462 lines
19 KiB
C#
462 lines
19 KiB
C#
using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math;
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using MoonWorks.Math.Float;
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using System.Threading.Tasks;
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namespace MoonWorks.Test
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{
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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 = 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 ViewProjectionUniforms
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{
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public 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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int w, h, numChannels;
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for (uint i = 0; i < imagePaths.Length; i++)
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{
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textureData = RefreshCS.Refresh.Refresh_Image_Load(
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imagePaths[i],
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out w,
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out h,
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out numChannels
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);
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cmdbuf.SetTextureData(
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new TextureSlice(
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skyboxTexture,
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new Rect(0, 0, w, h),
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0,
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i
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),
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textureData,
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(uint) (w * h * 4) // w * h * numChannels does not work
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);
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RefreshCS.Refresh.Refresh_Image_Free(textureData);
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}
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}
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public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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ShaderModule cubeVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorVertWithMatrix.spv")
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);
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ShaderModule cubeFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.spv")
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);
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ShaderModule skyboxVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("SkyboxVert.spv")
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);
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ShaderModule skyboxFragShaderModule = new ShaderModule(
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GraphicsDevice,
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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 | 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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2048,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.Sampler
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);
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skyboxSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
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cubeVertexBuffer = Buffer.Create<PositionColorVertex>(
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GraphicsDevice,
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BufferUsageFlags.Vertex,
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24
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);
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skyboxVertexBuffer = Buffer.Create<PositionVertex>(
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GraphicsDevice,
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BufferUsageFlags.Vertex,
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24
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);
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indexBuffer = Buffer.Create<uint>(
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GraphicsDevice,
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BufferUsageFlags.Index,
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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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// 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<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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cubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
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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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MainWindow.SwapchainFormat,
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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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{
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Logger.LogInfo("Loading...");
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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cubeVertexBuffer,
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new PositionColorVertex[]
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{
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
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}
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);
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cmdbuf.SetBufferData(
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skyboxVertexBuffer,
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new PositionVertex[]
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{
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(10, 10, -10)),
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new PositionVertex(new Vector3(-10, 10, -10)),
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new PositionVertex(new Vector3(-10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, 10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(-10, 10, -10)),
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(-10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(10, 10, -10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(10, -10, 10)),
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new PositionVertex(new Vector3(-10, -10, -10)),
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new PositionVertex(new Vector3(-10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, 10)),
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new PositionVertex(new Vector3(10, -10, -10)),
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new PositionVertex(new Vector3(-10, 10, -10)),
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new PositionVertex(new Vector3(-10, 10, 10)),
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new PositionVertex(new Vector3(10, 10, 10)),
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new PositionVertex(new Vector3(10, 10, -10))
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}
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);
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cmdbuf.SetBufferData(
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indexBuffer,
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new uint[]
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{
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0, 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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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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TestUtils.GetTexturePath("left.png"),
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TestUtils.GetTexturePath("top.png"),
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TestUtils.GetTexturePath("bottom.png"),
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TestUtils.GetTexturePath("front.png"),
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TestUtils.GetTexturePath("back.png")
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});
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GraphicsDevice.Submit(cmdbuf);
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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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{
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cubeTimer += (float) delta.TotalSeconds;
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previousCubeRotation = cubeRotation;
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cubeRotation = Quaternion.CreateFromYawPitchRoll(
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cubeTimer * 2f,
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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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{
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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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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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ViewProjectionUniforms skyboxUniforms = new ViewProjectionUniforms(view * proj);
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Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
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Quaternion.Slerp(
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previousCubeRotation,
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cubeRotation,
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(float) alpha
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)
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);
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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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if (swapchainTexture != null)
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{
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if (!finishedLoading)
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{
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float sine = System.MathF.Abs(System.MathF.Sin(cubeTimer));
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Color clearColor = new Color(sine, sine, sine);
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// Just show a clear screen.
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, clearColor));
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cmdbuf.EndRenderPass();
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}
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else
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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(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(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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vertexParamOffset = cmdbuf.PushVertexShaderUniforms(skyboxUniforms);
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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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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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CubeGame game = new CubeGame();
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game.Run();
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}
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}
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}
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