MoonWorksGraphicsTests/Cube/CubeGame.cs

359 lines
14 KiB
C#

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 skyboxPipeline;
private Texture depthTexture;
private Buffer cubeVertexBuffer;
private Buffer skyboxVertexBuffer;
private Buffer indexBuffer;
private Texture skyboxTexture;
private Sampler skyboxSampler;
private bool finishedLoading;
private float cubeTimer = 0f;
private Quaternion cubeRotation = Quaternion.Identity;
private Quaternion previousCubeRotation = Quaternion.Identity;
struct Uniforms
{
public Matrix4x4 ViewProjection;
public Uniforms(Matrix4x4 viewProjection)
{
ViewProjection = viewProjection;
}
}
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")
);
depthTexture = Texture.CreateTexture2D(
GraphicsDevice,
MainWindow.Width,
MainWindow.Height,
TextureFormat.D16,
TextureUsageFlags.DepthStencilTarget
);
skyboxTexture = Texture.CreateTextureCube(
GraphicsDevice,
2048,
TextureFormat.R8G8B8A8,
TextureUsageFlags.Sampler
);
skyboxSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
cubeVertexBuffer = Buffer.Create<PositionColorVertex>(
GraphicsDevice,
BufferUsageFlags.Vertex,
24
);
skyboxVertexBuffer = Buffer.Create<PositionVertex>(
GraphicsDevice,
BufferUsageFlags.Vertex,
24
);
indexBuffer = Buffer.Create<uint>(
GraphicsDevice,
BufferUsageFlags.Index,
36
); // Using uint here just to test IndexElementSize=32
Task loadingTask = Task.Run(() => UploadGPUAssets());
cubePipeline = new GraphicsPipeline(
GraphicsDevice,
new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D16,
new ColorAttachmentDescription(
MainWindow.SwapchainFormat,
ColorAttachmentBlendState.Opaque
)
),
DepthStencilState = DepthStencilState.DepthReadWrite,
VertexShaderInfo = GraphicsShaderInfo.Create<Uniforms>(cubeVertShaderModule, "main", 0),
VertexInputState = new VertexInputState(
VertexBinding.Create<PositionColorVertex>(),
VertexAttribute.Create<PositionColorVertex>("Position", 0),
VertexAttribute.Create<PositionColorVertex>("Color", 1)
),
PrimitiveType = PrimitiveType.TriangleList,
FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
RasterizerState = RasterizerState.CW_CullBack,
MultisampleState = MultisampleState.None
}
);
skyboxPipeline = new GraphicsPipeline(
GraphicsDevice,
new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D16,
new ColorAttachmentDescription(
MainWindow.SwapchainFormat,
ColorAttachmentBlendState.Opaque
)
),
DepthStencilState = DepthStencilState.DepthReadWrite,
VertexShaderInfo = GraphicsShaderInfo.Create<Uniforms>(skyboxVertShaderModule, "main", 0),
VertexInputState = new VertexInputState(
VertexBinding.Create<PositionVertex>(),
VertexAttribute.Create<PositionVertex>("Position", 0)
),
PrimitiveType = PrimitiveType.TriangleList,
FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
RasterizerState = RasterizerState.CW_CullNone,
MultisampleState = MultisampleState.None,
}
);
}
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
}
);
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!");
}
protected override void Update(System.TimeSpan delta)
{
cubeTimer += (float) delta.TotalSeconds;
previousCubeRotation = cubeRotation;
cubeRotation = Quaternion.CreateFromYawPitchRoll(
cubeTimer * 2f,
0,
cubeTimer * 2f
);
}
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(
new Vector3(0, 1.5f, 4f),
Vector3.Zero,
Vector3.Up
);
Uniforms skyboxUniforms = new Uniforms(view * proj);
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
Quaternion.Slerp(
previousCubeRotation,
cubeRotation,
(float) alpha
)
);
Uniforms cubeUniforms = new Uniforms(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
{
cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)),
new ColorAttachmentInfo(swapchainTexture, Color.CornflowerBlue)
);
// Draw cube
cmdbuf.BindGraphicsPipeline(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(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();
}
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
CubeGame game = new CubeGame();
game.Run();
}
}
}