Example #1
0
        public SkyboxRenderer(GraphicsDevice device, Framebuffer target, Image <Rgba32> positiveXImage, Image <Rgba32> negativeXImage,
                              Image <Rgba32> positiveYImage, Image <Rgba32> negativeYImage,
                              Image <Rgba32> positiveZImage, Image <Rgba32> negativeZImage)
        {
            _skyboxTexture = new ImageSharpCubemapTexture(positiveXImage, negativeXImage, positiveYImage, negativeYImage, positiveZImage, negativeZImage);

            var factory = device.ResourceFactory;

            var deviceTexture = _skyboxTexture.CreateDeviceTexture(device, factory);

            _skyboxTexture = null;
            TextureView textureView = factory.CreateTextureView(new TextureViewDescription(deviceTexture));

            _vb = factory.CreateBuffer(new BufferDescription(VertexPosition.SizeInBytes * (uint)s_vertices.Length, BufferUsage.VertexBuffer));
            device.UpdateBuffer(_vb, 0, s_vertices);

            _ib = factory.CreateBuffer(new BufferDescription(sizeof(ushort) * (uint)s_indices.Length, BufferUsage.IndexBuffer));
            device.UpdateBuffer(_ib, 0, s_indices);

            VertexLayoutDescription[] vertexLayouts = new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float3))
            };

            _layout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                       new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                       new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                       new ResourceLayoutElementDescription("CubeTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                       new ResourceLayoutElementDescription("CubeSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleAlphaBlend,
                //device.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqual : DepthStencilStateDescription.DepthOnlyLessEqual,
                new DepthStencilStateDescription(false, false, ComparisonKind.LessEqual),
                new RasterizerStateDescription(FaceCullMode.Back, PolygonFillMode.Solid, FrontFace.Clockwise, true, true),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(
                    vertexLayouts,
                    factory.CreateFromSpirv(
                        new ShaderDescription(ShaderStages.Vertex, Encoding.UTF8.GetBytes(SkyboxShader.VertexCode), "main"),
                        new ShaderDescription(ShaderStages.Fragment, Encoding.UTF8.GetBytes(SkyboxShader.FragmentCode), "main"))),
                new ResourceLayout[] { _layout },
                target.OutputDescription);

            _pipeline = factory.CreateGraphicsPipeline(ref pd);

            ProjectionMatrixBuffer = factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            ViewMatrixBuffer       = factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            _resourceSet = factory.CreateResourceSet(new ResourceSetDescription(
                                                         _layout,
                                                         ProjectionMatrixBuffer,
                                                         ViewMatrixBuffer,
                                                         textureView,
                                                         device.Aniso4xSampler));
        }
Example #2
0
        public override void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, SceneContext sc)
        {
            ResourceFactory factory = gd.ResourceFactory;

            _vb = factory.CreateBuffer(new BufferDescription(s_vertices.SizeInBytes(), BufferUsage.VertexBuffer));
            cl.UpdateBuffer(_vb, 0, s_vertices);

            _ib = factory.CreateBuffer(new BufferDescription(s_indices.SizeInBytes(), BufferUsage.IndexBuffer));
            cl.UpdateBuffer(_ib, 0, s_indices);

            ImageSharpCubemapTexture imageSharpCubemapTexture = new ImageSharpCubemapTexture(_right, _left, _top, _bottom, _back, _front, false);

            Texture     textureCube = imageSharpCubemapTexture.CreateDeviceTexture(gd, factory);
            TextureView textureView = factory.CreateTextureView(new TextureViewDescription(textureCube));

            VertexLayoutDescription[] vertexLayouts = new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float3))
            };

            (Shader vs, Shader fs) = StaticResourceCache.GetShaders(gd, gd.ResourceFactory, "Skybox");

            _layout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                       new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                       new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                       new ResourceLayoutElementDescription("CubeTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                       new ResourceLayoutElementDescription("CubeSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleAlphaBlend,
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqual : DepthStencilStateDescription.DepthOnlyLessEqual,
                new RasterizerStateDescription(FaceCullMode.None, PolygonFillMode.Solid, FrontFace.Clockwise, true, true),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(vertexLayouts, new[] { vs, fs }, ShaderHelper.GetSpecializations(gd)),
                new ResourceLayout[] { _layout },
                sc.MainSceneFramebuffer.OutputDescription);

            _pipeline           = factory.CreateGraphicsPipeline(ref pd);
            pd.Outputs          = sc.ReflectionFramebuffer.OutputDescription;
            _reflectionPipeline = factory.CreateGraphicsPipeline(ref pd);

            _resourceSet = factory.CreateResourceSet(new ResourceSetDescription(
                                                         _layout,
                                                         sc.ProjectionMatrixBuffer,
                                                         sc.ViewMatrixBuffer,
                                                         textureView,
                                                         gd.PointSampler));

            _disposeCollector.Add(_vb, _ib, textureCube, textureView, _layout, _pipeline, _reflectionPipeline, _resourceSet, vs, fs);
        }
Example #3
0
        public void CreateDeviceObjects(GraphicsDevice gd, OutputDescription outputs)
        {
            ResourceFactory factory = gd.ResourceFactory;

            _vb = factory.CreateBuffer(new BufferDescription((uint)(s_vertices.Length * 12), BufferUsage.VertexBuffer));
            gd.UpdateBuffer(_vb, 0, s_vertices);

            _ib = factory.CreateBuffer(new BufferDescription((uint)(s_indices.Length * 2), BufferUsage.IndexBuffer));
            gd.UpdateBuffer(_ib, 0, s_indices);

            ImageSharpCubemapTexture imageSharpCubemapTexture = new ImageSharpCubemapTexture(_front, _back, _top, _bottom, _right, _left, true);

            Texture     textureCube = imageSharpCubemapTexture.CreateDeviceTexture(gd, factory);
            TextureView textureView = factory.CreateTextureView(new TextureViewDescription(textureCube));

            VertexLayoutDescription[] vertexLayouts = new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float3))
            };

            Shader[] shaders = factory.CreateFromSpirv(
                new ShaderDescription(ShaderStages.Vertex, Encoding.ASCII.GetBytes(VertexShader), "main"),
                new ShaderDescription(ShaderStages.Fragment, Encoding.ASCII.GetBytes(FragmentShader), "main"));
            _disposables.Add(shaders[0]);
            _disposables.Add(shaders[1]);

            _layout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                       new ResourceLayoutElementDescription("UBO", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                       new ResourceLayoutElementDescription("CubeTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                       new ResourceLayoutElementDescription("CubeSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleAlphaBlend,
                DepthStencilStateDescription.DepthOnlyLessEqual,
                new RasterizerStateDescription(FaceCullMode.None, PolygonFillMode.Solid, FrontFace.Clockwise, true, true),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(vertexLayouts, shaders),
                new ResourceLayout[] { _layout },
                outputs);

            _pipeline = factory.CreateGraphicsPipeline(ref pd);

            _ubo = factory.CreateBuffer(new BufferDescription(64 * 3, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            _resourceSet = factory.CreateResourceSet(new ResourceSetDescription(
                                                         _layout,
                                                         _ubo,
                                                         textureView,
                                                         gd.PointSampler));
        }
Example #4
0
        public override void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, SceneContext sc)
        {
            ResourceFactory factory = gd.ResourceFactory;

            _vb = factory.CreateBuffer(new BufferDescription(s_vertices.SizeInBytes(), BufferUsage.VertexBuffer));
            cl.UpdateBuffer(_vb, 0, s_vertices);

            _ib = factory.CreateBuffer(new BufferDescription(s_indices.SizeInBytes(), BufferUsage.IndexBuffer));
            cl.UpdateBuffer(_ib, 0, s_indices);

            ImageSharpCubemapTexture cubemap = PreloadTexture(sc);
            Texture textureCube = cubemap.CreateDeviceTexture(gd, factory);

            TextureLoaded?.Invoke(sc, cubemap);
            _pendingCubemap = null;

            VertexLayoutDescription[] vertexLayouts = new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float3))
            };

            (Shader vs, Shader fs, SpecializationConstant[] specs) = StaticResourceCache.GetShaders(gd, gd.ResourceFactory, "Skybox");

            _layout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                       new ResourceLayoutElementDescription("CameraInfo", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                       new ResourceLayoutElementDescription("CubeTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                       new ResourceLayoutElementDescription("CubeSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleAlphaBlend,
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqual : DepthStencilStateDescription.DepthOnlyLessEqual,
                new RasterizerStateDescription(FaceCullMode.None, PolygonFillMode.Solid, FrontFace.Clockwise, true, true),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(vertexLayouts, new[] { vs, fs }, specs),
                new ResourceLayout[] { _layout },
                sc.MainSceneFramebuffer.OutputDescription);

            _pipeline = factory.CreateGraphicsPipeline(ref pd);

            _resourceSet = factory.CreateResourceSet(new ResourceSetDescription(
                                                         _layout,
                                                         sc.CameraInfoBuffer,
                                                         textureCube,
                                                         gd.PointSampler));

            _disposeCollector.Add(_vb, _ib, textureCube, _layout, _pipeline, _resourceSet, vs, fs);
        }
Example #5
0
 public Skybox(Image <Rgba32> positiveXImage, Image <Rgba32> negativeXImage,
               Image <Rgba32> positiveYImage, Image <Rgba32> negativeYImage,
               Image <Rgba32> positiveZImage, Image <Rgba32> negativeZImage)
 {
     _skyboxTexture = new ImageSharpCubemapTexture(positiveXImage, negativeXImage, positiveYImage, negativeYImage, positiveZImage, negativeZImage);
 }