From 7b58a1ac065b16a4d7498cd0e6ea5f5e9a2bcbf7 Mon Sep 17 00:00:00 2001 From: cosmonaut Date: Thu, 6 Jun 2024 12:13:01 -0700 Subject: [PATCH] CullFaceExample --- Examples/CullFaceExample.cs | 173 ++++++++++++++++++++++++++++++++++ Examples/CullFaceGame.cs | 141 --------------------------- MoonWorksGraphicsTests.csproj | 1 + Program.cs | 3 +- 4 files changed, 176 insertions(+), 142 deletions(-) create mode 100644 Examples/CullFaceExample.cs delete mode 100644 Examples/CullFaceGame.cs diff --git a/Examples/CullFaceExample.cs b/Examples/CullFaceExample.cs new file mode 100644 index 0000000..877e4ef --- /dev/null +++ b/Examples/CullFaceExample.cs @@ -0,0 +1,173 @@ +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(); + + 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(); + } +} diff --git a/Examples/CullFaceGame.cs b/Examples/CullFaceGame.cs deleted file mode 100644 index 43bd783..0000000 --- a/Examples/CullFaceGame.cs +++ /dev/null @@ -1,141 +0,0 @@ -using MoonWorks; -using MoonWorks.Graphics; -using MoonWorks.Math.Float; - -namespace MoonWorks.Test -{ - class CullFaceGame : Game - { - 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 cwVertexBuffer; - private GpuBuffer ccwVertexBuffer; - - private bool useClockwiseWinding; - - public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true) - { - Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)"); - - // Load the shaders - ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert")); - ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); - - // Create the graphics pipelines - GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( - MainWindow.SwapchainFormat, - vertShaderModule, - fragShaderModule - ); - pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); - - 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); - - cwVertexBuffer = 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 - ); - - ccwVertexBuffer = 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(); - } - - protected override void Update(System.TimeSpan delta) - { - if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom)) - { - useClockwiseWinding = !useClockwiseWinding; - Logger.LogInfo("Using clockwise winding: " + useClockwiseWinding); - } - } - - protected override void Draw(double alpha) - { - CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); - Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); - if (backbuffer != null) - { - cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black)); - - // Need to bind a pipeline before binding vertex buffers - cmdbuf.BindGraphicsPipeline(CW_CullNonePipeline); - if (useClockwiseWinding) - { - cmdbuf.BindVertexBuffers(cwVertexBuffer); - } - else - { - cmdbuf.BindVertexBuffers(ccwVertexBuffer); - } - - cmdbuf.SetViewport(new Viewport(0, 0, 213, 240)); - cmdbuf.DrawPrimitives(0, 1); - - cmdbuf.SetViewport(new Viewport(213, 0, 213, 240)); - cmdbuf.BindGraphicsPipeline(CW_CullFrontPipeline); - cmdbuf.DrawPrimitives(0, 1); - - cmdbuf.SetViewport(new Viewport(426, 0, 213, 240)); - cmdbuf.BindGraphicsPipeline(CW_CullBackPipeline); - cmdbuf.DrawPrimitives(0, 1); - - cmdbuf.SetViewport(new Viewport(0, 240, 213, 240)); - cmdbuf.BindGraphicsPipeline(CCW_CullNonePipeline); - cmdbuf.DrawPrimitives(0, 1); - - cmdbuf.SetViewport(new Viewport(213, 240, 213, 240)); - cmdbuf.BindGraphicsPipeline(CCW_CullFrontPipeline); - cmdbuf.DrawPrimitives(0, 1); - - cmdbuf.SetViewport(new Viewport(426, 240, 213, 240)); - cmdbuf.BindGraphicsPipeline(CCW_CullBackPipeline); - cmdbuf.DrawPrimitives(0, 1); - - cmdbuf.EndRenderPass(); - } - GraphicsDevice.Submit(cmdbuf); - } - - public static void Main(string[] args) - { - CullFaceGame game = new CullFaceGame(); - game.Run(); - } - } -} diff --git a/MoonWorksGraphicsTests.csproj b/MoonWorksGraphicsTests.csproj index 0ec27c8..1a8b13a 100644 --- a/MoonWorksGraphicsTests.csproj +++ b/MoonWorksGraphicsTests.csproj @@ -33,6 +33,7 @@ + diff --git a/Program.cs b/Program.cs index 31ebf2f..bdc9b47 100644 --- a/Program.cs +++ b/Program.cs @@ -16,7 +16,8 @@ class Program : Game new BasicComputeExample(), new ComputeUniformsExample(), new CopyTextureExample(), - new CubeExample() + new CubeExample(), + new CullFaceExample() ]; int ExampleIndex = 0;