2024-06-06 19:13:01 +00:00
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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using MoonWorks.Math.Float;
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namespace MoonWorksGraphicsTests;
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class CullFaceExample : Example
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{
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private GraphicsPipeline CW_CullNonePipeline;
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private GraphicsPipeline CW_CullFrontPipeline;
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private GraphicsPipeline CW_CullBackPipeline;
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private GraphicsPipeline CCW_CullNonePipeline;
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private GraphicsPipeline CCW_CullFrontPipeline;
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private GraphicsPipeline CCW_CullBackPipeline;
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2024-06-11 17:08:37 +00:00
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private Buffer CW_VertexBuffer;
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private Buffer CCW_VertexBuffer;
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2024-06-06 19:13:01 +00:00
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private bool UseClockwiseWinding;
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public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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{
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Window = window;
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GraphicsDevice = graphicsDevice;
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Inputs = inputs;
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Window.SetTitle("CullFace");
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Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
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// Load the shaders
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Shader vertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColor.vert"),
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"main",
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2024-06-10 23:54:27 +00:00
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Vertex,
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ShaderFormat = ShaderFormat.SPIRV
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}
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2024-06-06 19:13:01 +00:00
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);
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Shader fragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.frag"),
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"main",
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2024-06-10 23:54:27 +00:00
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Fragment,
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ShaderFormat = ShaderFormat.SPIRV
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}
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2024-06-06 19:13:01 +00:00
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);
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// Create the graphics pipelines
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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Window.SwapchainFormat,
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vertShader,
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fragShader
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullNone;
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CW_CullNonePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullFront;
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CW_CullFrontPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullBack;
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CW_CullBackPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipelineCreateInfo.RasterizerState = RasterizerState.CCW_CullNone;
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CCW_CullNonePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipelineCreateInfo.RasterizerState = RasterizerState.CCW_CullFront;
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CCW_CullFrontPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipelineCreateInfo.RasterizerState = RasterizerState.CCW_CullBack;
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CCW_CullBackPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the vertex buffers
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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CW_VertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionColorVertex(new Vector3( 0, 1, 0), Color.Blue),
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new PositionColorVertex(new Vector3( 1, -1, 0), Color.Green),
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new PositionColorVertex(new Vector3(-1, -1, 0), Color.Red),
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],
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BufferUsageFlags.Vertex
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);
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CCW_VertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionColorVertex(new Vector3(-1, -1, 0), Color.Red),
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new PositionColorVertex(new Vector3( 1, -1, 0), Color.Green),
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new PositionColorVertex(new Vector3( 0, 1, 0), Color.Blue)
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],
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BufferUsageFlags.Vertex
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);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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}
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public override void Update(System.TimeSpan delta)
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{
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
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{
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UseClockwiseWinding = !UseClockwiseWinding;
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Logger.LogInfo("Using clockwise winding: " + UseClockwiseWinding);
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}
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}
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public override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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if (swapchainTexture != null)
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{
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var renderPass = cmdbuf.BeginRenderPass(
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new ColorAttachmentInfo(
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swapchainTexture,
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false,
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Color.Black
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)
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);
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// Need to bind a pipeline before binding vertex buffers
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renderPass.BindGraphicsPipeline(CW_CullNonePipeline);
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if (UseClockwiseWinding)
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{
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renderPass.BindVertexBuffer(CW_VertexBuffer);
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}
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else
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{
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renderPass.BindVertexBuffer(CCW_VertexBuffer);
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}
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renderPass.SetViewport(new Viewport(0, 0, 213, 240));
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renderPass.DrawPrimitives(0, 1);
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renderPass.SetViewport(new Viewport(213, 0, 213, 240));
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renderPass.BindGraphicsPipeline(CW_CullFrontPipeline);
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renderPass.DrawPrimitives(0, 1);
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renderPass.SetViewport(new Viewport(426, 0, 213, 240));
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renderPass.BindGraphicsPipeline(CW_CullBackPipeline);
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renderPass.DrawPrimitives(0, 1);
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renderPass.SetViewport(new Viewport(0, 240, 213, 240));
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renderPass.BindGraphicsPipeline(CCW_CullNonePipeline);
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renderPass.DrawPrimitives(0, 1);
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renderPass.SetViewport(new Viewport(213, 240, 213, 240));
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renderPass.BindGraphicsPipeline(CCW_CullFrontPipeline);
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renderPass.DrawPrimitives(0, 1);
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renderPass.SetViewport(new Viewport(426, 240, 213, 240));
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renderPass.BindGraphicsPipeline(CCW_CullBackPipeline);
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renderPass.DrawPrimitives(0, 1);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Destroy()
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{
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CW_CullNonePipeline.Dispose();
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CW_CullFrontPipeline.Dispose();
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CW_CullBackPipeline.Dispose();
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CCW_CullNonePipeline.Dispose();
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CCW_CullFrontPipeline.Dispose();
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CCW_CullBackPipeline.Dispose();
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CW_VertexBuffer.Dispose();
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CCW_VertexBuffer.Dispose();
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}
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}
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