296 lines
10 KiB
C#
296 lines
10 KiB
C#
using MoonWorks;
|
|
using MoonWorks.Math.Float;
|
|
using MoonWorks.Math;
|
|
using MoonWorks.Graphics;
|
|
|
|
namespace MoonWorks.Test
|
|
{
|
|
class DepthMSAAGame : Game
|
|
{
|
|
private GraphicsPipeline[] cubePipelines = new GraphicsPipeline[4];
|
|
private GraphicsPipeline blitPipeline;
|
|
private Texture[] renderTargets = new Texture[4];
|
|
private Texture[] depthRTs = new Texture[4];
|
|
private Sampler rtSampler;
|
|
private Buffer cubeVertexBuffer1;
|
|
private Buffer cubeVertexBuffer2;
|
|
private Buffer cubeIndexBuffer;
|
|
private Buffer quadVertexBuffer;
|
|
private Buffer quadIndexBuffer;
|
|
|
|
private float cubeTimer = 0f;
|
|
private Quaternion cubeRotation = Quaternion.Identity;
|
|
private Quaternion previousCubeRotation = Quaternion.Identity;
|
|
private Vector3 camPos = new Vector3(0, 1.5f, 4f);
|
|
|
|
private SampleCount currentSampleCount = SampleCount.Four;
|
|
|
|
public DepthMSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
|
{
|
|
Logger.LogInfo("Press Left and Right to cycle between sample counts");
|
|
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
|
|
|
// Create the cube pipelines
|
|
ShaderModule cubeVertShaderModule = new ShaderModule(
|
|
GraphicsDevice,
|
|
TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
|
|
);
|
|
ShaderModule cubeFragShaderModule = new ShaderModule(
|
|
GraphicsDevice,
|
|
TestUtils.GetShaderPath("SolidColor.frag")
|
|
);
|
|
|
|
GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
|
|
{
|
|
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
|
TextureFormat.D32,
|
|
new ColorAttachmentDescription(
|
|
MainWindow.SwapchainFormat,
|
|
ColorAttachmentBlendState.Opaque
|
|
)
|
|
),
|
|
DepthStencilState = DepthStencilState.DepthReadWrite,
|
|
VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0),
|
|
VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
|
|
PrimitiveType = PrimitiveType.TriangleList,
|
|
FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
|
|
RasterizerState = RasterizerState.CW_CullBack,
|
|
MultisampleState = MultisampleState.None
|
|
};
|
|
|
|
for (int i = 0; i < cubePipelines.Length; i += 1)
|
|
{
|
|
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
|
|
cubePipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
|
}
|
|
|
|
// Create the blit pipeline
|
|
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
|
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
|
|
|
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
|
MainWindow.SwapchainFormat,
|
|
blitVertShaderModule,
|
|
blitFragShaderModule
|
|
);
|
|
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
|
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
|
blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
|
|
|
// Create the MSAA render textures and depth textures
|
|
for (int i = 0; i < renderTargets.Length; i += 1)
|
|
{
|
|
renderTargets[i] = Texture.CreateTexture2D(
|
|
GraphicsDevice,
|
|
MainWindow.Width,
|
|
MainWindow.Height,
|
|
TextureFormat.R8G8B8A8,
|
|
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
|
1,
|
|
(SampleCount) i
|
|
);
|
|
|
|
depthRTs[i] = Texture.CreateTexture2D(
|
|
GraphicsDevice,
|
|
MainWindow.Width,
|
|
MainWindow.Height,
|
|
TextureFormat.D32,
|
|
TextureUsageFlags.DepthStencilTarget,
|
|
1,
|
|
(SampleCount) i
|
|
);
|
|
}
|
|
|
|
// Create the sampler
|
|
rtSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
|
|
|
// Create the buffers
|
|
quadVertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
|
|
quadIndexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
|
|
|
|
cubeVertexBuffer1 = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
|
|
cubeVertexBuffer2 = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
|
|
cubeIndexBuffer = Buffer.Create<uint>(GraphicsDevice, BufferUsageFlags.Index, 36);
|
|
|
|
// Populate the GPU resources
|
|
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
|
|
|
cmdbuf.SetBufferData(
|
|
quadVertexBuffer,
|
|
new PositionTextureVertex[]
|
|
{
|
|
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
|
|
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
|
|
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
|
|
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
|
|
}
|
|
);
|
|
cmdbuf.SetBufferData(
|
|
quadIndexBuffer,
|
|
new ushort[]
|
|
{
|
|
0, 1, 2,
|
|
0, 2, 3,
|
|
}
|
|
);
|
|
|
|
PositionColorVertex[] vertices = 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(
|
|
cubeVertexBuffer1,
|
|
vertices
|
|
);
|
|
|
|
// Scoot all the verts slightly for the second cube...
|
|
for (int i = 0; i < vertices.Length; i += 1)
|
|
{
|
|
vertices[i].Position.Z += 3;
|
|
}
|
|
cmdbuf.SetBufferData(
|
|
cubeVertexBuffer2,
|
|
vertices
|
|
);
|
|
|
|
cmdbuf.SetBufferData(
|
|
cubeIndexBuffer,
|
|
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
|
|
}
|
|
);
|
|
|
|
GraphicsDevice.Submit(cmdbuf);
|
|
}
|
|
|
|
protected override void Update(System.TimeSpan delta)
|
|
{
|
|
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);
|
|
}
|
|
|
|
// Rotate the cube
|
|
cubeTimer += (float) delta.TotalSeconds;
|
|
previousCubeRotation = cubeRotation;
|
|
cubeRotation = Quaternion.CreateFromYawPitchRoll(cubeTimer * 2f, 0, cubeTimer * 2f);
|
|
}
|
|
|
|
protected override void Draw(double alpha)
|
|
{
|
|
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
|
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
|
if (backbuffer != null)
|
|
{
|
|
// Set up cube model-view-projection matrix
|
|
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
|
MathHelper.ToRadians(75f),
|
|
(float) MainWindow.Width / MainWindow.Height,
|
|
0.01f,
|
|
100f
|
|
);
|
|
Matrix4x4 view = Matrix4x4.CreateLookAt(camPos, Vector3.Zero, Vector3.Up);
|
|
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
|
|
Quaternion.Slerp(
|
|
previousCubeRotation,
|
|
cubeRotation,
|
|
(float) alpha
|
|
)
|
|
);
|
|
TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
|
|
|
|
// Begin the MSAA RT pass
|
|
int index = (int) currentSampleCount;
|
|
cmdbuf.BeginRenderPass(
|
|
new DepthStencilAttachmentInfo(depthRTs[index], new DepthStencilValue(1, 0)),
|
|
new ColorAttachmentInfo(renderTargets[index], Color.Black)
|
|
);
|
|
cmdbuf.BindGraphicsPipeline(cubePipelines[index]);
|
|
|
|
// Draw the first cube
|
|
cmdbuf.BindVertexBuffers(cubeVertexBuffer1);
|
|
cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
|
|
uint vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
|
|
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
|
|
|
|
// Draw the second cube
|
|
cmdbuf.BindVertexBuffers(cubeVertexBuffer2);
|
|
cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
|
|
vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
|
|
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
|
|
|
|
cmdbuf.EndRenderPass();
|
|
|
|
// Blit the MSAA RT to the backbuffer
|
|
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, LoadOp.DontCare));
|
|
cmdbuf.BindGraphicsPipeline(blitPipeline);
|
|
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(renderTargets[index], rtSampler));
|
|
cmdbuf.BindVertexBuffers(quadVertexBuffer);
|
|
cmdbuf.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
|
|
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
|
|
cmdbuf.EndRenderPass();
|
|
}
|
|
GraphicsDevice.Submit(cmdbuf);
|
|
}
|
|
|
|
public static void Main(string[] args)
|
|
{
|
|
DepthMSAAGame game = new DepthMSAAGame();
|
|
game.Run();
|
|
}
|
|
}
|
|
}
|