2022-11-09 19:54:42 +00:00
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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2022-11-12 17:51:22 +00:00
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class CullFaceGame : Game
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2022-11-09 19:54:42 +00:00
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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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private Buffer cwVertexBuffer;
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private Buffer ccwVertexBuffer;
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private bool useClockwiseWinding;
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public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Logger.LogInfo("Press A to toggle the winding order of the triangles (default is counter-clockwise)");
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// Load the shaders
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2022-11-12 16:42:12 +00:00
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv"));
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2022-11-09 19:54:42 +00:00
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// Create the graphics pipelines
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2022-11-12 16:42:12 +00:00
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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vertShaderModule,
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fragShaderModule
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);
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2022-11-09 19:54:42 +00:00
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pipelineCreateInfo.VertexInputState = new VertexInputState(
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VertexBinding.Create<PositionColorVertex>(),
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VertexAttribute.Create<PositionColorVertex>("Position", 0),
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VertexAttribute.Create<PositionColorVertex>("Color", 1)
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);
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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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cwVertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3);
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ccwVertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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cwVertexBuffer,
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new PositionColorVertex[]
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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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);
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cmdbuf.SetBufferData(
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ccwVertexBuffer,
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new PositionColorVertex[]
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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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);
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Wait();
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}
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protected override void Update(System.TimeSpan delta)
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{
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if (Inputs.Keyboard.IsPressed(Input.KeyCode.A))
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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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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
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if (useClockwiseWinding)
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{
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cmdbuf.BindVertexBuffers(cwVertexBuffer);
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}
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else
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{
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cmdbuf.BindVertexBuffers(ccwVertexBuffer);
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}
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cmdbuf.SetViewport(new Viewport(0, 0, 213, 240));
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cmdbuf.BindGraphicsPipeline(CW_CullNonePipeline);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.SetViewport(new Viewport(213, 0, 213, 240));
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cmdbuf.BindGraphicsPipeline(CW_CullFrontPipeline);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.SetViewport(new Viewport(426, 0, 213, 240));
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cmdbuf.BindGraphicsPipeline(CW_CullBackPipeline);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.SetViewport(new Viewport(0, 240, 213, 240));
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cmdbuf.BindGraphicsPipeline(CCW_CullNonePipeline);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.SetViewport(new Viewport(213, 240, 213, 240));
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cmdbuf.BindGraphicsPipeline(CCW_CullFrontPipeline);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.SetViewport(new Viewport(426, 240, 213, 240));
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cmdbuf.BindGraphicsPipeline(CCW_CullBackPipeline);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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CullFaceGame game = new CullFaceGame();
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game.Run();
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}
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}
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}
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