223 lines
7.2 KiB
C#
223 lines
7.2 KiB
C#
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 GpuBuffer vertexBuffer;
|
|
private GpuBuffer indexBuffer;
|
|
private Sampler sampler;
|
|
|
|
private Vector3 camPos = new Vector3(0, 0, 4f);
|
|
|
|
private SampleCount currentSampleCount = SampleCount.Four;
|
|
|
|
public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 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<PositionVertex>();
|
|
pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint)Marshal.SizeOf<TransformVertexUniform>();
|
|
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,
|
|
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<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
|
|
],
|
|
BufferUsageFlags.Index
|
|
);
|
|
|
|
resourceUploader.Upload();
|
|
resourceUploader.Dispose();
|
|
}
|
|
|
|
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,
|
|
WriteOptions.SafeDiscard,
|
|
Color.Black
|
|
);
|
|
|
|
// Render a triangle to each slice of the cubemap
|
|
for (uint i = 0; i < 6; i += 1)
|
|
{
|
|
rtAttachmentInfo.TextureSlice.Layer = i;
|
|
|
|
cmdbuf.BeginRenderPass(rtAttachmentInfo);
|
|
cmdbuf.BindGraphicsPipeline(msaaPipelines[rtIndex]);
|
|
cmdbuf.DrawPrimitives(0, 1);
|
|
cmdbuf.EndRenderPass();
|
|
}
|
|
|
|
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.SafeDiscard, Color.Black));
|
|
cmdbuf.BindGraphicsPipeline(cubemapPipeline);
|
|
cmdbuf.BindVertexBuffers(vertexBuffer);
|
|
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
|
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
|
|
cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
|
cmdbuf.DrawIndexedPrimitives(0, 0, 12);
|
|
cmdbuf.EndRenderPass();
|
|
}
|
|
GraphicsDevice.Submit(cmdbuf);
|
|
}
|
|
|
|
public static void Main(string[] args)
|
|
{
|
|
MSAACubeGame game = new MSAACubeGame();
|
|
game.Run();
|
|
}
|
|
}
|
|
}
|