Exemplo n.º 1
0
        static int Main(string[] args)
        {
            if (args.Length != 2)
            {
                Console.WriteLine($"ImageTint <image-path> <out>: Tints the image at <image-path> and saves it to <out>.");
                return(1);
            }

            string inPath  = args[0];
            string outPath = args[1];

            // This demo uses WindowState.Hidden to avoid popping up an unnecessary window to the user.

            VeldridStartup.CreateWindowAndGraphicsDevice(
                new WindowCreateInfo
            {
                WindowInitialState = WindowState.Hidden,
            },
                new GraphicsDeviceOptions()
            {
                ResourceBindingModel = ResourceBindingModel.Improved
            },
                out Sdl2Window window,
                out GraphicsDevice gd);

            DisposeCollectorResourceFactory factory = new DisposeCollectorResourceFactory(gd.ResourceFactory);

            ImageSharpTexture inputImage   = new ImageSharpTexture(inPath, false);
            Texture           inputTexture = inputImage.CreateDeviceTexture(gd, factory);
            TextureView       view         = factory.CreateTextureView(inputTexture);

            Texture output = factory.CreateTexture(TextureDescription.Texture2D(
                                                       inputImage.Width,
                                                       inputImage.Height,
                                                       1,
                                                       1,
                                                       PixelFormat.R8_G8_B8_A8_UNorm,
                                                       TextureUsage.RenderTarget));
            Framebuffer framebuffer = factory.CreateFramebuffer(new FramebufferDescription(null, output));

            DeviceBuffer vertexBuffer = factory.CreateBuffer(new BufferDescription(64, BufferUsage.VertexBuffer));

            Vector4[] quadVerts =
            {
                new Vector4(-1,  1, 0, 0),
                new Vector4(1,   1, 1, 0),
                new Vector4(-1, -1, 0, 1),
                new Vector4(1,  -1, 1, 1),
            };
            gd.UpdateBuffer(vertexBuffer, 0, quadVerts);

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("TextureCoordinates", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2))
            },
                factory.CreateFromSpirv(
                    new ShaderDescription(ShaderStages.Vertex, ReadEmbeddedAssetBytes("TintShader-vertex.glsl"), "main"),
                    new ShaderDescription(ShaderStages.Fragment, ReadEmbeddedAssetBytes("TintShader-fragment.glsl"), "main")));

            ResourceLayout layout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                     new ResourceLayoutElementDescription("Input", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                     new ResourceLayoutElementDescription("Sampler", ResourceKind.Sampler, ShaderStages.Fragment),
                                                                     new ResourceLayoutElementDescription("Tint", ResourceKind.UniformBuffer, ShaderStages.Fragment)));

            Pipeline pipeline = factory.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                                   BlendStateDescription.SingleOverrideBlend,
                                                                   DepthStencilStateDescription.Disabled,
                                                                   RasterizerStateDescription.Default,
                                                                   PrimitiveTopology.TriangleStrip,
                                                                   shaderSet,
                                                                   layout,
                                                                   framebuffer.OutputDescription));

            DeviceBuffer tintInfoBuffer = factory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));

            gd.UpdateBuffer(
                tintInfoBuffer, 0,
                new TintInfo(
                    new Vector3(1f, 0.2f, 0.1f), // Change this to modify the tint color.
                    0.25f));

            ResourceSet resourceSet = factory.CreateResourceSet(
                new ResourceSetDescription(layout, view, gd.PointSampler, tintInfoBuffer));

            // RenderTarget textures are not CPU-visible, so to get our tinted image back, we need to first copy it into
            // a "staging Texture", which is a Texture that is CPU-visible (it can be Mapped).
            Texture stage = factory.CreateTexture(TextureDescription.Texture2D(
                                                      inputImage.Width,
                                                      inputImage.Height,
                                                      1,
                                                      1,
                                                      PixelFormat.R8_G8_B8_A8_UNorm,
                                                      TextureUsage.Staging));

            CommandList cl = factory.CreateCommandList();

            cl.Begin();
            cl.SetFramebuffer(framebuffer);
            cl.SetFullViewports();
            cl.SetVertexBuffer(0, vertexBuffer);
            cl.SetPipeline(pipeline);
            cl.SetGraphicsResourceSet(0, resourceSet);
            cl.Draw(4, 1, 0, 0);
            cl.CopyTexture(
                output, 0, 0, 0, 0, 0,
                stage, 0, 0, 0, 0, 0,
                stage.Width, stage.Height, 1, 1);
            cl.End();
            gd.SubmitCommands(cl);
            gd.WaitForIdle();

            // When a texture is mapped into a CPU-visible region, it is often not laid out linearly.
            // Instead, it is laid out as a series of rows, which are all spaced out evenly by a "row pitch".
            // This spacing is provided in MappedResource.RowPitch.

            // It is also possible to obtain a "structured view" of a mapped data region, which is what is done below.
            // With a structured view, you can read individual elements from the region.
            // The code below simply iterates over the two-dimensional region and places each texel into a linear buffer.
            // ImageSharp requires the pixel data be contained in a linear buffer.
            MappedResourceView <Rgba32> map = gd.Map <Rgba32>(stage, MapMode.Read);

            // Rgba32 is synonymous with PixelFormat.R8_G8_B8_A8_UNorm.
            Rgba32[] pixelData = new Rgba32[stage.Width * stage.Height];
            for (int y = 0; y < stage.Height; y++)
            {
                for (int x = 0; x < stage.Width; x++)
                {
                    int index = (int)(y * stage.Width + x);
                    pixelData[index] = map[x, y];
                }
            }
            gd.Unmap(stage); // Resources should be Unmapped when the region is no longer used.

            Image <Rgba32> outputImage = Image.LoadPixelData(pixelData, (int)stage.Width, (int)stage.Height);

            outputImage.Save(outPath);

            factory.DisposeCollector.DisposeAll();

            gd.Dispose();
            window.Close();
            return(0);
        }
Exemplo n.º 2
0
        private void CreateResources()
        {
            _factory = new DisposeCollectorResourceFactory(_gd.ResourceFactory);

            _cl = _factory.CreateCommandList();

            _cl.Begin();
            _projectionBuffer = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            _viewBuffer       = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            _modelBuffer      = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            _projectionBufferForShadowShader = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            _viewBufferShadow  = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            _modelBufferShadow = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            // TODO: no idea why this buffer requires 48 bytes instead of 32 bytes, padding?
            //_directionLightBuffer = _factory.CreateBuffer(new BufferDescription(48, BufferUsage.UniformBuffer));
            // addition of shadowmatrix, now requires (48+64=) 112 bytes
            _directionLightBuffer = _factory.CreateBuffer(new BufferDescription(112, BufferUsage.UniformBuffer));

            _cl.End();
            _gd.SubmitCommands(_cl);
            _gd.WaitForIdle();

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3),
                    new VertexElementDescription("Color", VertexElementSemantic.Color, VertexElementFormat.Float3),
                    new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3))
            },
                new[]
            {
                LoadShader(_factory, "ColorShader", ShaderStages.Vertex, "VS"),
                LoadShader(_factory, "ColorShader", ShaderStages.Fragment, "FS")
            });

            ShaderSetDescription shaderSetShadow = new ShaderSetDescription(
                new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3),
                    new VertexElementDescription("Color", VertexElementSemantic.Color, VertexElementFormat.Float3),
                    new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3))
            },
                new[]
            {
                LoadShader(_factory, "ShadowShader", ShaderStages.Vertex, "VS"),
                LoadShader(_factory, "ShadowShader", ShaderStages.Fragment, "FS")
            });

            ResourceLayout projectionViewMatricesLightLayout = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                    new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                    new ResourceLayoutElementDescription("DirectionalLight", ResourceKind.UniformBuffer, ShaderStages.Vertex | ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("ShadowMap", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("ShadowMapSampler", ResourceKind.Sampler, ShaderStages.Fragment)
                    ));

            ResourceLayout perObjectLayout = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Model", ResourceKind.UniformBuffer, ShaderStages.Vertex)
                    ));

            ResourceLayout projectionViewMatricesLayoutShadow = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                    new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex)
                    ));

            ResourceLayout modelLayoutShadow = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Model", ResourceKind.UniformBuffer, ShaderStages.Vertex)
                    ));

            _pipeline = _factory.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                            BlendStateDescription.SingleOverrideBlend,
                                                            DepthStencilStateDescription.DepthOnlyLessEqual,
                                                            RasterizerStateDescription.Default,
                                                            PrimitiveTopology.TriangleList,
                                                            shaderSet,
                                                            new[] { projectionViewMatricesLightLayout, perObjectLayout },
                                                            _gd.SwapchainFramebuffer.OutputDescription));

            TextureDescription desc = TextureDescription.Texture2D(2048, 2048, 1, 1, PixelFormat.D32_Float_S8_UInt, TextureUsage.DepthStencil | TextureUsage.Sampled);

            _shadowMap            = _factory.CreateTexture(desc);
            _shadowMap.Name       = "Shadow Map";
            _shadowMapView        = _factory.CreateTextureView(_shadowMap);
            _shadowMapFramebuffer = _factory.CreateFramebuffer(new FramebufferDescription(
                                                                   new FramebufferAttachmentDescription(_shadowMap, 0), Array.Empty <FramebufferAttachmentDescription>()));


            _pipelineShadow = _factory.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                                  BlendStateDescription.Empty,
                                                                  DepthStencilStateDescription.DepthOnlyLessEqual,
                                                                  RasterizerStateDescription.Default,
                                                                  PrimitiveTopology.TriangleList,
                                                                  shaderSetShadow,
                                                                  new[] { projectionViewMatricesLayoutShadow, modelLayoutShadow },
                                                                  _shadowMapFramebuffer.OutputDescription));

            _projectionViewMatricesLightSet = _factory.CreateResourceSet(new ResourceSetDescription(
                                                                             projectionViewMatricesLightLayout,
                                                                             _projectionBuffer,
                                                                             _viewBuffer,
                                                                             _directionLightBuffer,
                                                                             _shadowMapView,
                                                                             _gd.PointSampler));

            _perObjectSet = _factory.CreateResourceSet(new ResourceSetDescription(
                                                           perObjectLayout,
                                                           _modelBuffer));

            _projectionViewMatricesSetShadow = _factory.CreateResourceSet(new ResourceSetDescription(
                                                                              projectionViewMatricesLayoutShadow,
                                                                              _projectionBufferForShadowShader,
                                                                              _viewBufferShadow));

            _modelMatrixSetShadow = _factory.CreateResourceSet(new ResourceSetDescription(
                                                                   modelLayoutShadow,
                                                                   _modelBufferShadow));
        }
Exemplo n.º 3
0
 public Framebuffer CreateFramebuffer(FramebufferDescription framebufferDescription) => _factory.CreateFramebuffer(framebufferDescription);