MoonWorksGraphicsTests/DepthMSAA/DepthMSAAGame.cs

297 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("PositionColorVertWithMatrix")
);
ShaderModule cubeFragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor")
);
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("TexturedQuadVert"));
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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);
GraphicsDevice.Wait();
}
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();
}
}
}