CullFaceExample
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877b533d7b
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7b58a1ac06
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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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private GpuBuffer CW_VertexBuffer;
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private GpuBuffer CCW_VertexBuffer;
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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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ShaderStage.Vertex,
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ShaderFormat.SPIRV
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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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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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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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@ -1,141 +0,0 @@
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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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class CullFaceGame : Game
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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 GpuBuffer cwVertexBuffer;
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private GpuBuffer ccwVertexBuffer;
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private bool useClockwiseWinding;
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public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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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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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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// Create the graphics pipelines
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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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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cwVertexBuffer = 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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ccwVertexBuffer = 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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protected 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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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, WriteOptions.Cycle, Color.Black));
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// Need to bind a pipeline before binding vertex buffers
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cmdbuf.BindGraphicsPipeline(CW_CullNonePipeline);
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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.DrawPrimitives(0, 1);
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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);
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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);
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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);
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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);
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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);
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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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@ -33,6 +33,7 @@
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<Compile Include="Examples\ComputeUniformsExample.cs" />
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<Compile Include="Examples\CopyTextureExample.cs" />
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<Compile Include="Examples\CubeExample.cs" />
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<Compile Include="Examples\CullFaceExample.cs" />
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</ItemGroup>
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<Import Project=".\CopyMoonlibs.targets" />
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@ -16,7 +16,8 @@ class Program : Game
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new BasicComputeExample(),
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new ComputeUniformsExample(),
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new CopyTextureExample(),
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new CubeExample()
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new CubeExample(),
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new CullFaceExample()
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];
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int ExampleIndex = 0;
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