MoonWorksGraphicsTests/BasicStencil/BasicStencilGame.cs

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C#
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using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
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class BasicStencilGame : Game
{
private GraphicsPipeline maskerPipeline;
private GraphicsPipeline maskeePipeline;
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private GpuBuffer vertexBuffer;
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private Texture depthStencilTexture;
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public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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// Create the graphics pipelines
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = true;
pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D16S8;
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
pipelineCreateInfo.DepthStencilState = new DepthStencilState
{
StencilTestEnable = true,
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FrontStencilState = new StencilOpState
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{
CompareOp = CompareOp.Never,
FailOp = StencilOp.Replace,
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},
Reference = 1,
WriteMask = 0xFF
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};
maskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipelineCreateInfo.DepthStencilState = new DepthStencilState
{
StencilTestEnable = true,
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FrontStencilState = new StencilOpState
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{
CompareOp = CompareOp.Equal,
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},
Reference = 0,
CompareMask = 0xFF,
WriteMask = 0
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};
maskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the GPU resources
depthStencilTexture = Texture.CreateTexture2D(
GraphicsDevice,
MainWindow.Width,
MainWindow.Height,
TextureFormat.D16S8,
TextureUsageFlags.DepthStencilTarget
);
var resourceUploader = new ResourceUploader(GraphicsDevice);
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vertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionColorVertex(new Vector3(-0.5f, 0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(0.5f, 0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(0, -0.5f, 0), Color.Yellow),
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
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],
BufferUsageFlags.Vertex
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);
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resourceUploader.Upload();
resourceUploader.Dispose();
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}
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protected override void Update(System.TimeSpan delta) { }
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protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(
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new DepthStencilAttachmentInfo(depthStencilTexture, WriteOptions.Cycle, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare),
new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black)
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);
cmdbuf.BindGraphicsPipeline(maskerPipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.DrawPrimitives(0, 1);
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cmdbuf.BindGraphicsPipeline(maskeePipeline);
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cmdbuf.DrawPrimitives(3, 1);
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cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
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public static void Main(string[] args)
{
BasicStencilGame p = new BasicStencilGame();
p.Run();
}
}
}