MoonWorksGraphicsTests/Cube/CubeGame.cs

452 lines
19 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 cubePipelineDepthOnly;
private GraphicsPipeline skyboxPipeline;
private GraphicsPipeline skyboxPipelineDepthOnly;
private GraphicsPipeline blitPipeline;
private Texture depthTexture;
private Sampler depthSampler;
private DepthUniforms depthUniforms;
private Buffer cubeVertexBuffer;
private Buffer skyboxVertexBuffer;
private Buffer blitVertexBuffer;
private Buffer indexBuffer;
private Texture skyboxTexture;
private Sampler skyboxSampler;
private bool finishedLoading = false;
private float cubeTimer = 0f;
private Quaternion cubeRotation = Quaternion.Identity;
private Quaternion previousCubeRotation = Quaternion.Identity;
private bool depthOnlyEnabled = false;
private Vector3 camPos = new Vector3(0, 1.5f, 4f);
struct DepthUniforms
{
public float ZNear;
public float ZFar;
public DepthUniforms(float zNear, float zFar)
{
ZNear = zNear;
ZFar = zFar;
}
}
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")
);
ShaderModule cubeFragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor")
);
ShaderModule skyboxVertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("SkyboxVert")
);
ShaderModule skyboxFragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("SkyboxFrag")
);
ShaderModule blitVertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadVert")
);
ShaderModule blitFragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedDepthQuadFrag")
);
depthTexture = Texture.CreateTexture2D(
GraphicsDevice,
MainWindow.Width,
MainWindow.Height,
TextureFormat.D16,
TextureUsageFlags.DepthStencilTarget | TextureUsageFlags.Sampler
);
depthSampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
depthUniforms = new DepthUniforms(0.01f, 100f);
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
blitVertexBuffer = Buffer.Create<PositionTextureVertex>(
GraphicsDevice,
BufferUsageFlags.Vertex,
6
);
Task loadingTask = Task.Run(() => UploadGPUAssets());
// Create the cube pipelines
GraphicsPipelineCreateInfo cubePipelineCreateInfo = new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D16,
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
};
cubePipeline = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
cubePipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
cubePipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, cubePipelineCreateInfo);
// Create the skybox pipelines
GraphicsPipelineCreateInfo skyboxPipelineCreateInfo = new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
TextureFormat.D16,
new ColorAttachmentDescription(
MainWindow.SwapchainFormat,
ColorAttachmentBlendState.Opaque
)
),
DepthStencilState = DepthStencilState.DepthReadWrite,
VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(skyboxVertShaderModule, "main", 0),
VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>(),
PrimitiveType = PrimitiveType.TriangleList,
FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
RasterizerState = RasterizerState.CW_CullNone,
MultisampleState = MultisampleState.None,
};
skyboxPipeline = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
skyboxPipelineCreateInfo.AttachmentInfo = new GraphicsPipelineAttachmentInfo(TextureFormat.D16);
skyboxPipelineDepthOnly = new GraphicsPipeline(GraphicsDevice, skyboxPipelineCreateInfo);
// Create the blit pipeline
GraphicsPipelineCreateInfo blitPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
blitVertShaderModule,
blitFragShaderModule
);
blitPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<DepthUniforms>(blitFragShaderModule, "main", 1);
blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo);
}
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
}
);
cmdbuf.SetBufferData(
blitVertexBuffer,
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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
}
);
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!");
Logger.LogInfo("Press Left to toggle Depth-Only Mode");
Logger.LogInfo("Press Down to move the camera upwards");
}
protected override void Update(System.TimeSpan delta)
{
cubeTimer += (float) delta.TotalSeconds;
previousCubeRotation = cubeRotation;
cubeRotation = Quaternion.CreateFromYawPitchRoll(
cubeTimer * 2f,
0,
cubeTimer * 2f
);
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Bottom))
{
camPos.Y = System.MathF.Min(camPos.Y + 0.2f, 15f);
}
else
{
camPos.Y = System.MathF.Max(camPos.Y - 0.4f, 1.5f);
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
depthOnlyEnabled = !depthOnlyEnabled;
Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled);
}
}
protected override void Draw(double alpha)
{
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(75f),
(float) MainWindow.Width / MainWindow.Height,
depthUniforms.ZNear,
depthUniforms.ZFar
);
Matrix4x4 view = Matrix4x4.CreateLookAt(
camPos,
Vector3.Zero,
Vector3.Up
);
TransformVertexUniform skyboxUniforms = new TransformVertexUniform(view * proj);
Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
Quaternion.Slerp(
previousCubeRotation,
cubeRotation,
(float) alpha
)
);
TransformVertexUniform cubeUniforms = new TransformVertexUniform(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
{
if (!depthOnlyEnabled)
{
cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0)),
new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare)
);
}
else
{
cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthTexture, new DepthStencilValue(1f, 0))
);
}
// Draw cube
cmdbuf.BindGraphicsPipeline(depthOnlyEnabled ? cubePipelineDepthOnly : 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(depthOnlyEnabled ? skyboxPipelineDepthOnly : 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();
if (depthOnlyEnabled)
{
// Draw the depth buffer as a grayscale image
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, LoadOp.DontCare));
cmdbuf.BindGraphicsPipeline(blitPipeline);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(depthTexture, depthSampler));
cmdbuf.BindVertexBuffers(blitVertexBuffer);
uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(depthUniforms);
cmdbuf.DrawPrimitives(0, 2, vertexParamOffset, fragParamOffset);
cmdbuf.EndRenderPass();
}
}
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
CubeGame game = new CubeGame();
game.Run();
}
}
}