MoonWorksGraphicsTests/Examples/CullFaceExample.cs

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