdbuf.BeginCopyPass();
copyPass.UploadToBuffer(spriteIndexTransferBuffer, SpriteIndexBuffer, false);
cmdbuf.EndCopyPass(copyPass);
GraphicsDevice.Submit(cmdbuf);
}
public override void Update(TimeSpan delta)
{
}
public override unsafe void Draw(double alpha)
{
Matrix4x4 cameraMatrix =
Matrix4x4.CreateOrthographicOffCenter(
0,
640,
480,
0,
0,
-1f
);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
// Build sprite compute transfer
SpriteComputeTransferBuffer.Map(true, out byte* mapPointer);
ComputeSpriteData *dataPointer = (ComputeSpriteData*) mapPointer;
for (var i = 0; i < MAX_SPRITE_COUNT; i += 1)
{
dataPointer[i] = new ComputeSpriteData
{
Position = new Vector3(Random.Next(640), Random.Next(480), 0),
Rotation = (float) (Random.NextDouble() * System.Math.PI * 2),
Size = new Vector2(32, 32),
Color = new Vector4(1f, 1f, 1f, 1f)
};
}
SpriteComputeTransferBuffer.Unmap();
// Upload compute data to buffer
var copyPass = cmdbuf.BeginCopyPass();
copyPass.UploadToBuffer(SpriteComputeTransferBuffer, SpriteComputeBuffer, true);
cmdbuf.EndCopyPass(copyPass);
// Set up compute pass to build sprite vertex buffer
var computePass = cmdbuf.BeginComputePass(new StorageBufferReadWriteBinding
{
Buffer = SpriteVertexBuffer,
Cycle = true
});
computePass.BindComputePipeline(ComputePipeline);
computePass.BindStorageBuffer(SpriteComputeBuffer);
computePass.Dispatch(MAX_SPRITE_COUNT / 64, 1, 1);
cmdbuf.EndComputePass(computePass);
// Render sprites using vertex buffer
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(swapchainTexture, false, Color.Black)
);
renderPass.BindGraphicsPipeline(RenderPipeline);
renderPass.BindVertexBuffer(SpriteVertexBuffer);
renderPass.BindIndexBuffer(SpriteIndexBuffer, IndexElementSize.ThirtyTwo);
renderPass.BindFragmentSampler(new TextureSamplerBinding(SpriteTexture, Sampler));
renderPass.PushVertexUniformData(cameraMatrix);
renderPass.DrawIndexedPrimitives(0, 0, MAX_SPRITE_COUNT * 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
ComputePipeline.Dispose();
RenderPipeline.Dispose();
Sampler.Dispose();
SpriteTexture.Dispose();
SpriteComputeTransferBuffer.Dispose();
SpriteComputeBuffer.Dispose();
SpriteVertexBuffer.Dispose();
SpriteIndexBuffer.Dispose();
}
}